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UE3:SeqEvent_Touch (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_Touch |
Contents
- Package:
- Engine
- Direct subclass:
- UTSeqEvent_TouchStatus
- This class in other games:
- UT3
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Activated when an actor touches another actor. Will be called on both actors, first on the actor that was originally touched, then on the actor that did the touching
Originator: the actor that owns this event Instigator: the actor that was touched
Properties[edit]
Property group 'SeqEvent_Touch'[edit]
bAllowDeadPawns[edit]
Type: bool
whether dead (Health < 0) pawns can be considered touching
bForceOverlapping[edit]
Type: bool
Force the player to be overlapping at the time of activation?
Default value: True
bUseInstigator[edit]
Type: bool
Use Instigator, not actual Actor. For projectiles, it returns the instigator.
Property group 'TouchTypes'[edit]
ClassProximityTypes[edit]
List of class types that are considered valid for this event
Default value: Class'Engine.Pawn'
IgnoredClassProximityTypes[edit]
List of class types that are considered valid for this event
Internal variables[edit]
TouchedList[edit]
List of all actors that have activated this touch event, so that untouch may be properly fired.
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
ObjCategory | "Physics" | ||||
ObjName | "Touch" | ||||
OutputLinks[0] |
|
||||
OutputLinks[1] |
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OutputLinks[2] |
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ReTriggerDelay | 0.1 |
Functions[edit]
Static events[edit]
GetObjClassVersion[edit]
Overrides: 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]
CheckTouchActivate[edit]
CheckUnTouchActivate[edit]
Events[edit]
Toggled[edit]
Overrides: SequenceEvent.Toggled
Called once this event is toggled via SeqAct_Toggle.
Other instance functions[edit]
NotifyTouchingPawnDied[edit]
notification that the given Pawn has died while touching an Actor with this event connected to it
Parameters:
- P - the pawn that died