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UE3:Mutator (UDK)
Contents
- 1 Properties
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AddMutator
- 2.2.2 AlwaysKeep
- 2.2.3 CanLeaveVehicle
- 2.2.4 CheckEndGame
- 2.2.5 CheckRelevance
- 2.2.6 CheckReplacement
- 2.2.7 DriverEnteredVehicle
- 2.2.8 DriverLeftVehicle
- 2.2.9 FindPlayerStart
- 2.2.10 GetSeamlessTravelActorList
- 2.2.11 GetServerDetails
- 2.2.12 GetServerPlayers
- 2.2.13 HandleRestartGame
- 2.2.14 InitMutator
- 2.2.15 IsRelevant
- 2.2.16 ModifyLogin
- 2.2.17 ModifyPlayer
- 2.2.18 Mutate
- 2.2.19 MutatorIsAllowed
- 2.2.20 NetDamage
- 2.2.21 NotifyLogin
- 2.2.22 NotifyLogout
- 2.2.23 OverridePickupQuery
- 2.2.24 ParseChatPercVar
- 2.2.25 PreventDeath
- 2.2.26 ScoreKill
- 2.2.27 ScoreObjective
- Package:
- Engine
- Direct subclass:
- UTMutator
- This class in other games:
- RTNP, U1, UT, U2XMP, U2, UE2Runtime, UT2003, UT2004, UT3
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Mutator.
Mutators allow modifications to gameplay while keeping the game rules intact. Mutators are given the opportunity to modify player login parameters with ModifyLogin(), to modify player pawn properties with ModifyPlayer(), or to modify, remove, or replace all other actors when they are spawned with CheckRelevance(), which is called from the PreBeginPlay() function of all actors except those (Decals, Effects and Projectiles for performance reasons) which have bGameRelevant==true.
Properties[edit]
Property group 'Mutator'[edit]
GroupNames[edit]
list of groups this mutator is in. Mutators that share any group cannot be activated simultaneously
Internal variables[edit]
bUserAdded[edit]
Type: bool
NextMutator[edit]
Type: Mutator
Default values[edit]
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Info.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
Other instance functions[edit]
AddMutator[edit]
AlwaysKeep[edit]
CanLeaveVehicle[edit]
CheckEndGame[edit]
CheckRelevance[edit]
CheckReplacement[edit]
Returns true to keep this actor
DriverEnteredVehicle[edit]
DriverLeftVehicle[edit]
FindPlayerStart[edit]
GetSeamlessTravelActorList[edit]
called on the server during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all automatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)
Parameters:
- bToEntry - true if we are going from old level -> entry, false if we are going from entry -> new level
- ActorList - out) list of actors to maintain
GetServerDetails[edit]
GetServerPlayers[edit]
HandleRestartGame[edit]
InitMutator[edit]
This function can be used to parse the command line parameters when a server starts up
IsRelevant[edit]
ModifyLogin[edit]
ModifyPlayer[edit]
Mutate[edit]
MutatorIsAllowed[edit]
NetDamage[edit]
NotifyLogin[edit]
NotifyLogout[edit]
OverridePickupQuery[edit]
OverridePickupQuery() when pawn wants to pickup something, mutators are given a chance to modify it. If this function returns true, bAllowPickup will determine if the object can be picked up.
Parameters:
- Other - the Pawn that wants the item
- ItemClass - the Inventory class the Pawn can pick up
- Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
- bAllowPickup - out) whether or not the Pickup actor should give its item to Other (0 == false, anything else == true)
Returns:
- whether or not to override the default behavior with the value of