I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:SplineActor (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> SplineActor
Package: 
Engine
Direct subclass:
SplineLoftActor


Properties[edit]

Property group 'SplineActor'[edit]

bDisableDestination[edit]

Type: bool

Splines connectin to this SplineActor will be marked as bSplineDisabled

SplineActorTangent[edit]

Type: Object.Vector

Tangent of spline at this actor - this is in local space

Default value:

Member Value
X 300.0
Y 0.0
Z 0.0

SplineColor[edit]

Type: Object.Color

Color to use to draw the splines

Default value:

Member Value
A 255
B 255
G 0
R 255

SplineVelocityOverTime[edit]

Type: Object.InterpCurveFloat

Modifiers: editinline

For actors using this spline, how quickly to move along the spline over time

Internal variables[edit]

bAlreadyVisited[edit]

Type: bool

Modifiers: transient


bestPathWeight[edit]

Type: int

Modifiers: transient


Connections[edit]

Type: array<SplineConnection>

Array of connections

LinksFrom[edit]

Type: array<SplineActor>

Set of SplineActors that link to this one

nextOrdered[edit]

Type: SplineActor

Modifiers: transient


previousPath[edit]

Type: SplineActor

Modifiers: transient


prevOrdered[edit]

Type: SplineActor

Modifiers: transient


visitedWeight[edit]

Type: int

Modifiers: transient


Default values[edit]

Property Value
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'

Subobjects[edit]

Sprite[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None
Scale 0.5
Sprite Texture2D'EditorResources.Crowd.T_Crowd_Spline'

Structs[edit]

SplineConnection[edit]

Modifiers: native

Struct containing information about one connection from this SplineActor to another.

SplineComponent SplineComponent 
Component that stores actual spline points, tangents, reparam table etc
SplineActor ConnectTo 
Which SplineActor this one connects to - spline is between these locations

Functions[edit]

Native functions[edit]

AddConnectionTo[edit]

native function AddConnectionTo (SplineActor NextActor)

Create a connection to another SplineActor

BreakAllConnections[edit]

native function BreakAllConnections ()

Break all connections to and from this SplineActor

BreakAllConnectionsFrom[edit]

native function BreakAllConnectionsFrom ()

Break all connections from this SplineActor

BreakConnectionTo[edit]

native function BreakConnectionTo (SplineActor NextActor)

Breaks a connection from this SplineActor to NextActor

FindSplineComponentTo[edit]

native function SplineComponent FindSplineComponentTo (SplineActor NextActor)

Returns the SplineComponent that connects this SplineActor to NextActor. Returns None if not connected

FindSplinePathTo[edit]

native function bool FindSplinePathTo (SplineActor Goal, out array<SplineActorOutRoute)

Find a path through network from this point to Goal, and put results into OutRoute.

FindTargetForComponent[edit]

native function SplineActor FindTargetForComponent (SplineComponent SplineComp)

Returns the SplineActor that this SplineComponent connects to.

GetAllConnectedSplineActors[edit]

native function GetAllConnectedSplineActors (out array<SplineActorOutSet)

Find all SplineActors connected to (and including) this one

GetBestConnectionInDirection[edit]

native function SplineActor GetBestConnectionInDirection (Object.Vector DesiredDir, optional bool bUseLinksFrom)

Returns a SplineActor that takes you most in the specified direction. If no connections, returns None. If bUseLinksFrom is true, the best connection TO this spline will be returned

GetRandomConnection[edit]

native function SplineActor GetRandomConnection (optional bool bUseLinksFrom)

If bUseLinksFrom is false, returns a random SplineActor that is connected to from this SplineActor. Otherwise, returns a random SplineActor that connects to this SplineActor. If no connections, returns None.

GetWorldSpaceTangent[edit]

native function Object.Vector GetWorldSpaceTangent ()

Returns spline tangent at this actor, in world space

IsConnectedTo[edit]

native function bool IsConnectedTo (SplineActor NextActor, bool bCheckForDisableDestination) const

Returns TRUE if there is a connection from this SplineActor to NextActor

UpdateConnectedSplineComponents[edit]

native function UpdateConnectedSplineComponents (bool bFinish)

Create/destroy/update SplineComponents belonging to this SplineActor, and all SplineActors that link to this.

UpdateSplineComponents[edit]

native function UpdateSplineComponents (bool bFinish)

Create/destroy/update SplineComponents belonging to this SplineActor.

Other instance functions[edit]

OnToggle[edit]

function OnToggle (SeqAct_Toggle inAction)

Handle Toggle action for setting bDisableDestination