My program doesn't have bugs. It just develops random features.
UE3:InterpTrackVisibility (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
(Redirected from UE3:EVisibilityTrackCondition (UDK))
Object >> InterpTrack >> InterpTrackVisibility |
Contents
- Package:
- Engine
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. |
null
Properties[edit]
Property group 'InterpTrackVisibility'[edit]
bFireEventsWhenBackwards[edit]
Type: bool
If events should be fired when passed playing the sequence backwards.
Default value: True
bFireEventsWhenForwards[edit]
Type: bool
If events should be fired when passed playing the sequence forwards.
Default value: True
bFireEventsWhenJumpingForwards[edit]
Type: bool
If true, events on this track are fired even when jumping forwads through a sequence - for example, skipping a cinematic.
Default value: True
Internal variables[edit]
VisibilityTrack[edit]
Type: array<VisibilityTrackKey>
Array of events to fire off.
Default values[edit]
Property | Value |
---|---|
TrackInstClass | Class'Engine.InterpTrackInstVisibility' |
TrackTitle | "Visibility" |
Enums[edit]
EVisibilityTrackAction[edit]
Visibility track actions
- EVTA_Hide
- Hides the object
- EVTA_Show
- Shows the object
- EVTA_Toggle
- Toggles visibility of the object
EVisibilityTrackCondition[edit]
Required condition for firing this event
- EVTC_Always
- Always play this event
- EVTC_GoreEnabled
- Only play this event when extreme content (gore) is enabled
- EVTC_GoreDisabled
- Only play this event when extreme content (gore) is disabled
Structs[edit]
VisibilityTrackKey[edit]
Modifiers: native
Information for one toggle in the track.
- float Time
- EVisibilityTrackAction Action
- EVisibilityTrackCondition ActiveCondition
- Condition that must be satisfied for this key event to fire