My program doesn't have bugs. It just develops random features.
UE3:Object (UT3)
Contents
- 1 Constants
- 2 Properties
- 3 Enums
- 4 Structs
- 5 Functions
- 5.1 Static native functions
- 5.2 Other static functions
- 5.2.1 ClampRotAxis
- 5.2.2 ColorToLinearColor
- 5.2.3 FindDeltaAngle
- 5.2.4 FInterpEaseIn
- 5.2.5 FInterpEaseOut
- 5.2.6 FPctByRange
- 5.2.7 GetAngularDegreesFromRadians
- 5.2.8 GetHeadingAngle
- 5.2.9 GetRangePctByValue
- 5.2.10 GetRangeValueByPct
- 5.2.11 JoinArray
- 5.2.12 MakeColor
- 5.2.13 MakeLinearColor
- 5.2.14 PointInBox
- 5.2.15 RandRange
- 5.2.16 RSize
- 5.2.17 SClampRotAxis
- 5.2.18 Split
- 5.2.19 UnwindHeading
- 5.2.20 vect2d
- 5.3 Native functions
- 5.4 Events
- 5.5 Other instance functions
- 6 Operators
- Package:
- Core
- Direct subclasses:
- SpeedTree, OnlineStats, InterpTrackHelper, CameraMode, MaterialExpression, PhysicalMaterial, InterpCurveEdSetup, AnimNodeEditInfo, ThumbnailManager, MaterialEditorInstanceConstant, CurveEdPresetCurve, CameraModifier, SkeletalMesh, MaterialEditorOptions, QHDefaults, Canvas, ForceFeedbackManager, Surface, SequenceObjectHelper, UTMapMusicInfo, ParticleLODLevel, DebugManager, CurveEdOptions, MorphTargetSet, ActorFactory, Actor, AdditionalMapLists, AnimNode, AnimNotify, AnimSequence, AnimSet, AnimationCompressionAlgorithm, BasicWebAdminAuth, BookMark, BrowserManager, BrushBuilder, CameraAnim, CameraAnimInst, CascadeOptions, CheatManager, ClipPadEntry, CodecMovie, Commandlet, Component, CurveEdPresetBase, CustomPropertyItemBindings, DamageType, DataStoreCache, DecalLifetime, EdCoordSystem, FaceFXAnimSet, FaceFXAsset, FontImportOptions, Font, ForceFeedbackWaveform, GameTypes, GameViewportClient, GenericBrowserType, GeomModifier, WebAdminMenu, InterpEdOptions, InterpFilter, InterpGroupInst, InterpGroup, InterpTrackInst, InterpTrack, KMeshProps, KismetBindings, LensFlareEditorOptions, LensFlare, LevelStreaming, LightFunction, LightingChannelsObject, LocalMessage, MapInfo, MaterialEditorInstanceTimeVarying, MorphNodeBase, MorphTarget, MorphWeightSequence, MusicTrackDataStructures, ObjectReferencer, OnlineGameInterfaceImpl, OnlineProfileSettings, OnlineSubsystem, ParticleEmitter, TerrainEditOptions, ParticleModule, ParticleSystem, PhATSimOptions, PhysicalMaterialPropertyBase, PhysicsAssetInstance, PhysicsAsset, Player, PostProcessChain, PostProcessEffect, Prefab, PrimitiveComponentFactory, QHCurrent, RB_BodyInstance, RB_ConstraintInstance, RB_ConstraintSetup, ReachSpec, SaveGameSummary, SavedMove, Scene, SequenceObject, SessionHandler, Session, SettingsRenderer, Settings, WebAdminUtils, ShadowMap2D, SkelControlBase, SkeletalMeshSocket, SoundCue, SoundNodeHelper, SoundNode, SpeechRecognition, Subsystem, TerrainLayerSetup, TerrainMaterial, ThumbnailLabelRenderer, ThumbnailRenderer, UIRoot, UISceneManager, UTCharFamilyAssetStore, UTCustomLinkSetup, UTCustomChar_Data, UTFamilyInfo, UTGameModifierCard, UTMissionInfo, UTOfficialContent, UTPawnSoundGroup, UTTypes, UnrealEdKeyBindings, UnrealEdOptions, WebAdminMessages, WebApplication, WebRequest, WebResponse, Interface, SettingsProfile, UTMapList, StaticMesh, Field, Model, ShadowMap1D
- Known custom subclasses:
- UT_MDB (UT3), UT_MDB_ObjectList (UT3)
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2, U2XMP, UT2004, UDK
The base class all objects. Because all other classes directly or indirectly inherit from the Object class, all constants, enums, structs, functions and operators defined here could be called "global" constants, enums, etc.
