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UE3:Trigger (UDK)

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UDK Object >> Actor >> Trigger
Package: 
Engine
Direct subclasses:
TriggerStreamingLevel, Trigger_Dynamic, Trigger_LOS
This class in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3

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 ()