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UE3:GameSpecialMove (UDK)
Object >> GameSpecialMove |
Contents
- 1 Properties
- 1.1 bForcePrecisePosition
- 1.2 bLastCanDoSpecialMove
- 1.3 bReachedPreciseDestination
- 1.4 bReachedPreciseRotation
- 1.5 bReachPreciseDestination
- 1.6 bReachPreciseRotation
- 1.7 Handle
- 1.8 LastCanDoSpecialMoveTime
- 1.9 PawnOwner
- 1.10 PreciseDestBase
- 1.11 PreciseDestination
- 1.12 PreciseDestRelOffset
- 1.13 PreciseRotation
- 1.14 PreciseRotationInterpolationTime
- 2 Functions
- Package:
- GameFramework
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Properties[edit]
bForcePrecisePosition[edit]
Type: bool
PrecisePosition will not be enforced on non-owning instance unless this flag is set
bLastCanDoSpecialMove[edit]
Type: bool
Modifiers: private
Can we do the current special move?
bReachedPreciseDestination[edit]
Type: bool
Modifiers: const
Flag set when Pawn reached precise location
bReachedPreciseRotation[edit]
Type: bool
Modifiers: const
Flag set when pawn reached precise rotation
bReachPreciseDestination[edit]
Type: bool
Modifiers: const
Flag used when moving Pawn to a precise location
bReachPreciseRotation[edit]
Type: bool
Modifiers: const
Flag used when rotating pawn to a precise rotation
Handle[edit]
Type: name
Named handle of this special move
LastCanDoSpecialMoveTime[edit]
Type: float
Modifiers: transient
Last time CanDoSpecialMove was called.
PawnOwner[edit]
Type: GamePawn
Owner of this special move
PreciseDestBase[edit]
Type: Actor
Modifiers: const
PreciseDestination[edit]
Type: Object.Vector
Modifiers: const
World location to reach
PreciseDestRelOffset[edit]
Type: Object.Vector
Modifiers: const
PreciseRotation[edit]
Type: Object.Rotator
Modifiers: const
World rotation to face
PreciseRotationInterpolationTime[edit]
Type: float
Modifiers: const
Time to interpolate Pawn's rotation
Functions[edit]
Native functions[edit]
ForcePawnRotation[edit]
Forces Pawn's rotation to a given Rotator
RelativeToWorldOffset[edit]
ResetFacePreciseRotation[edit]
Reset FacePreciseRotation related vars Otherwise, these vars will be carried over to next action vars are const in script - so need native interface
SetFacePreciseRotation[edit]
Force Pawn to face a specific rotation.
Parameters:
- RotationToFace - Rotation for Pawn to face.
- InterpolationTime - Time it takes for Pawn to face given rotation.
SetReachPreciseDestination[edit]
Send Pawn to reach a precise destination. ReachedPrecisePosition() event will be called when Pawn reaches destination. This tries to get the Pawn as close as possible from DestinationToReach in 2D space (so Z is ignored). This doesn't use the path network, so PawnOwner should be already fairly close to destination. A TimeOut should be used to prevent the Pawn from being stuck.
Parameters:
- DestinationToReach - point in world space to reach. (Z ignored).
- bCancel - if TRUE, this will cancel any current PreciseDestination movement.
WorldToRelativeOffset[edit]
Turn a World Space location into an Actor Space relative location.
Events[edit]
ReachedPrecisePosition[edit]
Event sent when Pawn has reached precise position. PreciseRotation or PreciseLocation, or Both. When both Rotation and Location are set, the event is fired just once, after the Pawn has reached both.
Other instance functions[edit]
CanChainMove[edit]
Can the special move be chained after the current one finishes?
CanDoSpecialMove[edit]
Public accessor to see if this special move can be done, handles caching the results for a single frame.
Parameters:
- bForceCheck - Allows you to skip the single frame condition (which will be incorrect on clients since LastCanDoSpecialMoveTime isn't replicated)
CanOverrideMoveWith[edit]
Can a new special move override this one before it is finished? This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.
CanOverrideSpecialMove[edit]
Can this special move override InMove if it is currently playing?
InitSpecialMove[edit]
InternalCanDoSpecialMove[edit]
Checks to see if this Special Move can be done.
MessageEvent[edit]
Generic function to send message events to SpecialMoves. Returns TRUE if message has been processed correctly.
ShouldReplicate[edit]
Should this special move be replicated to non-owning clients?
SpecialMoveEnded[edit]
Event called when Special Move is finished.
SpecialMoveFlagsUpdated[edit]
called when DoSpecialMove() is called again with this special move, but the special move flags have changed
SpecialMoveStarted[edit]
Event called when Special Move is started.
Tick[edit]
Script Tick function.