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UE3:UTVehicle events (UT3)
Contents
- 1 Events
- 1.1 ApplyMorphHeal
- 1.2 CheckReset
- 1.3 ContinueOnFoot
- 1.4 Destroyed
- 1.5 DisplayWeaponBar
- 1.6 DriverLeave
- 1.7 FellOutOfWorld
- 1.8 GetBarrelLocationAndRotation
- 1.9 GetHomingTarget
- 1.10 GetViewRotation
- 1.11 HoldGameObject
- 1.12 IncomingMissile
- 1.13 JumpOutCheck
- 1.14 LockOnWarning
- 1.15 MorphTargetDestroyed
- 1.16 OnAnimEnd
- 1.17 OnPropertyChange
- 1.18 PlayTakeHitEffects
- 1.19 PostBeginPlay
- 1.20 PostRenderFor
- 1.21 RanInto
- 1.22 RBPenetrationDestroy
- 1.23 ReceivedHealthChange
- 1.24 ReplicatedEvent
- 1.25 RigidBodyCollision
- 1.26 SelfDestruct
- 1.27 SetKeyVehicle
- 1.28 SetTeamNum
- 1.29 TakeDamage
- 1.30 TakeFireDamage
- 1.31 TakeWaterDamage
- 1.32 TornOff
- 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
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Events[edit]
ApplyMorphHeal[edit]
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]
Vehicle has been in the middle of nowhere with no driver for a while, so consider resetting it
ContinueOnFoot[edit]
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]
Overrides: SVehicle.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
DisplayWeaponBar[edit]
DriverLeave[edit]
Overrides: Vehicle.DriverLeave
Called when the driver leaves the vehicle
Parameters:
- bForceLeave - Is true if the driver was forced out
FellOutOfWorld[edit]
Overrides: Pawn.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
GetBarrelLocationAndRotation[edit]
GetHomingTarget[edit]
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]
Overrides: Pawn.GetViewRotation
HoldGameObject[edit]
Overrides: UTVehicleBase.HoldGameObject
HoldGameObject() Attach GameObject to mesh.
Parameters:
- GameObj - Game object to hold
IncomingMissile[edit]
This function is called from an incoming missile that is targetting this vehicle
Parameters:
- P - The incoming projectile
JumpOutCheck[edit]
JumpOutCheck() Check if bot wants to jump out of vehicle, which is currently descending towards its destination
LockOnWarning[edit]
LockOnWarning() called by seeking missiles to warn vehicle they are incoming
MorphTargetDestroyed[edit]
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]
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]
PlayTakeHitEffects[edit]
plays take hit effects; called from PlayHit() on server and whenever LastTakeHitInfo is received on the client
PostBeginPlay[edit]
Overrides: SVehicle.PostBeginPlay
Initialization
PostRenderFor[edit]
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]
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]
Called when a contact with a large penetration occurs.
ReceivedHealthChange[edit]
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]
Overrides: Vehicle.ReplicatedEvent
This event is triggered when a repnotify variable is received
Parameters:
- VarName - The name of the variable replicated
RigidBodyCollision[edit]
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]
SetKeyVehicle[edit]
SetTeamNum[edit]
Team is changed when vehicle is possessed
TakeDamage[edit]
Overrides: Vehicle.TakeDamage
See: Actor.TakeDamage()
TakeFireDamage[edit]
This event occurs when the physics determines the vehicle is upside down or empty and on fire. Called from AUTVehicle::TickSpecial()
TakeWaterDamage[edit]
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]
Overrides: Pawn.TornOff
This event is called when the pawn is torn off