My program doesn't have bugs. It just develops random features.

UE3:DoorMarker (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> NavigationPoint >> DoorMarker
Package: 
Engine
This class in other games:
UDK

used to mark a door; handles the usability of paths through it and any special actions needed to open it

Properties[edit]

Property group 'DoorMarker'[edit]

bBlockedWhenClosed[edit]

Type: bool

if true, don't even try to go through this path if door is closed

bInitiallyClosed[edit]

Type: bool

if true, means that the initial position of the mover blocks navigation

Default value: True

bWaitUntilCompletelyOpened[edit]

Type: bool

if true, AI should wait until the door has completely finished opening before trying to move through

DoorTrigger[edit]

Type: Actor

trigger for the door; if specified, the opening action will be done to the trigger instead of the door

DoorType[edit]

Type: EDoorType

how do we open this door?

MyDoor[edit]

Type: InterpActor

the door mover associated with this marker

Internal variables[edit]

bDoorOpen[edit]

Type: bool

whether or not the door is currently open

bTempDisabledCollision[edit]

Type: bool

Modifiers: const, transient

internal - used in path building

Default values[edit]

Property Value
bSpecialMove True
CollisionType COLLIDE_CustomDefault
ExtraCost 100

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

No new values.

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

No new values.

Enums[edit]

EDoorType[edit]

how do we open this door?

DOOR_Shoot 
DOOR_Touch 

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


SpecialHandling[edit]

event Actor SpecialHandling (Pawn Other)

Overrides: Actor.SpecialHandling


SuggestMovePreparation[edit]

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[edit]

MoverClosed[edit]

function MoverClosed ()


MoverOpened[edit]

function MoverOpened ()


ProceedWithMove[edit]

function bool ProceedWithMove (Pawn Other)

Overrides: NavigationPoint.ProceedWithMove