Constants[edit]
MaxInt[edit]
Value: 0x7fffffff
Maximum possible int value in UnrealScript. The minimum possible int value is 0x80000000 or ~MaxInt
. (That's a tilde, the bitwise complement operator.)
Pi[edit]
Value: 3.1415926535897932
The closest approximation of Pi that fits into UnrealScript's float type.
RadToDeg[edit]
Value: 57.295779513082321600 (180 / Pi)
The conversion factor from radians to degrees.
DegToRad[edit]
Value: 0.017453292519943296 (Pi / 180)
The conversion factor from degrees to radians.
INDEX_NONE[edit]
Value: -1
This value is returned by search operations, such as the Find operation on dynamic arrays or the InStr function, if no match was found.
Properties[edit]
Property group 'Object'[edit]
Name[edit]
Type: name
Modifiers: native, const, editconst
ObjectArchetype[edit]
Type: Object
Modifiers: native, const, editconst
Internal variables[edit]
Class[edit]
Type: Class
Modifiers: native, const
HashNext[edit]
Type: pointer
Modifiers: native, private, const
HashOuterNext[edit]
Type: pointer
Modifiers: native, private, const
Linker[edit]
Type: Object
Modifiers: native, private, const, noexport
LinkerIndex[edit]
Type: pointer
Modifiers: native, private, const, noexport
NetIndex[edit]
Type: int
Modifiers: native, private, const, noexport
ObjectFlags[edit]
Type: qword
Modifiers: native, private, const
This needs to be 8-byte aligned!
ObjectInternalInteger[edit]
Type: int
Modifiers: native, private, const, noexport
Outer[edit]
Type: Object
Modifiers: native, const
StateFrame[edit]
Type: pointer
Modifiers: native, private, const
VfTableObject[edit]
Type: pointer
Modifiers: native, private, const, noexport
Enums[edit]
EAxis[edit]
- AXIS_NONE
- = 0
- AXIS_X
- = 1
- AXIS_Y
- = 2
- AXIS_BLANK
- = 3. Need this because AXIS enum is used as bitfield in C++...
- AXIS_Z
- 4
EInputEvent[edit]
- IE_Pressed
- IE_Released
- IE_Repeat
- IE_DoubleClick
- IE_Axis
EInterpCurveMode[edit]
- CIM_Linear
- CIM_CurveAuto
- CIM_Constant
- CIM_CurveUser
- CIM_CurveBreak
EInterpMethodType[edit]
- IMT_UseFixedTangentEval
- IMT_UseBrokenTangentEval
ETickingGroup[edit]
Determines which ticking group an Actor/Component belongs to
- TG_PreAsyncWork
- Any item that needs to be updated before asynchronous work is done
- TG_DuringAsyncWork
- Any item that can be run in parallel of our async work
- TG_PostAsyncWork
- Any item that needs the async work to be done before being updated
Structs[edit]
See Object structs.
Functions[edit]
Static native functions[edit]
See Object static native functions.
Other static functions[edit]
ClampRotAxis[edit]
Clamp a rotation Axis. The ViewAxis rotation component must be normalized (within the [-32768,+32767] range). This function will set out_DeltaViewAxis to the delta needed to bring ViewAxis within the [MinLimit,MaxLimit] range.
Parameters:
- ViewAxis - Rotation Axis to clamp
- out_DeltaViewAxis - Delta Rotation Axis to be added to ViewAxis rotation (from ProcessViewRotation). Set to be the Delta to bring ViewAxis within the [MinLimit,MaxLimit] range.
- MaxLimit - Maximum for Clamp. ViewAxis will not exceed this.
- MinLimit - Minimum for Clamp. ViewAxis will not go below this.
