I'm a doctor, not a mechanic

UE3:SeqAct_ActorFactory (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
(Redirected from UE3:EPointSelection (UDK))
Jump to: navigation, search
UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_ActorFactory
Package: 
Engine
Direct subclass:
SeqAct_ActorFactoryEx
This class in other games:
UT3


Properties[edit]

Property group 'SeqAct_ActorFactory'[edit]

bCheckSpawnCollision[edit]

Type: bool

Prevent spawning at locations with bBlockActors

Default value: True

bEnabled[edit]

Type: bool

Is this factory enabled?

Default value: True

Factory[edit]

Type: ActorFactory

Modifiers: export, editinline

Type of actor factory to use when creating the actor

PointSelection[edit]

Type: EPointSelection

Method of spawn point selection

SpawnCount[edit]

Type: int

Number of actors to create

Default value: 1

SpawnDelay[edit]

Type: float

Delay applied after creating an actor before creating the next one

Default value: 0.5

SpawnLocations[edit]

Type: array<Object.Vector>

The position where Objects will be spawned, if SpawnPoints is empty

SpawnOrientations[edit]

Type: array<Object.Vector>

The orientation of spawned Objects, if SpawnPoints is empty

SpawnPoints[edit]

Type: array<Actor>

Set of points where Objects will be spawned

Internal variables[edit]

bIsSpawning[edit]

Type: bool

Is this factory currently in the process of spawning?

LastSpawnIdx[edit]

Type: int

Last index used to spawn at, for PS_Normal/PS_Reverse

Default value: -1

RemainingDelay[edit]

Type: float

Remaining time before attempting the next spawn

SpawnedCount[edit]

Type: int

Number of actors spawned so far

Default values[edit]

Property Value
InputLinks[0]
Member Value
LinkDesc "Spawn Actor"
InputLinks[1]
Member Value
LinkDesc "Enable"
InputLinks[2]
Member Value
LinkDesc "Disable"
InputLinks[3]
Member Value
LinkDesc "Toggle"
ObjCategory "Actor"
ObjName "Actor Factory"
VariableLinks[0]
Member Value
LinkDesc "Spawn Point"
PropertyName 'SpawnPoints'
VariableLinks[1]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Spawned"
MinVars 0
VariableLinks[2]
Member Value
ExpectedType Class'Engine.SeqVar_Int'
LinkDesc "Spawn Count"
PropertyName 'SpawnCount'
VariableLinks[3]
Member Value
ExpectedType Class'Engine.SeqVar_Vector'
LinkDesc "Spawn Location"
PropertyName 'SpawnLocations'
VariableLinks[4]
Member Value
ExpectedType Class'Engine.SeqVar_Vector'
LinkDesc "Spawn Direction"
PropertyName 'SpawnOrientations'

Enums[edit]

EPointSelection[edit]

PS_Normal 
Try each spawn point in a linear method
PS_Random 
Pick the first available randomly selected point
PS_Reverse 
PS_Normal, but in reverse

Static events[edit]

GetObjClassVersion[edit]

static event int GetObjClassVersion ()

Overrides: SequenceObject.GetObjClassVersion

Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.

Returns:

the version number for this specific class.