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UE3:DoorMarker (UDK)

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

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

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


SpecialHandling

event Actor SpecialHandling (Pawn Other)

Overrides: Actor.SpecialHandling


SuggestMovePreparation

event bool SuggestMovePreparation (Pawn Other)

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

function MoverClosed ()


MoverOpened

function MoverOpened ()


ProceedWithMove

function bool ProceedWithMove (Pawn Other)

Overrides: NavigationPoint.ProceedWithMove