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UE3:Actor events (UT3)
Contents
- 1 Events
- 1.1 Attach
- 1.2 BaseChange
- 1.3 BecomeViewTarget
- 1.4 BeginAnimControl
- 1.5 BroadcastLocalizedMessage
- 1.6 BroadcastLocalizedTeamMessage
- 1.7 Bump
- 1.8 CollisionChanged
- 1.9 ConstraintBrokenNotify
- 1.10 Destroyed
- 1.11 Detach
- 1.12 EncroachedBy
- 1.13 EncroachingOn
- 1.14 EndViewTarget
- 1.15 Falling
- 1.16 FellOutOfWorld
- 1.17 FinishAnimControl
- 1.18 GainedChild
- 1.19 GetActorEyesViewPoint
- 1.20 GetActorFaceFXAsset
- 1.21 GetFaceFXAudioComponent
- 1.22 HitWall
- 1.23 InterpolationChanged
- 1.24 InterpolationFinished
- 1.25 InterpolationStarted
- 1.26 Landed
- 1.27 LostChild
- 1.28 ModifyHearSoundComponent
- 1.29 NotifySkelControlBeyondLimit
- 1.30 OnAnimEnd
- 1.31 OnAnimPlay
- 1.32 OnRanOver
- 1.33 OutsideWorldBounds
- 1.34 OverRotated
- 1.35 PhysicsVolumeChange
- 1.36 PlayActorFaceFXAnim
- 1.37 PostBeginPlay
- 1.38 PostInitAnimTree
- 1.39 PostRenderFor
- 1.40 PostTouch
- 1.41 PreBeginPlay
- 1.42 RanInto
- 1.43 ReplicatedEvent
- 1.44 Reset
- 1.45 RigidBodyCollision
- 1.46 RootMotionExtracted
- 1.47 RootMotionModeChanged
- 1.48 ScriptGetTeamNum
- 1.49 SetAnimPosition
- 1.50 SetAnimWeights
- 1.51 SetInitialState
- 1.52 SetMorphWeight
- 1.53 SetSkelControlScale
- 1.54 ShutDown
- 1.55 SpawnedByKismet
- 1.56 SpecialHandling
- 1.57 StopActorFaceFXAnim
- 1.58 TakeDamage
- 1.59 Tick
- 1.60 Timer
- 1.61 TornOff
- 1.62 Touch
- 1.63 UnTouch
- Actor events in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK
- Other member categories for this class:
- instance functions, internal variables, native functions, structs
Please help improve this article or section by expanding it. |
Events[edit]
Attach[edit]
BaseChange[edit]
BecomeViewTarget[edit]
BeginAnimControl[edit]
Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.
BroadcastLocalizedMessage[edit]
BroadcastLocalizedTeamMessage[edit]
Bump[edit]
CollisionChanged[edit]
Called when collision values change for this actor (via SetCollision/SetCollisionSize).
ConstraintBrokenNotify[edit]
When a constraint is broken we will get this event from c++ land.
Destroyed[edit]
Detach[edit]
EncroachedBy[edit]
EncroachingOn[edit]
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
EndViewTarget[edit]
Falling[edit]
FellOutOfWorld[edit]
called when the actor falls out of the world 'safely' (below KillZ and such)
FinishAnimControl[edit]
Called when we are done with the AnimControl track.
GainedChild[edit]
GetActorEyesViewPoint[edit]
returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
Parameters:
- out_Location - location of view point
- out_Rotation - view rotation of actor.
GetActorFaceFXAsset[edit]
Used by Matinee in-game to mount FaceFXAnimSets before playing animations.
GetFaceFXAudioComponent[edit]
Function for allowing you to tell FaceFX which AudioComponent it should use for playing audio for corresponding facial animation.
HitWall[edit]
InterpolationChanged[edit]
called when a SeqAct_Interp action affecting this Actor received an event that changed its properties (paused, reversed direction, etc)
Parameters:
- InterpAction - the SeqAct_Interp that is affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
InterpolationFinished[edit]
called when a SeqAct_Interp action finished interpolating this Actor
Parameters:
- InterpAction - the SeqAct_Interp that was affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
InterpolationStarted[edit]
called when a SeqAct_Interp action starts interpolating this Actor via matinee
Parameters:
- InterpAction - the SeqAct_Interp that is affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
Landed[edit]
LostChild[edit]
ModifyHearSoundComponent[edit]
called when a sound is going to be played on this Actor via PlayerController::ClientHearSound() gives it a chance to modify the component that will be used (add parameter values, etc)
NotifySkelControlBeyondLimit[edit]
OnAnimEnd[edit]
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
OnAnimPlay[edit]
Event called when a PlayAnim is called AnimNodeSequence in the animation tree of one of this Actor's SkeletalMeshComponents. bCauseActorAnimPlay must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node had PlayAnim called. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
OnRanOver[edit]
Called each frame (for each wheel) when an SVehicle has a wheel in contact with this Actor. Not called on Actors that have bWorldGeometry or bStatic set to TRUE.
OutsideWorldBounds[edit]
called when the Actor is outside the hard limit on world bounds
Note: physics and collision are automatically turned off after calling this function
OverRotated[edit]
Called by ClampRotation if the rotator was outside of the limits
PhysicsVolumeChange[edit]
PlayActorFaceFXAnim[edit]
Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.
PostBeginPlay[edit]
PostInitAnimTree[edit]
called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies
PostRenderFor[edit]
Script function called by NativePostRenderFor().
PostTouch[edit]
PreBeginPlay[edit]
RanInto[edit]
ReplicatedEvent[edit]
Called when a replicated variable declared with the repnotify modifier is received on the client. During initial replication, this event may get called a few times before PostBeginPlay() is called.
Parameters:
- VarName - the name of the received variable.
Reset[edit]
RigidBodyCollision[edit]
Called when a PrimitiveComponent this Actor owns has bNotifyRigidBodyCollision set to True and ScriptRigidBodyCollisionThreshold > 0 and is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold.
Parameters:
- HitComponent - the component of this Actor that collided
- OtherComponent - the other component that collided
- RigidCollisionData - information on the collision itself, including contact points
- ContactIndex - the element in each RigidCollisionData.ContactInfo's ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent
RootMotionExtracted[edit]
Notification called after root motion has been extracted, and before it's been used. This notification can be used to alter extracted root motion before it is forwarded to physics. It is only called when bRootMotionExtractedNotify is TRUE on the SkeletalMeshComponent.
Note: It is fairly slow in Script, so enable only when really needed.
RootMotionModeChanged[edit]
Notification that root motion mode changed. Called only from SkelMeshComponents that have bRootMotionModeChangeNotify set. This is useful for synchronizing movements. For intance, when using RMM_Translate, and the event is called, we know that root motion will kick in on next frame. It is possible to kill in-game physics, and then use root motion seemlessly.
ScriptGetTeamNum[edit]
SetAnimPosition[edit]
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.
SetAnimWeights[edit]
Called each from while the Matinee action is running, to set the animation weights for the actor.
SetInitialState[edit]
SetMorphWeight[edit]
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.
SetSkelControlScale[edit]
Called each frame by Matinee to update the scaling on a SkelControl.
ShutDown[edit]
ShutDown an actor.
SpawnedByKismet[edit]
called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory) after all other spawn events (PostBeginPlay(), etc) have been called
SpecialHandling[edit]
StopActorFaceFXAnim[edit]
Stop any matinee FaceFX animations on this Actor.
TakeDamage[edit]
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)