My program doesn't have bugs. It just develops random features.
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. | + | '''Default value:''' 1.5 |
===Default values=== | ===Default values=== |
Latest revision as of 07:40, 23 May 2008
Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_Mover |
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 | ||||||||||||
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bPlayerOnly | False | ||||||||||||
MaxTriggerCount | 0 | ||||||||||||
ObjCategory | "Physics" | ||||||||||||
ObjName | "Mover" | ||||||||||||
OutputLinks[0] |
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OutputLinks[1] |
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OutputLinks[2] |
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OutputLinks[3] |
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VariableLinks[1] |
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Functions[edit]
Events[edit]
RegisterEvent[edit]
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]
notification that an Actor has attached itself to the mover
NotifyDetached[edit]
notification that an Actor has been detached from the mover
NotifyEncroachingOn[edit]
notification that our linked Mover has encroached on the given Actor
NotifyFinishedOpen[edit]
notification that the mover has completed all opening actions and is now ready to close