UE3:SeqAct_Interp (UDK)
Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_Interp |
- Package:
- Engine
- This class in other games:
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Properties
Property group 'SeqAct_Interp'
bClientSideOnly
Type: bool
Indicates that this interpolation does not affect gameplay. This means that: -it is not replicated via MatineeActor -it is not ticked if no affected Actors are visible -on dedicated servers, it is completely ignored
bForceStartPos
Type: bool
Lets you force the sequence to always start at ForceStartPosition
bInterpForPathBuilding
Type: bool
Whether this action should be initialised and moved to the 'path building time' when building paths.
bIsSkippable
Type: bool
Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.
bLooping
Type: bool
If sequence should pop back to beginning when finished. Note, if true, will never get Completed/Reversed events - sequence must be explicitly Stopped.
bNoResetOnRewind
Type: bool
If true, when rewinding this interpolation, reset the 'initial positions' of any RelateToInitial movements to the current location. This allows the next loop of movement to proceed from the current locations.
bRewindIfAlreadyPlaying
Type: bool
Only used if bRewindOnPlay if true. Defines what should happen if the Play input is activated while currently playing. If true, hitting Play while currently playing will pop the position back to the start and begin playback over again. If false, hitting Play while currently playing will do nothing.
bRewindOnPlay
Type: bool
If true, sequence will rewind itself back to the start each time the Play input is activated.
bSkipUpdateIfNotVisible
Type: bool
if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible
ForceStartPosition
Type: float
Time position to always start at if bForceStartPos is set to TRUE.
LinkedCover
Cover linked to this matinee that should be updated once path building time has been played
PlayRate
Type: float
Time multiplier for playback.
Default value: 1.0
PreferredSplitScreenNum
Type: int
Preferred local viewport number (when split screen is active) the director track should associate with, or zero for 'all'.
Internal variables
bIsBeingEdited
Type: bool
Modifiers: transient
Indicates whether this SeqAct_Interp is currently open in the Matinee tool.
bIsPlaying
Type: bool
If sequence is currently playing.
bPaused
Type: bool
Sequence is initialised, but ticking will not increment its current position.
bReversePlayback
Type: bool
If sequence playback should be reversed.
bShouldShowGore
Type: bool
Modifiers: transient
Cached value that indicates whether or not gore was enabled when the sequence was started
CameraCuts
Type: array<CameraCutInfo>
Modifiers: transient
Contains the camera world-position for each camera cut in the cinematic.
GroupInst
Type: array<InterpGroupInst>
Instance data for interp groups. One for each variable/group combination.
InterpData
Type: InterpData
Modifiers: export
Actual track data. Can be shared between SeqAct_Interps.
Position
Type: float
Time position in sequence - starts at 0.0
ReplicatedActor
Type: MatineeActor
Modifiers: const
ReplicatedActorClass
Type: class<MatineeActor>
Modifiers: const
on a net server, actor spawned to handle replicating relevant data to the client
Default value: Class'Engine.MatineeActor'
SavedActorTransforms
Type: Map{AActor*,FSavedTransform}
Modifiers: editoronly, private, const, transient, noimport, native
A map from actors to their pre-Matinee world-space positions/orientations. Includes actors attached to Matinee-affected actors.
SavedActorVisibilities
Type: Map{AActor*,BYTE}
Modifiers: editoronly, private, const, transient, noimport, native
A map from actors to their pre-Matinee visibility state
TerminationTime
Type: float
last time TermInterp() was called on this action. Only updated in game
Default values
Property | Value | ||||||||||
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InputLinks[0] |
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InputLinks[1] |
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InputLinks[2] |
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InputLinks[3] |
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InputLinks[4] |
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ObjName | "Matinee" | ||||||||||
OutputLinks[0] |
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OutputLinks[1] |
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VariableLinks[0] |
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Structs
CameraCutInfo
Modifiers: native
Helper struct for storing the camera world-position for each camera cut in the cinematic.
- Object.Vector Location
- float Timestamp
SavedTransform
Modifiers: native, export
Helper type for storing actors' World-space locations/rotations.
- Object.Vector Location
- Object.Rotator Rotation
Functions
Static events
GetObjClassVersion
Overrides: SequenceObject.GetObjClassVersion
(Description copied from SequenceObject.GetObjClassVersion)
Return the version number for this class. Child classes should increment this method by calling Super then adding
a individual class version to the result. When a class is first created, the number should be 0; each time one of the
link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
Super.GetObjClassVersion() should be incremented by 1.
Returns:
- the version number for this specific class.
Native functions
AddPlayerToDirectorTracks
adds the passed in PlayerController to all running Director tracks so that its camera is controlled all PCs that are available at playback start time are hooked up automatically, but this needs to be called to hook up any that are created during playback (player joining a network game during a cinematic, for example)
Parameters:
- PC - the PlayerController to add
SetPosition
sets the position of the interpolation
Parameters:
- NewPosition - the new position to set the interpolation to
- bJump - if true, teleport to the new position (don't trigger any events between the old and new positions, etc)
Note: if the interpolation is not currently active, this function doesn't send any Kismet or UnrealScript events
Stop
stops playback at current position
Other instance functions
Reset
Overrides: SequenceOp.Reset