Mostly Harmless
UE3:SeqAct_Interp (UT3)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_Interp |
- Package:
- Engine
- Direct subclass:
- UTSeqAct_TurretTrack
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'SeqAct_Interp'
bClientSideOnly
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
Type: bool
Lets you force the sequence to always start at ForceStartPosition
bInterpForPathBuilding
Type: bool
Whether this action should be initialised and moved to the 'path building time' when building paths.
bIsSkippable
Type: bool
Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.
bLooping
Type: bool
If sequence should pop back to beginning when finished. Note, if true, will never get Complete/Aborted events - sequence must be explicitly Stopped.
bNoResetOnRewind
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
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
Type: bool
If true, sequence will rewind itself back to the start each time the Play input is activated.
bSkipUpdateIfNotVisible
Type: bool
if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible
ForceStartPosition
Type: float
Time position to always start at if bForceStartPos is set to TRUE.
LinkedCover
Cover linked to this matinee that should be updated once path building time has been played
PlayRate
Type: float
Time multiplier for playback.
Default value: 1.0
Internal variables
bIsBeingEdited
Type: bool
Modifiers: transient
Indicates whether this SeqAct_Interp is currently open in the Matinee tool.
bIsPlaying
Type: bool
If sequence is currently playing.
bPaused
Type: bool
Sequence is initialised, but ticking will not increment its current position.
bReversePlayback
Type: bool
If sequence playback should be reversed.
GroupInst
Type: array<InterpGroupInst>
Instance data for interp groups. One for each variable/group combination.
InterpData
Type: InterpData
Modifiers: export
Actual track data. Can be shared between SeqAct_Interps.
Position
Type: float
Time position in sequence - starts at 0.0
ReplicatedActor
Type: MatineeActor
Modifiers: const
ReplicatedActorClass
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
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.
Default values
Property | Value | ||||||||||
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InputLinks[0] |
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InputLinks[1] |
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InputLinks[2] |
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InputLinks[3] |
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InputLinks[4] |
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ObjName | "Matinee" | ||||||||||
OutputLinks[0] |
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VariableLinks[0] |
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Structs
SavedTransform
Modifiers: native, export
Helper type for storing actors' World-space locations/rotations.
- Object.Vector Location
- Object.Rotator Rotation
Functions
Native functions
AddPlayerToDirectorTracks
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
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
stops playback at current position
Other instance functions
Reset
Overrides: SequenceOp.Reset