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UE3:UTDrawMapPanel (UT3)
Object >> UIRoot >> UIScreenObject >> UIObject >> UTUI_Widget >> UTDrawPanel >> UTDrawMapPanel |
Contents
- Package:
- UTGame
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTDrawMapPanel'[edit]
MapSizePerc[edit]
Type: float
How much of the panel's height will be used for the map
Default value: 0.9
Internal variables[edit]
bAllowTeleport[edit]
Type: bool
Modifiers: transient
bShowExtents[edit]
Type: bool
Modifiers: transient
UTHudSceneOwner[edit]
Type: UTUIScene_Hud
Default values[edit]
Property | Value |
---|---|
DefaultStates[3] | Class'Engine.UIState_Active' |
Subobjects[edit]
WidgetEventComponent[edit]
Class: Engine.UIComp_Event
Inherits from: UTDrawPanel.WidgetEventComponent
No new values.
Delegates[edit]
OnActorSelected[edit]
Called when a node is actually double-clicked on.
Parameters:
- Selected - The actor that was selected
- SelectedBy - The UTPlayerController that selected the node
Functions[edit]
Events[edit]
DrawPanel[edit]
Overrides: UTDrawPanel.DrawPanel
Called from native code. This is the only point where Canvas is valid. we use this moment to setup the color fading
GetSupportedUIActionKeyNames[edit]
Overrides: UIScreenObject.GetSupportedUIActionKeyNames
Setup Input subscriptions
PostInitialize[edit]
Overrides: UIScreenObject.PostInitialize
Gather Data and setup the input delegates
Other instance functions[edit]
ChangeCurrentActor[edit]
FindBestActor[edit]
GetActorUnderMouse[edit]
Returns:
- the node currently under the mouse cursor.
GetMapInfo[edit]
InputKey[edit]
PickActorUnderCursor[edit]
Look under the mouse cursor and pick the node that is there
SelectActor[edit]
The player has attempted to select a node, Look it up and pass it along to the delegate if it exists