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Difference between revisions of "UE3:GameSpecialMove (UDK)"

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m (1 revision: class descriptions for UDK January update (part 2))
 
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Latest revision as of 05:39, 17 January 2010

UDK Object >> GameSpecialMove
Package: 
GameFramework


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]

final native function ForcePawnRotation (Pawn P, Object.Rotator NewRotation)

Forces Pawn's rotation to a given Rotator

RelativeToWorldOffset[edit]

native final function Object.Vector RelativeToWorldOffset (Object.Rotator InRotation, Object.Vector RelativeSpaceOffset) const


ResetFacePreciseRotation[edit]

native final function ResetFacePreciseRotation ()

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]

native final function SetFacePreciseRotation (Object.Rotator RotationToFace, float InterpolationTime)

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]

native final function SetReachPreciseDestination (Object.Vector DestinationToReach, optional bool bCancel)

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]

native final function Object.Vector WorldToRelativeOffset (Object.Rotator InRotation, Object.Vector WorldSpaceOffset) const

Turn a World Space location into an Actor Space relative location.

Events[edit]

ReachedPrecisePosition[edit]

event ReachedPrecisePosition ()

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]

function bool CanChainMove (name NextMove)

Can the special move be chained after the current one finishes?

CanDoSpecialMove[edit]

final function bool CanDoSpecialMove (optional bool bForceCheck)

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]

function bool CanOverrideMoveWith (name NewMove)

Can a new special move override this one before it is finished? This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.

CanOverrideSpecialMove[edit]

function bool CanOverrideSpecialMove (name InMove)

Can this special move override InMove if it is currently playing?

InitSpecialMove[edit]

function InitSpecialMove (GamePawn InPawn, name InHandle)


InternalCanDoSpecialMove[edit]

protected function bool InternalCanDoSpecialMove ()

Checks to see if this Special Move can be done.

MessageEvent[edit]

function bool MessageEvent (name EventName, Object Sender)

Generic function to send message events to SpecialMoves. Returns TRUE if message has been processed correctly.

ShouldReplicate[edit]

function bool ShouldReplicate ()

Should this special move be replicated to non-owning clients?

SpecialMoveEnded[edit]

function SpecialMoveEnded (name PrevMove, name NextMove)

Event called when Special Move is finished.

SpecialMoveFlagsUpdated[edit]

function SpecialMoveFlagsUpdated ()

called when DoSpecialMove() is called again with this special move, but the special move flags have changed

SpecialMoveStarted[edit]

function SpecialMoveStarted (bool bForced, name PrevMove)

Event called when Special Move is started.

Tick[edit]

function Tick (float DeltaTime)

Script Tick function.