ColorToLinearColor[edit]
converts a color to a LinearColor
Parameters:
- OldColor - the color to convert
Returns:
- the matching LinearColor
FindDeltaAngle[edit]
Gets the difference in world space angles in [-PI,PI] range
Parameters:
- A1 - First angle
- A2 - Second angle
FInterpEaseIn[edit]
Interpolates with ease-in (smoothly approaches B).
Parameters:
- A - Value to interpolate from.
- B - Value to interpolate to.
- Alpha - Interpolant.
- Exp - Exponent. Higher values result in more rapid deceleration.
Returns:
- Interpolated value.
FInterpEaseOut[edit]
Interpolates with ease-out (smoothly departs A).
Parameters:
- A - Value to interpolate from.
- B - Value to interpolate to.
- Alpha - Interpolant.
- Exp - Exponent. Higher values result in more rapid acceleration.
Returns:
- Interpolated value.
FPctByRange[edit]
Returns the relative percentage position Value is in the range [Min,Max]. Examples: - GetRangeValueByPct( 2, 4, 2 ) == 0 - GetRangeValueByPct( 2, 4, 4 ) == 1 - GetRangeValueByPct( 2, 4, 3 ) == 0.5
Parameters:
- Min - Min limit
- Max - Max limit
- Value - Value between Range.
Returns:
- relative percentage position Value is in the range [Min,Max].
GetAngularDegreesFromRadians[edit]
GetHeadingAngle[edit]
Returns world space angle (in radians) of given vector
Parameters:
- Dir - Vector to be converted into heading angle
GetRangePctByValue[edit]
Returns the relative percentage position Value is in the Range. Examples: - GetRangeValueByPct( Range, Range.X ) == 0 - GetRangeValueByPct( Range, Range.Y ) == 1 - GetRangeValueByPct( Range, (Range.X+Range.Y)/2 ) == 0.5
Parameters:
- Range - Range of values. [Range.X,Range.Y]
- Value - Value between Range.
Returns:
- relative percentage position Value is in the Range.
GetRangeValueByPct[edit]
Returns the value in the Range, relative to Pct. Examples: - GetRangeValueByPct( Range, 0.f ) == Range.X - GetRangeValueByPct( Range, 1.f ) == Range.Y - GetRangeValueByPct( Range, 0.5 ) == (Range.X+Range.Y)/2
Parameters:
- Range - Range of values. [Range.X,Range.Y]
- Pct - Relative position in range in percentage. [0,1]
Returns:
- the value in the Range, relative to Pct.
JoinArray[edit]
Create a single string from an array of strings, using the delimiter specified, optionally ignoring blank members
Parameters:
- StringArray - the array of strings to join into the single string
- out_Result - out] will contain a single string containing all elements of the array, separated by the delimiter specified
- Delim - the delimiter to insert where array elements are concatenated
- bIgnoreBlanks - TRUE to skip elements which contain emtpy strings
MakeColor[edit]
Create a Color from independant RGBA components
MakeLinearColor[edit]
Create a LinearColor from independant RGBA components.
PointInBox[edit]
Determines if point is inside given box
Parameters:
- Point - Point to check
- Location - Center of box
- Extent - Size of box
Returns:
- bool - TRUE if point is inside box, FALSE otherwise
RandRange[edit]
Return a random number within the given range.
RSize[edit]
returns Rotator Size (vector definition applied to rotators)
Parameters:
- Rotator - R
Returns:
- mathematical vector length: Sqrt(Pitch^2 + Yaw^2 + Roll^2)
SClampRotAxis[edit]
Smooth clamp a rotator axis. This is mainly used to bring smoothly a rotator component within a certain range [MinLimit,MaxLimit]. For example to limit smoothly the player's ViewRotation Pitch or Yaw component.
Parameters:
- fDeltaTime - Elapsed time since this function was last called, for interpolation.
- ViewAxis - Rotator's Axis' current angle.
- out_DeltaViewAxis - Delta Value of Axis to be added to ViewAxis (through PlayerController::ProcessViewRotation(). This value gets modified.
- MaxLimit - Up angle limit.
- MinLimit - Negative angle limit (value must be negative)
- InterpolationSpeed - Interpolation Speed to bring ViewAxis within the [MinLimit,MaxLimit] range.
Split[edit]
Splits Text on the first occurence of Split and returns the remaining part of Text.
UnwindHeading[edit]
vect2d[edit]
Construct a vector2d variable
Native functions[edit]
ClearConfig[edit]
Removes the values for all configurable properties in this object's class from the .ini file.
