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UE3:SavedMove (UT3)
Object >> SavedMove |
Contents
- 1 Properties
- 1.1 AccelDotThreshold
- 1.2 Acceleration
- 1.3 bDoubleJump
- 1.4 bDuck
- 1.5 bForceRMVelocity
- 1.6 bPreciseDestination
- 1.7 bPressedJump
- 1.8 bRun
- 1.9 CustomTimeDilation
- 1.10 Delta
- 1.11 DoubleClickMove
- 1.12 EndBase
- 1.13 NextMove
- 1.14 RMVelocity
- 1.15 Rotation
- 1.16 SavedLocation
- 1.17 SavedPhysics
- 1.18 SavedRelativeLocation
- 1.19 SavedVelocity
- 1.20 StartBase
- 1.21 StartFloor
- 1.22 StartLocation
- 1.23 StartRelativeLocation
- 1.24 StartVelocity
- 1.25 TimeStamp
- 2 Functions
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SavedMove is used during network play to buffer recent client moves, for use when the server modifies the clients actual position, etc. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
AccelDotThreshold[edit]
Type: float
threshold for deciding this is an "important" move based on DP with last acked acceleration
Default value: 0.9
Acceleration[edit]
Type: Object.Vector
bDoubleJump[edit]
Type: bool
bDuck[edit]
Type: bool
bForceRMVelocity[edit]
Type: bool
client-side only (for replaying moves) - not replicated
bPreciseDestination[edit]
Type: bool
bPressedJump[edit]
Type: bool
bRun[edit]
Type: bool
CustomTimeDilation[edit]
Type: float
Delta[edit]
Type: float
amount of time for this move
DoubleClickMove[edit]
Type: Actor.EDoubleClickDir
Double click info.
EndBase[edit]
Type: Actor
NextMove[edit]
Type: SavedMove
Next move in linked list.
RMVelocity[edit]
Type: Object.Vector
Rotation[edit]
Type: Object.Rotator
SavedLocation[edit]
Type: Object.Vector
SavedPhysics[edit]
Type: Actor.EPhysics
SavedRelativeLocation[edit]
Type: Object.Vector
SavedVelocity[edit]
Type: Object.Vector
StartBase[edit]
Type: Actor
StartFloor[edit]
Type: Object.Vector
StartLocation[edit]
Type: Object.Vector
StartRelativeLocation[edit]
Type: Object.Vector
StartVelocity[edit]
Type: Object.Vector
TimeStamp[edit]
Type: float
Time of this move.