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UE3:SeqAct_Interp (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_Interp |
Contents
- 1 Properties
- 1.1 Property group 'SeqAct_Interp'
- 1.1.1 bClientSideOnly
- 1.1.2 bForceStartPos
- 1.1.3 bInterpForPathBuilding
- 1.1.4 bIsSkippable
- 1.1.5 bLooping
- 1.1.6 bNoResetOnRewind
- 1.1.7 bRewindIfAlreadyPlaying
- 1.1.8 bRewindOnPlay
- 1.1.9 bSkipUpdateIfNotVisible
- 1.1.10 ForceStartPosition
- 1.1.11 LinkedCover
- 1.1.12 PlayRate
- 1.1.13 PreferredSplitScreenNum
- 1.2 Internal variables
- 1.3 Default values
- 1.1 Property group 'SeqAct_Interp'
- 2 Structs
- 3 Functions
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Properties[edit]
Property group 'SeqAct_Interp'[edit]
bClientSideOnly[edit]
Type: bool
Indicates that this interpolation does not affect gameplay. This means that: -it is not replicated via MatineeActor -it is not ticked if no affected Actors are visible -on dedicated servers, it is completely ignored
bForceStartPos[edit]
Type: bool
Lets you force the sequence to always start at ForceStartPosition
bInterpForPathBuilding[edit]
Type: bool
Whether this action should be initialised and moved to the 'path building time' when building paths.
bIsSkippable[edit]
Type: bool
Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.
bLooping[edit]
Type: bool
If sequence should pop back to beginning when finished. Note, if true, will never get Completed/Reversed events - sequence must be explicitly Stopped.
bNoResetOnRewind[edit]
Type: bool
If true, when rewinding this interpolation, reset the 'initial positions' of any RelateToInitial movements to the current location. This allows the next loop of movement to proceed from the current locations.
bRewindIfAlreadyPlaying[edit]
Type: bool
Only used if bRewindOnPlay if true. Defines what should happen if the Play input is activated while currently playing. If true, hitting Play while currently playing will pop the position back to the start and begin playback over again. If false, hitting Play while currently playing will do nothing.
bRewindOnPlay[edit]
Type: bool
If true, sequence will rewind itself back to the start each time the Play input is activated.
bSkipUpdateIfNotVisible[edit]
Type: bool
if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible
ForceStartPosition[edit]
Type: float
Time position to always start at if bForceStartPos is set to TRUE.
LinkedCover[edit]
Cover linked to this matinee that should be updated once path building time has been played
PlayRate[edit]
Type: float
Time multiplier for playback.
Default value: 1.0
PreferredSplitScreenNum[edit]
Type: int
Preferred local viewport number (when split screen is active) the director track should associate with, or zero for 'all'.
Internal variables[edit]
bIsBeingEdited[edit]
Type: bool
Modifiers: transient
Indicates whether this SeqAct_Interp is currently open in the Matinee tool.
bIsPlaying[edit]
Type: bool
If sequence is currently playing.
bPaused[edit]
Type: bool
Sequence is initialised, but ticking will not increment its current position.
bReversePlayback[edit]
Type: bool
If sequence playback should be reversed.
bShouldShowGore[edit]
Type: bool
Modifiers: transient
Cached value that indicates whether or not gore was enabled when the sequence was started
CameraCuts[edit]
Type: array<CameraCutInfo>
Modifiers: transient
Contains the camera world-position for each camera cut in the cinematic.
GroupInst[edit]
Type: array<InterpGroupInst>
Instance data for interp groups. One for each variable/group combination.
InterpData[edit]
Type: InterpData
Modifiers: export
Actual track data. Can be shared between SeqAct_Interps.
Position[edit]
Type: float
Time position in sequence - starts at 0.0
ReplicatedActor[edit]
Type: MatineeActor
Modifiers: const
ReplicatedActorClass[edit]
Type: class<MatineeActor>
Modifiers: const
on a net server, actor spawned to handle replicating relevant data to the client
Default value: Class'Engine.MatineeActor'
SavedActorTransforms[edit]
Type: Map{AActor*,FSavedTransform}
Modifiers: editoronly, private, const, transient, noimport, native
A map from actors to their pre-Matinee world-space positions/orientations. Includes actors attached to Matinee-affected actors.
SavedActorVisibilities[edit]
Type: Map{AActor*,BYTE}
Modifiers: editoronly, private, const, transient, noimport, native
A map from actors to their pre-Matinee visibility state
TerminationTime[edit]
Type: float
last time TermInterp() was called on this action. Only updated in game
Default values[edit]
Property | Value | ||||||||||
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InputLinks[0] |
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InputLinks[1] |
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InputLinks[2] |
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InputLinks[3] |
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InputLinks[4] |
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ObjName | "Matinee" | ||||||||||
OutputLinks[0] |
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OutputLinks[1] |
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VariableLinks[0] |
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Structs[edit]
CameraCutInfo[edit]
Modifiers: native
Helper struct for storing the camera world-position for each camera cut in the cinematic.
- Object.Vector Location
- float Timestamp
SavedTransform[edit]
Modifiers: native, export
Helper type for storing actors' World-space locations/rotations.
- Object.Vector Location
- Object.Rotator Rotation
Functions[edit]
Static events[edit]
GetObjClassVersion[edit]
Overrides: SequenceObject.GetObjClassVersion
(Description copied from SequenceObject.GetObjClassVersion)
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.
Returns:
- the version number for this specific class.
Native functions[edit]
AddPlayerToDirectorTracks[edit]
adds the passed in PlayerController to all running Director tracks so that its camera is controlled all PCs that are available at playback start time are hooked up automatically, but this needs to be called to hook up any that are created during playback (player joining a network game during a cinematic, for example)
Parameters:
- PC - the PlayerController to add
SetPosition[edit]
sets the position of the interpolation
Parameters:
- NewPosition - the new position to set the interpolation to
- bJump - if true, teleport to the new position (don't trigger any events between the old and new positions, etc)
Note: if the interpolation is not currently active, this function doesn't send any Kismet or UnrealScript events
Stop[edit]
stops playback at current position
Other instance functions[edit]
Reset[edit]
Overrides: SequenceOp.Reset