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UE3:Volume (UDK)

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UDK Object >> Actor >> Brush >> Volume
Package: 
Engine
Direct subclasses:
BlockingVolume, ColorScaleVolume, CullDistanceVolume, EnvironmentVolume, FoliageFactory, LevelStreamingVolume, LightmassImportanceVolume, LightVolume, NavMeshBoundsVolume, NxGenericForceFieldBrush, PathBlockingVolume, PhysicsVolume, PortalVolume, PostProcessVolume, ProcBuilding, RB_ForceFieldExcludeVolume, ReverbVolume, TestSplittingVolume, TriggerVolume, UTAreaNamingVolume, UTAutoCrouchVolume
This class in other games:
UE2Runtime, UT2003, U2, UT2004, U2XMP, UT3

Volume: a bounding volume touch() and untouch() notifications to the volume as actors enter or leave it enteredvolume() and leftvolume() notifications when center of actor enters the volume pawns with bIsPlayer==true cause playerenteredvolume notifications instead of actorenteredvolume()

Properties[edit]

Property group 'Location'[edit]

LocationName[edit]

Type: string

Modifiers: localized


LocationPriority[edit]

Type: int


Property group 'Volume'[edit]

bForcePawnWalk[edit]

Type: bool

Should pawns be forced to walk when inside this volume?

bProcessAllActors[edit]

Type: bool

Should process all actors within this volume

Internal variables[edit]

AssociatedActor[edit]

Type: Actor

this actor gets touch() and untouch notifications as the volume is entered or left

Default values[edit]

Property Value
bCollideActors True
bSkipActorPropertyReplication True
CollisionType COLLIDE_TouchAllButWeapons

Subobjects[edit]

BrushComponent0[edit]

Class: Engine.BrushComponent

Inherits from: Brush.BrushComponent0

Property Value
AlwaysLoadOnClient True
AlwaysLoadOnServer True
bAcceptsLights True
bDisableAllRigidBody True
BlockNonZeroExtent True
CollideActors True
LightingChannels
Member Value
bInitialized True
Dynamic True
ReplacementPrimitive None

Functions[edit]

Native functions[edit]

Encompasses[edit]

native noexport function bool Encompasses (Actor Other)


EncompassesPoint[edit]

native noexport function bool EncompassesPoint (Object.Vector Loc)


Events[edit]

CollisionChanged[edit]

simulated event CollisionChanged ()

Overrides: Actor.CollisionChanged

Called when collision values change for this actor (via SetCollision/SetCollisionSize).

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ProcessActorSetVolume[edit]

event ProcessActorSetVolume (Actor Other)


Other instance functions[edit]

DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

Overrides: Actor.DisplayDebug

list important Volume variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used

Parameters:

  • HUD - HUD with canvas to draw on
  • out_YL - Height of the current font
  • out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

GetLocationStringFor[edit]

simulated function string GetLocationStringFor (PlayerReplicationInfo PRI)

Overrides: Actor.GetLocationStringFor


OnToggle[edit]

simulated function OnToggle (SeqAct_Toggle Action)


States[edit]

AssociatedTouch[edit]

AssociatedTouch.BeginState[edit]

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).

AssociatedTouch.Touch[edit]

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch (global)


AssociatedTouch.untouch[edit]

event untouch (Actor Other)

Overrides: Actor.UnTouch (global)