Mostly Harmless

UE3:DynamicPylon (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Actor >> NavigationPoint >> Pylon >> DynamicPylon
Package: 
Engine
Implemented interfaces
EditorLinkSelectionInterface

DynamicPylon

Represents a navigation mesh which is based on a moveable actor

Properties

bMoving

Type: bool


Default values

Property Value
bStatic False

Subobjects

Arrow

Class: Engine.ArrowComponent

Inherits from: Pylon.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: Pylon.CollisionCylinder

Property Value
ReplacementPrimitive None

DrawPylonRadius0

Class: Engine.DrawPylonRadiusComponent

Inherits from: Pylon.DrawPylonRadius0

Property Value
ReplacementPrimitive None

NavMeshRenderer

Class: Engine.NavMeshRenderingComponent

Inherits from: Pylon.NavMeshRenderer

Property Value
ReplacementPrimitive None

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: Pylon.PathRenderer

Property Value
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Inherits from: Pylon.Sprite

Property Value
ReplacementPrimitive None
Sprite Texture2D'EditorResources.DynamicPylon'

Sprite2

Class: Engine.SpriteComponent

Inherits from: Pylon.Sprite2

Property Value
ReplacementPrimitive None

Functions

Native functions

FlushDynamicEdges

native function FlushDynamicEdges ()

will remove all dynamic edges associated with this pylon

RebuildDynamicEdges

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

PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


StartedMoving

event StartedMoving ()


StoppedMoving

event StoppedMoving ()