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Difference between revisions of "UE3:SeqEvent Mover (UT3)"

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values <= 0.0 turn off this auto behavior and allow manual control (via the "Completed" and "Aborted" output links for the attached matinee action)
 
values <= 0.0 turn off this auto behavior and allow manual control (via the "Completed" and "Aborted" output links for the attached matinee action)
  
'''Default value:''' 1.0
+
'''Default value:''' 1.5
  
 
===Default values===
 
===Default values===

Latest revision as of 07:40, 23 May 2008

UT3 Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_Mover
Package: 
Engine
This class in other games:
UDK

event that encapsulates basic mover functionality such as activating when a player gets on/off, automatically reversing direction after a delay, and handling hitting other actors in transit the Originator of this event should be the mover (InterpActor or subclass), which notifies us when things we might care about happen

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

Properties[edit]

Property group 'SeqEvent_Mover'[edit]

StayOpenTime[edit]

Type: float

how long the mover should stay open before automatically closing (reverse playback) values <= 0.0 turn off this auto behavior and allow manual control (via the "Completed" and "Aborted" output links for the attached matinee action)

Default value: 1.5

Default values[edit]

Property Value
bPlayerOnly False
MaxTriggerCount 0
ObjCategory "Physics"
ObjName "Mover"
OutputLinks[0]
Member Value
LinkDesc "Pawn Attached"
OutputLinks[1]
Member Value
LinkDesc "Pawn Detached"
OutputLinks[2]
Member Value
LinkDesc "Open Finished"
OutputLinks[3]
Member Value
LinkDesc "Hit Actor"
VariableLinks[1]
Member Value
bWriteable True
ExpectedType Class'Engine.SeqVar_Object'
LinkDesc "Actor Hit"
MaxVars 255
MinVars 1

Functions[edit]

Events[edit]

RegisterEvent[edit]

event RegisterEvent ()

Overrides: SequenceEvent.RegisterEvent

Called when the sequence that contains this event is initialized (@see USequence::InitializeSequence). For events attached to actors, this will occur at level startup (@see USequence::BeginPlay())

Other instance functions[edit]

NotifyAttached[edit]

function NotifyAttached (Actor Other)

notification that an Actor has attached itself to the mover

NotifyDetached[edit]

function NotifyDetached (Actor Other)

notification that an Actor has been detached from the mover

NotifyEncroachingOn[edit]

function NotifyEncroachingOn (Actor Hit)

notification that our linked Mover has encroached on the given Actor

NotifyFinishedOpen[edit]

function NotifyFinishedOpen ()

notification that the mover has completed all opening actions and is now ready to close