The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:SeqAct_ActorFactory (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_ActorFactory |
- Package:
- Engine
- Direct subclass:
- SeqAct_ActorFactoryEx
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
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] |
|
||||||||||
InputLinks[1] |
|
||||||||||
InputLinks[2] |
|
||||||||||
InputLinks[3] |
|
||||||||||
ObjCategory | "Actor" | ||||||||||
ObjName | "Actor Factory" | ||||||||||
VariableLinks[0] |
|
||||||||||
VariableLinks[1] |
|
||||||||||
VariableLinks[2] |
|
||||||||||
VariableLinks[3] |
|
||||||||||
VariableLinks[4] |
|
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]
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.