The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
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
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
bForcePrecisePosition
Type: bool
PrecisePosition will not be enforced on non-owning instance unless this flag is set
bLastCanDoSpecialMove
Type: bool
Modifiers: private
Can we do the current special move?
bReachedPreciseDestination
Type: bool
Modifiers: const
Flag set when Pawn reached precise location
bReachedPreciseRotation
Type: bool
Modifiers: const
Flag set when pawn reached precise rotation
bReachPreciseDestination
Type: bool
Modifiers: const
Flag used when moving Pawn to a precise location
bReachPreciseRotation
Type: bool
Modifiers: const
Flag used when rotating pawn to a precise rotation
Handle
Type: name
Named handle of this special move
LastCanDoSpecialMoveTime
Type: float
Modifiers: transient
Last time CanDoSpecialMove was called.
PawnOwner
Type: GamePawn
Owner of this special move
PreciseDestBase
Type: Actor
Modifiers: const
PreciseDestination
Type: Object.Vector
Modifiers: const
World location to reach
PreciseDestRelOffset
Type: Object.Vector
Modifiers: const
PreciseRotation
Type: Object.Rotator
Modifiers: const
World rotation to face
PreciseRotationInterpolationTime
Type: float
Modifiers: const
Time to interpolate Pawn's rotation
Functions
Native functions
ForcePawnRotation
Forces Pawn's rotation to a given Rotator
RelativeToWorldOffset
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
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
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
Turn a World Space location into an Actor Space relative location.
Events
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
CanChainMove
Can the special move be chained after the current one finishes?
CanDoSpecialMove
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
Can a new special move override this one before it is finished? This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.
CanOverrideSpecialMove
Can this special move override InMove if it is currently playing?
InitSpecialMove
InternalCanDoSpecialMove
Checks to see if this Special Move can be done.
MessageEvent
Generic function to send message events to SpecialMoves. Returns TRUE if message has been processed correctly.
ShouldReplicate
Should this special move be replicated to non-owning clients?
SpecialMoveEnded
Event called when Special Move is finished.
SpecialMoveFlagsUpdated
called when DoSpecialMove() is called again with this special move, but the special move flags have changed
SpecialMoveStarted
Event called when Special Move is started.
Tick
Script Tick function.