Always snap to grid
UE3:Route (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Implemented interfaces:
- EditorLinkSelectionInterface
- This class in other games:
- UT3
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Properties[edit]
Property group 'Route'[edit]
FudgeFactor[edit]
Type: float
Fudge factor for adjusting to next route position faster
Default value: 1.0
RouteList[edit]
Type: array<Actor.ActorReference>
List of move targets in order
RouteType[edit]
Type: ERouteType
Default values[edit]
Property | Value |
---|---|
bStatic | True |
CollisionType | COLLIDE_CustomDefault |
Components[1] | SpriteComponent'Sprite' |
Components[2] | RouteRenderingComponent'RouteRenderer' |
Subobjects[edit]
RouteRenderer[edit]
Class: Engine.RouteRenderingComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Info.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.S_Route' |
Enums[edit]
ERouteDirection[edit]
- ERD_Forward
- ERD_Reverse
ERouteFillAction[edit]
- RFA_Overwrite
- RFA_Add
- RFA_Remove
- RFA_Clear
ERouteType[edit]
- ERT_Linear
- Move from beginning to end, then stop
- ERT_Loop
- Move from beginning to end and then reverse
- ERT_Circle
- Move from beginning to end, then start at beginning again
Native functions[edit]
MoveOntoRoutePath[edit]
final native function int MoveOntoRoutePath (Pawn P, optional ERouteDirection RouteDirection, optional float DistFudgeFactor)
Find the closest navigation point in the route (that is also within tether distance)
ResolveRouteIndex[edit]
final native function int ResolveRouteIndex (int Idx, ERouteDirection RouteDirection, out byte out_bComplete, out byte out_bReverse)