My program doesn't have bugs. It just develops random features.
UE3:DoorMarker (UDK)
Object >> Actor >> NavigationPoint >> DoorMarker |
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used to mark a door; handles the usability of paths through it and any special actions needed to open it
Properties
Property group 'DoorMarker'
bBlockedWhenClosed
Type: bool
if true, don't even try to go through this path if door is closed
bInitiallyClosed
Type: bool
if true, means that the initial position of the mover blocks navigation
Default value: True
bWaitUntilCompletelyOpened
Type: bool
if true, AI should wait until the door has completely finished opening before trying to move through
DoorTrigger
Type: Actor
trigger for the door; if specified, the opening action will be done to the trigger instead of the door
DoorType
Type: EDoorType
how do we open this door?
MyDoor
Type: InterpActor
the door mover associated with this marker
Internal variables
bDoorOpen
Type: bool
whether or not the door is currently open
bTempDisabledCollision
Type: bool
Modifiers: const, transient
internal - used in path building
Default values
Property | Value |
---|---|
bSpecialMove | True |
ExtraCost | 100 |
Subobjects
Arrow
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite2
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Enums
EDoorType
how do we open this door?
- DOOR_Shoot
- DOOR_Touch
Functions
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
SpecialHandling
Overrides: Actor.SpecialHandling
SuggestMovePreparation
Overrides: NavigationPoint.SuggestMovePreparation
tell Other what to do to open the door
Parameters:
- Other - the Controller to tell what to do
Returns:
- true if Other needs to wait for the door, false if it doesn't need to do anything further
Other instance functions
MoverClosed
MoverOpened
ProceedWithMove
Overrides: NavigationPoint.ProceedWithMove