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UE3:UTDrawMapPanel (UT3)

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UT3 Object >> UIRoot >> UIScreenObject >> UIObject >> UTUI_Widget >> UTDrawPanel >> UTDrawMapPanel
Package: 
UTGame

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]

delegate OnActorSelected (Actor Selected, UTPlayerController SelectedBy)

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]

event DrawPanel ()

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]

event GetSupportedUIActionKeyNames (out array<nameout_KeyNames)

Overrides: UIScreenObject.GetSupportedUIActionKeyNames

Setup Input subscriptions

PostInitialize[edit]

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Gather Data and setup the input delegates

Other instance functions[edit]

ChangeCurrentActor[edit]

function ChangeCurrentActor (Object.Vector V, int PlayerIndex)


FindBestActor[edit]

function FindBestActor ()


GetActorUnderMouse[edit]

function Actor GetActorUnderMouse (UTPlayerController PlayerOwner)

Returns:

the node currently under the mouse cursor.

GetMapInfo[edit]

function UTMapInfo GetMapInfo (optional out WorldInfo WI)


InputKey[edit]

function bool InputKey (const out UIRoot.InputEventParameters EventParms)


PickActorUnderCursor[edit]

function Actor PickActorUnderCursor (int PlayerIndex)

Look under the mouse cursor and pick the node that is there

SelectActor[edit]

function SelectActor (UTPlayerController UTPC)

The player has attempted to select a node, Look it up and pass it along to the delegate if it exists

SetCurrentActor[edit]

function SetCurrentActor (Actor NewCurrentActor)