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UE3:UTUITabPage_MapTab (UT3)

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UT3 Object >> UIRoot >> UIScreenObject >> UIObject >> UIContainer >> UITabPage >> UTTabPage >> UTUITabPage_MapTab
Package: 
UTGame
Implemented interfaces
UIDataStoreSubscriber

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bAllowSpawn[edit]

Type: bool

Modifiers: transient


bAllowTeleport[edit]

Type: bool

Modifiers: transient


bIgnoreChange[edit]

Type: bool

Modifiers: transient


Map[edit]

Type: UTDrawMapPanel

Modifiers: transient


MyButtonBar[edit]

Type: UTUIButtonBar

Modifiers: transient


ObjectivePrefs[edit]

Type: UTSimpleList

Modifiers: transient


PopupMapOnDeath[edit]

Type: UTUICollectionCheckBox

Modifiers: transient


UTSceneOwner[edit]

Type: UTUIScene_MidGameMenu

Modifiers: transient


Subobjects[edit]

WidgetEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTTabPage.WidgetEventComponent

No new values.

Functions[edit]

Events[edit]

PostInitialize[edit]

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Called after this screen object's children have been initialized

Other instance functions[edit]

AllowSpawning[edit]

function AllowSpawning ()


AllowTeleporting[edit]

function AllowTeleporting ()


HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Overrides: UTTabPage.HandleInputKey

(Description copied from UTTabPage.HandleInputKey)
Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)

Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).

This delegate is called BEFORE kismet is given a chance to process the input.

Parameters:

  • EventParms - information about the input event.

Returns:

TRUE to indicate that this input key was processed; no further processing will occur on this input key event.

MapActorSelected[edit]

function MapActorSelected (Actor Selected, UTPlayerController SelectedBy)

Call back - Attempt to teleport

OnChangePref[edit]

function bool OnChangePref (UIScreenObject InButton, int InPlayerIndex)


OnDrawItem[edit]

function bool OnDrawItem (UTSimpleList SimpleList, int ItemIndex, float XPos, out float YPos)


OnDrawSelectionBar[edit]

function bool OnDrawSelectionBar (UTSimpleList SimpleList, float YPos)


OnSelectDest[edit]

function bool OnSelectDest (UIScreenObject InButton, int InPlayerIndex)

Teleport to the node

OnSetSpawn[edit]

function bool OnSetSpawn (UIScreenObject InButton, int InPlayerIndex)


PopupSaved[edit]

function PopupSaved (UIObject Sender, int PlayerIndex)


PreRenderCallback[edit]

function PreRenderCallback ()


SelectionChange[edit]

function SelectionChange (UTSimpleList SourceList, int NewSelectedIndex)


SetupButtonBar[edit]

function SetupButtonBar (UTUIButtonBar ButtonBar)

Overrides: UTTabPage.SetupButtonBar

Callback allowing the tabpage to setup the button bar for the current scene.

SpawnPlayer[edit]

function SpawnPlayer (UTPlayerController PC)


SpawnPointSelected[edit]

function SpawnPointSelected (Actor Selected, UTPlayerController UTPC)


TeleportToActor[edit]

function TeleportToActor (UTPlayerController PCToTeleport, Actor Destination)