Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
Property group 'Trigger'
AITriggerDelay
Type: float
how long bRecentlyTriggered should stay set after each triggering
Default value: 2.0
CylinderComponent
Type: CylinderComponent
Modifiers: editconst, const
Base cylinder component for collision
Default value: CylinderComponent'CollisionCylinder'
Internal variables
bRecentlyTriggered
Type: bool
for AI, true if we have been recently triggered (so AI doesn't try to trigger it again)
Default values
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
CollisionCylinder
Class: Engine.CylinderComponent
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 40.0 |
CollisionRadius | 40.0 |
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.S_Trigger' |
Structs
CheckpointRecord
- bool bCollideActors
Functions
Events
Touch
event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Actor.Touch
Other instance functions
ApplyCheckpointRecord
function ApplyCheckpointRecord (const out CheckpointRecord Record)
CreateCheckpointRecord
function CreateCheckpointRecord (out CheckpointRecord Record)
NotifyTriggered
function NotifyTriggered ()
called when this trigger has successfully been used to activate a Kismet event
ShouldSaveForCheckpoint
function bool ShouldSaveForCheckpoint ()
StopsProjectile
simulated function bool StopsProjectile (Projectile P)
Overrides: Actor.StopsProjectile
UnTrigger
function UnTrigger ()