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UE3:SeqAct_Interp (UDK)

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UDK Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_Interp
Package: 
Engine
This class in other games:
UT3


Properties[edit]

Property group 'SeqAct_Interp'[edit]

bClientSideOnly[edit]

Type: bool

Indicates that this interpolation does not affect gameplay. This means that: -it is not replicated via MatineeActor -it is not ticked if no affected Actors are visible -on dedicated servers, it is completely ignored

bForceStartPos[edit]

Type: bool

Lets you force the sequence to always start at ForceStartPosition

bInterpForPathBuilding[edit]

Type: bool

Whether this action should be initialised and moved to the 'path building time' when building paths.

bIsSkippable[edit]

Type: bool

Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.

bLooping[edit]

Type: bool

If sequence should pop back to beginning when finished. Note, if true, will never get Completed/Reversed events - sequence must be explicitly Stopped.

bNoResetOnRewind[edit]

Type: bool

If true, when rewinding this interpolation, reset the 'initial positions' of any RelateToInitial movements to the current location. This allows the next loop of movement to proceed from the current locations.

bRewindIfAlreadyPlaying[edit]

Type: bool

Only used if bRewindOnPlay if true. Defines what should happen if the Play input is activated while currently playing. If true, hitting Play while currently playing will pop the position back to the start and begin playback over again. If false, hitting Play while currently playing will do nothing.

bRewindOnPlay[edit]

Type: bool

If true, sequence will rewind itself back to the start each time the Play input is activated.

bSkipUpdateIfNotVisible[edit]

Type: bool

if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible

ForceStartPosition[edit]

Type: float

Time position to always start at if bForceStartPos is set to TRUE.

LinkedCover[edit]

Type: array<CoverLink>

Cover linked to this matinee that should be updated once path building time has been played

PlayRate[edit]

Type: float

Time multiplier for playback.

Default value: 1.0

PreferredSplitScreenNum[edit]

Type: int

Preferred local viewport number (when split screen is active) the director track should associate with, or zero for 'all'.

Internal variables[edit]

bIsBeingEdited[edit]

Type: bool

Modifiers: transient

Indicates whether this SeqAct_Interp is currently open in the Matinee tool.

bIsPlaying[edit]

Type: bool

If sequence is currently playing.

bPaused[edit]

Type: bool

Sequence is initialised, but ticking will not increment its current position.

bReversePlayback[edit]

Type: bool

If sequence playback should be reversed.

bShouldShowGore[edit]

Type: bool

Modifiers: transient

Cached value that indicates whether or not gore was enabled when the sequence was started

CameraCuts[edit]

Type: array<CameraCutInfo>

Modifiers: transient

Contains the camera world-position for each camera cut in the cinematic.

GroupInst[edit]

Type: array<InterpGroupInst>

Instance data for interp groups. One for each variable/group combination.

InterpData[edit]

Type: InterpData

Modifiers: export

Actual track data. Can be shared between SeqAct_Interps.

Position[edit]

Type: float

Time position in sequence - starts at 0.0

ReplicatedActor[edit]

Type: MatineeActor

Modifiers: const


ReplicatedActorClass[edit]

Type: class<MatineeActor>

Modifiers: const

on a net server, actor spawned to handle replicating relevant data to the client

Default value: Class'Engine.MatineeActor'

SavedActorTransforms[edit]

Type: Map{AActor*,FSavedTransform}

Modifiers: editoronly, private, const, transient, noimport, native

A map from actors to their pre-Matinee world-space positions/orientations. Includes actors attached to Matinee-affected actors.

SavedActorVisibilities[edit]

Type: Map{AActor*,BYTE}

Modifiers: editoronly, private, const, transient, noimport, native

A map from actors to their pre-Matinee visibility state

TerminationTime[edit]

Type: float

last time TermInterp() was called on this action. Only updated in game

Default values[edit]

Property Value
InputLinks[0]
Member Value
LinkDesc "Play"
InputLinks[1]
Member Value
LinkDesc "Reverse"
InputLinks[2]
Member Value
LinkDesc "Stop"
InputLinks[3]
Member Value
LinkDesc "Pause"
InputLinks[4]
Member Value
LinkDesc "Change Dir"
ObjName "Matinee"
OutputLinks[0]
Member Value
LinkDesc "Completed"
OutputLinks[1]
Member Value
LinkDesc "Reversed"
VariableLinks[0]
Member Value
ExpectedType Class'Engine.InterpData'
LinkDesc "Data"
MaxVars 1
PropertyName

Structs[edit]

CameraCutInfo[edit]

Modifiers: native

Helper struct for storing the camera world-position for each camera cut in the cinematic.

Object.Vector Location 
float Timestamp 

SavedTransform[edit]

Modifiers: native, export

Helper type for storing actors' World-space locations/rotations.

Object.Vector Location 
Object.Rotator Rotation 

Functions[edit]

Static events[edit]

GetObjClassVersion[edit]

static event int GetObjClassVersion ()

Overrides: SequenceObject.GetObjClassVersion

(Description copied from SequenceObject.GetObjClassVersion)
Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.

Returns:

the version number for this specific class.

Native functions[edit]

AddPlayerToDirectorTracks[edit]

native final function AddPlayerToDirectorTracks (PlayerController PC)

adds the passed in PlayerController to all running Director tracks so that its camera is controlled all PCs that are available at playback start time are hooked up automatically, but this needs to be called to hook up any that are created during playback (player joining a network game during a cinematic, for example)

Parameters:

  • PC - the PlayerController to add

SetPosition[edit]

native final function SetPosition (float NewPosition, optional bool bJump)

sets the position of the interpolation

Parameters:

  • NewPosition - the new position to set the interpolation to
  • bJump - if true, teleport to the new position (don't trigger any events between the old and new positions, etc)

Note: if the interpolation is not currently active, this function doesn't send any Kismet or UnrealScript events

Stop[edit]

native final function Stop ()

stops playback at current position

Other instance functions[edit]

Reset[edit]

function Reset ()

Overrides: SequenceOp.Reset