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UE3:SeqAct_Interp (UT3)

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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 Complete/Aborted 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

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.

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.

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"
VariableLinks[0]
Member Value
ExpectedType Class'Engine.InterpData'
LinkDesc "Data"
MaxVars 1
PropertyName

Structs[edit]

SavedTransform[edit]

Modifiers: native, export

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

Object.Vector Location 
Object.Rotator Rotation 

Functions[edit]

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