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UE3:DynamicPylon (UDK)

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Revision as of 12:47, 6 November 2009 by (Talk)

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UDK Object >> Actor >> NavigationPoint >> Pylon >> DynamicPylon
Package: 
Engine
Implemented interfaces
EditorLinkSelectionInterface

DynamicPylon

Represents a navigation mesh which is based on a moveable actor

Properties[edit]

bMoving[edit]

Type: bool


Default values[edit]

Property Value
bStatic False

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: Pylon.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: Pylon.CollisionCylinder

Property Value
ReplacementPrimitive None

DrawPylonRadius0[edit]

Class: Engine.DrawPylonRadiusComponent

Inherits from: Pylon.DrawPylonRadius0

Property Value
ReplacementPrimitive None

NavMeshRenderer[edit]

Class: Engine.NavMeshRenderingComponent

Inherits from: Pylon.NavMeshRenderer

Property Value
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: Pylon.PathRenderer

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: Pylon.Sprite

Property Value
ReplacementPrimitive None
Sprite Texture2D'EditorResources.DynamicPylon'

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: Pylon.Sprite2

Property Value
ReplacementPrimitive None

Functions[edit]

Native functions[edit]

FlushDynamicEdges[edit]

native function FlushDynamicEdges ()

will remove all dynamic edges associated with this pylon

RebuildDynamicEdges[edit]

native function RebuildDynamicEdges ()

will wipe all dynamic edges for this pylon, and rebuild them from the currently position (use this sparingly, it's not cheap)

good time to call this is after the pylon is finished moving, or comes to rest

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


StartedMoving[edit]

event StartedMoving ()


StoppedMoving[edit]

event StoppedMoving ()