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UE3:InterpActor (UDK)

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UDK Object >> Actor >> DynamicSMActor >> InterpActor
Package: 
Engine
Direct subclass:
InterpActor_ForCinematic
This class in other games:
UT3

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
Member Value
BlockingVolume True
Default True
ReplacementPrimitive None
WireframeColor
Member Value
A 255
B 255
G 0
R 255

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]

native simulated function SetShadowParentOnAllAttachedComponents ()

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]

event Attach (Actor Other)

Overrides: DynamicSMActor.Attach

If pawn is attached while asleep, turn off physics while pawn is on it

Detach[edit]

event Detach (Actor Other)

Overrides: DynamicSMActor.Detach

If pawn is detached, turn back on physics (make sure no other pawns are based on it)

EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

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]

simulated event InterpolationChanged (SeqAct_Interp InterpAction)

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]

simulated event InterpolationFinished (SeqAct_Interp InterpAction)

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]

simulated event InterpolationStarted (SeqAct_Interp InterpAction)

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]

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay


RanInto[edit]

event RanInto (Actor Other)

Overrides: Actor.RanInto


ShutDown[edit]

simulated event ShutDown ()

Overrides: Actor.ShutDown

ShutDown an actor.

Other instance functions[edit]

ApplyCheckpointRecord[edit]

function ApplyCheckpointRecord (const out CheckpointRecord Record)


CreateCheckpointRecord[edit]

function CreateCheckpointRecord (out CheckpointRecord Record)

Called when this actor is being saved in a checkpoint, records pertinent information for restoration via ApplyCheckpointRecord.

FinishedOpen[edit]

function FinishedOpen ()

called on a timer StayOpenTime seconds after the mover has finished opening (forward matinee playback)

PlayMovingSound[edit]

simulated function PlayMovingSound (bool bClosing)


Restart[edit]

function Restart ()

checks if anything is still attached to the mover, and if so notifies Kismet so that it may restart it if desired

ShouldSaveForCheckpoint[edit]

function bool ShouldSaveForCheckpoint ()