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UE3:UTVehicle_Hoverboard (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Hoverboard |
Contents
- 1 Properties
- 2 Structs
- 3 Functions
- 3.1 Static functions
- 3.2 Exec functions
- 3.3 Native functions
- 3.4 Events
- 3.4.1 BelowSpeedThreshold
- 3.4.2 BoardJumpEffect
- 3.4.3 BreakTowLink
- 3.4.4 ContinueOnFoot
- 3.4.5 DriverLeave
- 3.4.6 EncroachingOn
- 3.4.7 HideBoard
- 3.4.8 HoverboardLanded
- 3.4.9 IncomingMissile
- 3.4.10 RanInto
- 3.4.11 RBPenetrationDestroy
- 3.4.12 ReplicatedEvent
- 3.4.13 RequestDodge
- 3.4.14 RigidBodyCollision
- 3.4.15 SpawnRoosterEffect
- 3.4.16 SpawnTowCableEffects
- 3.4.17 TakeDamage
- 3.4.18 Tick
- 3.4.19 ToggleAnimBoard
- 3.5 Other instance functions
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
See UTVehicle_Hoverboard properties.
Structs[edit]
TowInfoData[edit]
Modifiers: native
Functions[edit]
Static functions[edit]
IsHumanDriver[edit]
SetFlagAttachToBody[edit]
Set whether the flag is attached directly to kinematic bodies on the rider.
Exec functions[edit]
BackDamp[edit]
BackSpring[edit]
HandDamp[edit]
HandSpring[edit]
TestResetPhys[edit]
Native functions[edit]
AttachTowCable[edit]
Creates a physics attachment to
Events[edit]
BelowSpeedThreshold[edit]
called when AI controlled and the hoverboard is moving too slow so the AI wants to bail
BoardJumpEffect[edit]
BreakTowLink[edit]
ContinueOnFoot[edit]
Overrides: UTVehicle.ContinueOnFoot
(Description copied from UTVehicle.ContinueOnFoot)
ContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot.
Returns:
- true if driver left vehicle
DriverLeave[edit]
Overrides: UTVehicle.DriverLeave
(Description copied from UTVehicle.DriverLeave)
Called when the driver leaves the vehicle
Parameters:
- bForceLeave - Is true if the driver was forced out
EncroachingOn[edit]
Overrides: Vehicle.EncroachingOn
(Description copied from Vehicle.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
HideBoard[edit]
HoverboardLanded[edit]
IncomingMissile[edit]
Overrides: UTVehicle.IncomingMissile
(Description copied from UTVehicle.IncomingMissile)
This function is called from an incoming missile that is targetting this vehicle
Parameters:
- P - The incoming projectile
RanInto[edit]
Overrides: UTVehicle.RanInto
(Description copied from UTVehicle.RanInto)
RanInto() called for encroaching actors which successfully moved the other actor out of the way
Parameters:
- Other - The pawn that was hit
RBPenetrationDestroy[edit]
Overrides: UTVehicle.RBPenetrationDestroy
Called when a contact with a large penetration occurs.
ReplicatedEvent[edit]
Overrides: UTVehicle.ReplicatedEvent
(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received
Parameters:
- VarName - The name of the variable replicated
RequestDodge[edit]
Called from TickSpecial(). Doubleclick detected, so pick dodge direction
RigidBodyCollision[edit]
Overrides: UTVehicle.RigidBodyCollision
(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:
-bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold > 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold
Parameters:
- HitComponent - the component of this Actor that collided
- OtherComponent - the other component that collided
- RigidCollisionData - information on the collision itslef, including contact points
- ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent
SpawnRoosterEffect[edit]
spawn and attach effects for moving over water - called from C++ if RoosterEffect is None when over water
SpawnTowCableEffects[edit]
spawn and attach tow cable effects if they don't already exist
TakeDamage[edit]
Overrides: UTHoverVehicle.TakeDamage
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
Tick[edit]
Overrides: Actor.Tick
Get double click status from playercontroller