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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

Property group 'UTDrawMapPanel'

MapSizePerc

Type: float

How much of the panel's height will be used for the map

Default value: 0.9

Internal variables

bAllowTeleport

Type: bool

Modifiers: transient


bShowExtents

Type: bool

Modifiers: transient


UTHudSceneOwner

Type: UTUIScene_Hud


Default values

Property Value
DefaultStates[3] Class'Engine.UIState_Active'

Subobjects

WidgetEventComponent

Class: Engine.UIComp_Event

Inherits from: UTDrawPanel.WidgetEventComponent

No new values.

Delegates

OnActorSelected

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

Events

DrawPanel

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

event GetSupportedUIActionKeyNames (out array<nameout_KeyNames)

Overrides: UIScreenObject.GetSupportedUIActionKeyNames

Setup Input subscriptions

PostInitialize

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Gather Data and setup the input delegates

Other instance functions

ChangeCurrentActor

function ChangeCurrentActor (Object.Vector V, int PlayerIndex)


FindBestActor

function FindBestActor ()


GetActorUnderMouse

function Actor GetActorUnderMouse (UTPlayerController PlayerOwner)

Returns:

the node currently under the mouse cursor.

GetMapInfo

function UTMapInfo GetMapInfo (optional out WorldInfo WI)


InputKey

function bool InputKey (const out UIRoot.InputEventParameters EventParms)


PickActorUnderCursor

function Actor PickActorUnderCursor (int PlayerIndex)

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

SelectActor

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

function SetCurrentActor (Actor NewCurrentActor)