Mostly Harmless
UE3:InterpActor (UDK)
Object >> Actor >> DynamicSMActor >> InterpActor |
- Package:
- Engine
- Direct subclass:
- InterpActor_ForCinematic
- This class in other games:
- UT3
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Dynamic static mesh actor intended to be used with Matinee replaces movers
Properties[edit]
Property group 'InterpActor'[edit]
bContinueOnEncroachPhysicsObject[edit]
Type: bool
if set, this mover keeps going if it encroaches an Actor in PHYS_RigidBody.
Default value: True
bDestroyProjectilesOnEncroach[edit]
Type: bool
if set this mover blows up projectiles when it encroaches them
Default value: True
bShouldShadowParentAllAttachedActors[edit]
Type: bool
This is used for having the Actor ShadowParent all of the components that are "SetBased" onto it. This allows LDs to take InterpActors in the level and then SetBase a ton of other meshes to them and not incur multiple shadow casters.
Default value: True
bStopOnEncroach[edit]
Type: bool
true by default, prevents mover from completing the movement that would leave it encroaching another actor
Default value: True
ClosedSound[edit]
Type: SoundCue
sound played when mover finished moving backward
CloseSound[edit]
Type: SoundCue
sound played when the mover is interpolated in reverse
ClosingAmbientSound[edit]
Type: SoundCue
looping sound while closing
OpenedSound[edit]
Type: SoundCue
sound played when mover finished moving forward
OpeningAmbientSound[edit]
Type: SoundCue
looping sound while opening
OpenSound[edit]
Type: SoundCue
sound played when the mover is interpolated forward
Internal variables[edit]
AmbientSoundComponent[edit]
Type: AudioComponent
component for looping sounds
bIsLift[edit]
Type: bool
If true, have a liftcenter associated with this interpactor, so it is being used as a lift
bMonitorMover[edit]
Type: bool
true when AI is waiting for us to finish moving
bMonitorZVelocity[edit]
Type: bool
if true, call MoverFinished() event on all Controllers with us as their PendingMover when we reach peak Z velocity
bShouldSaveForCheckpoint[edit]
Type: bool
whether this should be saved in checkpoints
Default value: True
MaxZVelocity[edit]
Type: float
set while monitoring lift movement
MyMarker[edit]
Type: NavigationPoint
NavigationPoint associated with this actor for sending AI related notifications (could be a LiftCenter or DoorMarker)
StayOpenTime[edit]
Type: float
delay after mover finishes interpolating before it notifies any mover events
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlocksTeleport | True |
bNoDelete | True |
bOnlyDirtyReplication | True |
NetPriority | 2.7 |
NetUpdateFrequency | 1.0 |
Physics | PHYS_Interpolating |
RemoteRole | ROLE_None |
SupportedEvents[4] | Class'Engine.SeqEvent_Mover' |
TickFrequencyAtEndDistance | 0.1 |
TickFrequencyDecreaseDistanceEnd | 8000.0 |
TickFrequencyDecreaseDistanceStart | 4000.0 |
Subobjects[edit]
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: DynamicSMActor.MyLightEnvironment
No new values.
StaticMeshComponent0[edit]
Class: Engine.StaticMeshComponent
Inherits from: DynamicSMActor.StaticMeshComponent0
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
RBCollideWithChannels |
|
||||||||||
ReplacementPrimitive | None | ||||||||||
WireframeColor |
|
Structs[edit]
CheckpointRecord[edit]
Data relevant to checkpoint save/load, see CreateCheckpointRecord/ApplyCheckpointRecord below
- Object.Vector Location
- Object.Rotator Rotation
- Actor.ECollisionType CollisionType
- bool bHidden
- bool bIsShutdown
- bool bNeedsPositionReplication
Functions[edit]
Native functions[edit]
SetShadowParentOnAllAttachedComponents[edit]
This will look over the set of all attached of components that are SetBased on this Actor and then ShadowParent them to our StaticMeshComponent
Events[edit]
Attach[edit]
Overrides: DynamicSMActor.Attach
If pawn is attached while asleep, turn off physics while pawn is on it
Detach[edit]
Overrides: DynamicSMActor.Detach
If pawn is detached, turn back on physics (make sure no other pawns are based on it)
EncroachingOn[edit]
Overrides: Actor.EncroachingOn
(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
InterpolationChanged[edit]
Overrides: Actor.InterpolationChanged
(Description copied from Actor.InterpolationChanged)
called when a SeqAct_Interp action affecting this Actor received an event that changed its properties (paused, reversed direction, etc)
Parameters:
- InterpAction - the SeqAct_Interp that is affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
InterpolationFinished[edit]
Overrides: Actor.InterpolationFinished
(Description copied from Actor.InterpolationFinished)
called when a SeqAct_Interp action finished interpolating this Actor
Parameters:
- InterpAction - the SeqAct_Interp that was affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
InterpolationStarted[edit]
Overrides: Actor.InterpolationStarted
(Description copied from Actor.InterpolationStarted)
called when a SeqAct_Interp action starts interpolating this Actor via matinee
Parameters:
- InterpAction - the SeqAct_Interp that is affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
PostBeginPlay[edit]
Overrides: DynamicSMActor.PostBeginPlay
RanInto[edit]
Overrides: Actor.RanInto
ShutDown[edit]
Overrides: Actor.ShutDown
ShutDown an actor.
Other instance functions[edit]
ApplyCheckpointRecord[edit]
CreateCheckpointRecord[edit]
Called when this actor is being saved in a checkpoint, records pertinent information for restoration via ApplyCheckpointRecord.
FinishedOpen[edit]
called on a timer StayOpenTime seconds after the mover has finished opening (forward matinee playback)
PlayMovingSound[edit]
Restart[edit]
checks if anything is still attached to the mover, and if so notifies Kismet so that it may restart it if desired