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UE3:CoverSlotMarker (UDK)

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Revision as of 11:47, 6 November 2009 by (Talk)

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UDK Object >> Actor >> NavigationPoint >> CoverSlotMarker
Package: 
Engine
This class in other games:
UT3


Properties[edit]

Property group 'CoverSlotMarker'[edit]

OwningSlot[edit]

Type: CoverLink.CoverInfo

Modifiers: editconst


Internal variables[edit]

bIgnoreSizeLimits[edit]

Type: bool

Modifiers: transient

Ignore size limits for path building

bLastChoice[edit]

Type: bool

AI cover selection ignores slots with this flag set unless they are the only slots available

Default values[edit]

Property Value
bCollideWhenPlacing False
bSpecialMove True
Components[2] CylinderComponent'CollisionCylinder'
Components[3] PathRenderingComponent'PathRenderer'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
CollisionHeight 40.0
CollisionRadius 40.0
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
ReplacementPrimitive None

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

Property Value
ReplacementPrimitive None

Functions[edit]

Native functions[edit]

GetSlotLocation[edit]

simulated native function Object.Vector GetSlotLocation ()


GetSlotRotation[edit]

simulated native function Object.Rotator GetSlotRotation ()


IsValidClaim[edit]

final native function bool IsValidClaim (Pawn ChkClaim, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck)

Returns true if the specified pawn is able to claim this slot.

SetSlotEnabled[edit]

simulated native function SetSlotEnabled (bool bEnable)


Events[edit]

GetDebugAbbrev[edit]

simulated event string GetDebugAbbrev ()

Overrides: NavigationPoint.GetDebugAbbrev

(Description copied from NavigationPoint.GetDebugAbbrev)


Returns:

Debug abbrev for hud printing

GetDebugString[edit]

simulated final event string GetDebugString ()