UE3:UTSeqEvent TouchStatus (UT3): Difference between revisions

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Triggers when the first player touches the associated actor and when the last player stops touching it.
null


==Properties==
==Properties==
===Property group 'UTSeqEvent_TouchStatus'===
====bIsHeroOnly====
'''Type:''' [[bool]]
This touch status should only work for Titans and Behemoths. (This is used e.g. on [[liandri:CTF-Morbid|CTF-Morbid]].)
===Internal variables===
====bCheckingTouch====
====bCheckingTouch====
'''Type:''' [[bool]]
'''Type:''' [[bool]]
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'''[[Variables#Modifiers|Modifiers]]:''' const, private, transient
'''[[Variables#Modifiers|Modifiers]]:''' const, private, transient


internal - set when checking activation; indicates whether it's a touch check or untouch check
Internally used to track whether it's a touch check because nobody touches the actor or untouch check because it is currently being touched.


===Default values===
===Default values===
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| "All UnTouched"
| "All UnTouched"
|}
|}
|-
| {{tl|ReTriggerDelay||SequenceEvent}}
| 0.0
|}
|}

Latest revision as of 05:43, 16 August 2009

UT3 Object >> SequenceObject >> SequenceOp >> SequenceEvent >> SeqEvent_Touch >> UTSeqEvent_TouchStatus
Package:
UTGame
This class in other games:

Triggers when the first player touches the associated actor and when the last player stops touching it.

Properties[edit]

Property group 'UTSeqEvent_TouchStatus'[edit]

bIsHeroOnly[edit]

Type: bool

This touch status should only work for Titans and Behemoths. (This is used e.g. on CTF-Morbid.)

Internal variables[edit]

bCheckingTouch[edit]

Type: bool

Modifiers: const, private, transient

Internally used to track whether it's a touch check because nobody touches the actor or untouch check because it is currently being touched.

Default values[edit]

Property Value
bForceOverlapping False
MaxTriggerCount 0
ObjName "Touch Status"
OutputLinks[0]
Member Value
LinkDesc "First Touch"
OutputLinks[1]
Member Value
LinkDesc "All UnTouched"
ReTriggerDelay 0.0