Parameters:
- PropertyName - if specified, only this property's value will be removed.
Disable[edit]
DumpStateStack[edit]
Logs the current state stack for debugging purposes.
Enable[edit]
GetStateName[edit]
Returns the current state name, useful for determining current state similar to IsInState. Note: This *doesn't* work with inherited states, in that it will only compare at the lowest state level.
Returns:
- Name of the current state
GotoState[edit]
Transitions to the desired state and label if specified, generating the EndState event in the current state if applicable and BeginState in the new state, unless transitioning to the same state.
Parameters:
- NewState - new state to transition to
- Label - optional Label to jump to
- bForceEvents - optionally force EndState/BeginState to be called even if transitioning to the same state.
- bKeepStack - prevents state stack from being cleared
IsA[edit]
IsChildState[edit]
Returns true if TestState derives from TestParentState.
IsInState[edit]
Checks the current state and determines whether or not this object is actively in the specified state. Note: This does work with inherited states.
Parameters:
- TestState - state to check for
- bTestStateStack - check the state stack? (does *NOT* work with inherited states in the stack)
Returns:
- True if currently in TestState
IsPendingKill[edit]
Returns whether the object is pending kill and about to have references to it NULLed by the garbage collector.
Returns:
- TRUE if object is pending kill, FALSE otherwise
PointDistToLine[edit]
Calculates the distance of a given Point in world space to a given line, defined by the vector couple (Origin, Direction).
Parameters:
- Point - point to check distance to Axis
- Line - unit vector indicating the direction to check against
- Origin - point of reference used to calculate distance
- OutClosestPoint - optional point that represents the closest point projected onto Axis
Returns:
- distance of Point from line defined by (Origin, Direction)
PopState[edit]
Pops the current pushed state, returning execution to the previous state at the same code point. Note: PopState() will have no effect if no state has been pushed onto the stack.
This will call PoppedState when entering the state that was just pushed on the state stack. It will not call EndState.
Parameters:
- bPopAll - optionally pop all states on the stack to the originally executing one
See: event PausedState
PushState[edit]
Pushes the new state onto the state stack, setting it as the current state until a matching PopState() is called. Note that multiple states may be pushed on top of each other. You may not push the same state multiple times.
This will call PushedState when entering the state that was just pushed on the state stack. It will not call BeginState.
Parameters:
- NewState - name of the state to push on the stack
- NewLabel - optional name of the state label to jump to
See: event ContinuedState
SaveConfig[edit]
TransformVectorByRotation[edit]
Script hook to FRotationMatrix::TransformFVector().
Events[edit]
BeginState[edit]
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
ContinuedState[edit]
Called on the state that is no longer paused because of a PopState().
EndState[edit]
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
PausedState[edit]
Called on the state that is being paused because of a PushState().
PoppedState[edit]
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
PushedState[edit]
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.
Other instance functions[edit]
ByteToFloat[edit]
Converts a 0-255 byte to a float value, to a range of 0.f to 1.f.
Parameters:
- inputByte - byte to convert
- bSigned - optional, spit out -1.f to 1.f instead
Returns:
- newly converted value
FloatToByte[edit]
Converts a float value to a 0-255 byte, assuming a range of 0.f to 1.f.
Parameters:
- inputFloat - float to convert
- bSigned - optional, assume a range of -1.f to 1.f
Returns:
- byte value 0-255
GetPackageName[edit]
Returns:
- the name of the package this object resides in
GetSpecialValue[edit]
these accessors allow classes to implement an interface to setting certain property values without creating a dependancy on that class, similarly to how IsA() allows checking for a class without creating a dependancy on it
PointDistToPlane[edit]
Calculates the distance of a given point to the given plane. (defined by a combination of vector and rotator) Rotator.AxisX = U, Rotator.AxisY = Normal, Rotator.AxisZ = V
Parameters:
- Point - Point to check distance to Orientation
- Orientation - Rotator indicating the direction to check against
- Origin - Point of reference used to calculate distance
- out_ClosestPoint - Optional point that represents the closest point projected onto Plane defined by the couple (Origin, Orientation)
Returns:
- distance of Point to plane
SetSpecialValue[edit]
Operators[edit]
See Object operators.