UE1:Mover properties (UT)
- Mover properties in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties
Property group 'Mover'
bDamageTriggered
Type: bool
Triggered by taking damage
bDynamicLightMover
Type: bool
Apply dynamic lighting to mover.
BrushRaytraceKey
Type: byte
Modifiers: const
bSlave
Type: bool
This brush is a slave.
bTriggerOnceOnly
Type: bool
Go dormant after first trigger.
BumpEvent
Type: name
Optional event to cause when any valid bumper bumps the mover.
BumpType
Type: EBumpType
bUseTriggered
Type: bool
Triggered by player grab
DamageThreshold
Type: float
minimum damage to trigger
DelayTime
Type: float
EncroachDamage
Type: int
KeyNum
Type: byte
Current or destination keyframe.
MoverEncroachType
Type: EMoverEncroachType
Default value: ME_ReturnWhenEncroach
MoverGlideType
Type: EMoverGlideType
Default value: MV_GlideByTime
MoveTime
Type: float
Time to spend moving between keyframes.
Default value: 1.0
NumKeys
Type: byte
Modifiers: const
Number of keyframes in total (0-3).
Default value: 2
OtherTime
Type: float
TriggerPound stay-open time.
PlayerBumpEvent
Type: name
Optional event to cause when the player bumps the mover.
ReturnGroup
Type: name
if none, same as tag
StayOpenTime
Type: float
How long to remain open before closing.
Default value: 4.0
WorldRaytraceKey
Type: byte
Modifiers: const
Raytrace the world with the brush here.
Property group 'MoverSounds'
ClosedSound
Type: Sound
When finish closing.
ClosingSound
Type: Sound
When start closing.
MoveAmbientSound
Type: Sound
OpenedSound
Type: Sound
When finished opening.
OpeningSound
Type: Sound
When start opening.
Internal variables
BasePos
Type: Object.Vector
BaseRot
Type: Object.Rotator
bClientPause
Type: bool
bDelaying
Type: bool
bOpening
Type: bool
bPlayerOnly
Type: bool
ClientUpdate
Type: int
Follower
Type: Mover
KeyPos
Type: Object.Vector
Array size: 8
KeyRot
Type: Object.Rotator
Array size: 8
Leader
Type: Mover
for having multiple movers return together
myMarker
Type: NavigationPoint
numTriggerEvents
Type: int
number of times triggered ( count down to untrigger )
OldPos
Type: Object.Vector
OldPrePivot
Type: Object.Vector
OldRot
Type: Object.Rotator
PrevKeyNum
Type: byte
Previous keyframe.
RealPosition
Type: Object.Vector
RealRotation
Type: Object.Rotator
RecommendedTrigger
Type: Trigger
SavedPos
Type: Object.Vector
SavedRot
Type: Object.Rotator
SavedTrigger
Type: Actor
Who we were triggered by.
SimInterpolate
Type: Object.Vector
SimOldPos
Type: Object.Vector
SimOldRotPitch
Type: int
SimOldRotRoll
Type: int
SimOldRotYaw
Type: int
TriggerActor
Type: Actor
TriggerActor2
Type: Actor
WaitingPawn
Type: Pawn
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlockActors | True |
bBlockPlayers | True |
bCollideActors | True |
bHidden | False |
bIsMover | True |
bStatic | False |
CollisionHeight | 160.0 |
CollisionRadius | 160.0 |
InitialState | BumpOpenTimed |
NetPriority | 2.7 |
Physics | PHYS_MovingBrush |
RemoteRole | ROLE_SimulatedProxy |
SoundVolume | 228 |
TransientSoundVolume | 3.0 |