Gah - a solution with more questions. – EntropicLqd
UE3:MatineeActor (UDK)
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Actor used by matinee (SeqAct_Interp) objects to replicate activation, playback, and other relevant flags to net clients
Properties
bIsPlaying
Type: bool
properties that may change on InterpAction that we need to notify clients about, since the object's properties will not be replicated
bPaused
Type: bool
properties that may change on InterpAction that we need to notify clients about, since the object's properties will not be replicated
bReversePlayback
Type: bool
properties that may change on InterpAction that we need to notify clients about, since the object's properties will not be replicated
InterpAction
Type: SeqAct_Interp
Modifiers: const
the SeqAct_Interp associated with this actor (this is set in C++ by the action that spawns this actor) on the client, the MatineeActor will tick this SeqAct_Interp and notify the actors it should be affecting
PlayRate
Type: float
Default value: 1.0
Position
Type: float
Default value: -1.0
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bOnlyDirtyReplication | True |
bReplicateMovement | False |
bSkipActorPropertyReplication | True |
CollisionType | COLLIDE_CustomDefault |
Components[0] | SpriteComponent'Sprite' |
NetPriority | 2.7 |
NetUpdateFrequency | 1.0 |
RemoteRole | ROLE_SimulatedProxy |
Subobjects
Sprite
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |
Functions
Events
Update
Other instance functions
CheckPriorityRefresh
check if we should perform a network positional update of this matinee to make sure it's in sync even if it hasn't had significant changes because it's really important (e.g. a player is standing on it or being controlled by it)