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UE3:Trigger (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- Engine
- Direct subclasses:
- TriggerStreamingLevel, Trigger_Dynamic, Trigger_LOS
- This class in other games:
- RTNP, U1, UT, UT2003, UE2Runtime, U2, UT2004, U2XMP, UT3
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An actor used to generate collision events (touch/untouch), and interactions events (ue) as inputs into the scripting system.
Properties[edit]
Property group 'Trigger'[edit]
AITriggerDelay[edit]
Type: float
how long bRecentlyTriggered should stay set after each triggering
Default value: 2.0
CylinderComponent[edit]
Type: CylinderComponent
Modifiers: editconst, const
Base cylinder component for collision
Default value: CylinderComponent'CollisionCylinder'
Internal variables[edit]
bRecentlyTriggered[edit]
Type: bool
for AI, true if we have been recently triggered (so AI doesn't try to trigger it again)
Default values[edit]
Property | Value |
---|---|
bCollideActors | True |
bHidden | True |
bNoDelete | True |
bProjTarget | True |
CollisionComponent | CylinderComponent'CollisionCylinder' |
CollisionType | COLLIDE_CustomDefault |
Components[0] | SpriteComponent'Sprite' |
Components[1] | CylinderComponent'CollisionCylinder' |
SupportedEvents[4] | Class'Engine.SeqEvent_Used' |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 40.0 |
CollisionRadius | 40.0 |
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.S_Trigger' |
Structs[edit]
CheckpointRecord[edit]
- bool bCollideActors
Functions[edit]
Events[edit]
Touch[edit]
event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Actor.Touch
Other instance functions[edit]
ApplyCheckpointRecord[edit]
function ApplyCheckpointRecord (const out CheckpointRecord Record)
CreateCheckpointRecord[edit]
function CreateCheckpointRecord (out CheckpointRecord Record)
NotifyTriggered[edit]
function NotifyTriggered ()
called when this trigger has successfully been used to activate a Kismet event
ShouldSaveForCheckpoint[edit]
function bool ShouldSaveForCheckpoint ()
StopsProjectile[edit]
simulated function bool StopsProjectile (Projectile P)
Overrides: Actor.StopsProjectile
UnTrigger[edit]
function UnTrigger ()