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UE3:UTWillowWhisp (UT3)

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UT3 Object >> Actor >> Emitter >> UTEmitter >> UTReplicatedEmitter >> UTWillowWhisp
Package: 
UTGame
This class in other games:
UDK

used to show the path to game objectives

Constants[edit]

MAX_WAYPOINTS[edit]

Value: 15


Properties[edit]

NumPoints[edit]

Type: int

Modifiers: repnotify

total number of valid points in WayPoints list

Position[edit]

Type: int

current position in WayPoints list

Default value: -1

WayPoints[edit]

Type: Object.Vector

Array size: 15 (MAX_WAYPOINTS)

path points to travel to

Default values[edit]

Property Value
bOnlyRelevantToOwner True
bReplicateMovement False
EmitterTemplate ParticleSystem'GamePlaceholders.Effects.WillowWhisp'
LifeSpan 24.0
Physics PHYS_Projectile
RotationRate
Member Value
Pitch 65535
Roll 0
Yaw 65535

Subobjects[edit]

ParticleSystemComponent0[edit]

Class: Engine.ParticleSystemComponent

Inherits from: UTReplicatedEmitter.ParticleSystemComponent0

No new values.

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTReplicatedEmitter.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Emitter.ReplicatedEvent


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


SetTemplate[edit]

simulated event SetTemplate (ParticleSystem NewTemplate, optional bool bDestroyOnFinish)

Overrides: UTEmitter.SetTemplate


Other instance functions[edit]

StartNextPath[edit]

simulated function StartNextPath ()


States[edit]

Pathing[edit]

Pathing.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Pathing.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)