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UE3:UTVehicle events (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle (events)
UTVehicle events in other games:
UDK
Other member categories for this class:
instance functions, internal variables, structs, Cicada Content defaults, DarkWalker defaults, DarkWalker Content defaults, Fury internal variables, Fury Content defaults, Goliath defaults, Goliath properties, Goliath Content defaults, HellBender Content defaults, Hoverboard defaults, Hoverboard instance functions, Hoverboard internal variables, Hoverboard properties, Leviathan instance functions, Leviathan internal variables, Leviathan Content defaults, Leviathan Content properties, Manta defaults, Manta properties, Manta Content defaults, Nemesis defaults, Nemesis properties, NightShade defaults, Paladin defaults, Paladin properties, Scavenger internal variables, Scavenger Content defaults, Scorpion defaults, Scorpion internal variables, Scorpion Content defaults, SPMA Content defaults, Viper defaults, Viper properties, Scorpion instance functions, StealthBenderGold Content defaults

Events[edit]

ApplyMorphHeal[edit]

simulated event ApplyMorphHeal (int Amount)

Since vehicles can be healed, we need to apply the healing to each MorphTarget. Since damage modeling is client-side and healing is server-side, we evenly apply healing to all nodes

Parameters:

  • Amount - How much health to heal

CheckReset[edit]

event CheckReset ()

Vehicle has been in the middle of nowhere with no driver for a while, so consider resetting it

ContinueOnFoot[edit]

event bool ContinueOnFoot ()

Overrides: Vehicle.ContinueOnFoot

ContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot.

Returns:

true if driver left vehicle

Destroyed[edit]

simulated event Destroyed ()

Overrides: SVehicle.Destroyed

Called when the vehicle is destroyed. Clean up the seats/effects/etc

DisplayWeaponBar[edit]

event DisplayWeaponBar (Canvas canvas, UTHUD HUD)


DriverLeave[edit]

event bool DriverLeave (bool bForceLeave)

Overrides: Vehicle.DriverLeave

Called when the driver leaves the vehicle

Parameters:

  • bForceLeave - Is true if the driver was forced out

FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Pawn.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

GetBarrelLocationAndRotation[edit]

simulated event GetBarrelLocationAndRotation (int SeatIndex, out Object.Vector SocketLocation, optional out Object.Rotator SocketRotation)


GetHomingTarget[edit]

event Actor GetHomingTarget (UTProjectile Seeker, Controller InstigatedBy)

GetHomingTarget is called from projectiles looking to seek to this vehicle. It returns the actor the projectile should target

Parameters:

  • Seeker - The projectile that seeking this vehcile
  • InstigatedBy - Who is controlling that projectile

Returns:

the target to see

GetViewRotation[edit]

simulated event Object.Rotator GetViewRotation ()

Overrides: Pawn.GetViewRotation


HoldGameObject[edit]

simulated event HoldGameObject (UTCarriedObject GameObj)

Overrides: UTVehicleBase.HoldGameObject

HoldGameObject() Attach GameObject to mesh.

Parameters:

  • GameObj - Game object to hold

IncomingMissile[edit]

event IncomingMissile (Projectile P)

This function is called from an incoming missile that is targetting this vehicle

Parameters:

  • P - The incoming projectile

JumpOutCheck[edit]

event JumpOutCheck ()

JumpOutCheck() Check if bot wants to jump out of vehicle, which is currently descending towards its destination

LockOnWarning[edit]

simulated event LockOnWarning (UTProjectile IncomingMissile)

LockOnWarning() called by seeking missiles to warn vehicle they are incoming

MorphTargetDestroyed[edit]

simulated event MorphTargetDestroyed (int MorphNodeIndex)

The event is called from the native function ApplyMorphDamage when a node is destroyed (health <= 0).

Parameters:

  • MorphNodeIndex - The Index of the node that was destroyed

OnAnimEnd[edit]

event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Overrides: Actor.OnAnimEnd

(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

OnPropertyChange[edit]

event OnPropertyChange (name PropName)


PlayTakeHitEffects[edit]

simulated event PlayTakeHitEffects ()

plays take hit effects; called from PlayHit() on server and whenever LastTakeHitInfo is received on the client

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: SVehicle.PostBeginPlay

Initialization

PostRenderFor[edit]

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.PostRenderFor

PostRenderFor() Hook to allow pawns to render HUD overlays for themselves. Assumes that appropriate font has already been set

Parameters:

  • PC - The Player Controller who is rendering this pawn
  • Canvas - The canvas to draw on

RanInto[edit]

event RanInto (Actor Other)

Overrides: Actor.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]

event RBPenetrationDestroy ()

Called when a contact with a large penetration occurs.

ReceivedHealthChange[edit]

simulated event ReceivedHealthChange ()

called when the client receives a change to Health if LastTakeHitInfo changed in the same received bunch, always called *after* PlayTakeHitEffects() (this is so we can use the damage info first for more accurate modelling and only use the direct health change for corrections)

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Vehicle.ReplicatedEvent

This event is triggered when a repnotify variable is received

Parameters:

  • VarName - The name of the variable replicated

RigidBodyCollision[edit]

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData Collision, int ContactIndex)

Overrides: SVehicle.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

SelfDestruct[edit]

event SelfDestruct (Actor ImpactedActor)


SetKeyVehicle[edit]

event SetKeyVehicle ()


SetTeamNum[edit]

event SetTeamNum (byte T)

Team is changed when vehicle is possessed

TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Vehicle.TakeDamage

See: Actor.TakeDamage()

TakeFireDamage[edit]

event TakeFireDamage ()

This event occurs when the physics determines the vehicle is upside down or empty and on fire. Called from AUTVehicle::TickSpecial()

TakeWaterDamage[edit]

event TakeWaterDamage ()

TakeWaterDamage() called every tick when AccumulatedWaterDamage>0 and PhysicsVolume.bWaterVolume=true

Parameters:

  • DeltaTime - The amount of time passed since it was last called

TornOff[edit]

simulated event TornOff ()

Overrides: Pawn.TornOff

This event is called when the pawn is torn off