UE3:InterpActor (UT3)
Object >> Actor >> DynamicSMActor >> InterpActor |
- Package:
- Engine
- This class 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. |
dynamic static mesh actor intended to be used with Matinee replaces movers Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'InterpActor'
bContinueOnEncroachPhysicsObject
Type: bool
if set, this mover keeps going if it encroaches an Actor in PHYS_RigidBody.
Default value: True
bDestroyProjectilesOnEncroach
Type: bool
if set this mover blows up projectiles when it encroaches them
Default value: True
bStopOnEncroach
Type: bool
true by default, prevents mover from completing the movement that would leave it encroaching another actor
Default value: True
ClosedSound
Type: SoundCue
sound played when mover finished moving backward
CloseSound
Type: SoundCue
sound played when the mover is interpolated in reverse
ClosingAmbientSound
Type: SoundCue
looping sound while closing
OpenedSound
Type: SoundCue
sound played when mover finished moving forward
OpeningAmbientSound
Type: SoundCue
looping sound while opening
OpenSound
Type: SoundCue
sound played when the mover is interpolated forward
Internal variables
AmbientSoundComponent
Type: AudioComponent
component for looping sounds
bIsLift
Type: bool
If true, have a liftcenter associated with this interpactor, so it is being used as a lift
bMonitorMover
Type: bool
true when AI is waiting for us to finish moving
bMonitorZVelocity
Type: bool
if true, call MoverFinished() event on all Controllers with us as their PendingMover when we reach peak Z velocity
MaxZVelocity
Type: float
set while monitoring lift movement
MyMarker
Type: NavigationPoint
NavigationPoint associated with this actor for sending AI related notifications (could be a LiftCenter or DoorMarker)
StayOpenTime
Type: float
delay after mover finishes interpolating before it notifies any mover events
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlocksTeleport | True |
bNoDelete | True |
bOnlyDirtyReplication | True |
NetPriority | 2.7 |
NetUpdateFrequency | 1.0 |
Physics | PHYS_Interpolating |
RemoteRole | ROLE_None |
SupportedEvents[3] | Class'Engine.SeqEvent_Mover' |
SupportedEvents[4] | Class'Engine.SeqEvent_TakeDamage' |
Subobjects
MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: DynamicSMActor.MyLightEnvironment
No new values.
StaticMeshComponent0
Class: Engine.StaticMeshComponent
Inherits from: DynamicSMActor.StaticMeshComponent0
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
RBCollideWithChannels |
| ||||||||||
WireframeColor |
|
Structs
CheckpointRecord
Data relevant to checkpoint save/load, see CreateCheckpointRecord/ApplyCheckpointRecord below
- Object.Vector Location
- Object.Rotator Rotation
- bool bIsShutdown
Functions
Events
Attach
Overrides: DynamicSMActor.Attach
If pawn is attached while asleep, turn off physics while pawn is on it
Detach
Overrides: DynamicSMActor.Detach
If pawn is detached, turn back on physics (make sure no other pawns are based on it)
EncroachingOn
Overrides: Actor.EncroachingOn
(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
InterpolationChanged
Overrides: Actor.InterpolationChanged
(Description copied from Actor.InterpolationChanged)
called when a SeqAct_Interp action affecting this Actor received an event that changed its properties
(paused, reversed direction, etc)
Parameters:
- InterpAction - the SeqAct_Interp that is affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
InterpolationFinished
Overrides: Actor.InterpolationFinished
(Description copied from Actor.InterpolationFinished)
called when a SeqAct_Interp action finished interpolating this Actor
Parameters:
- InterpAction - the SeqAct_Interp that was affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
InterpolationStarted
Overrides: Actor.InterpolationStarted
(Description copied from Actor.InterpolationStarted)
called when a SeqAct_Interp action starts interpolating this Actor via matinee
Parameters:
- InterpAction - the SeqAct_Interp that is affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
PostBeginPlay
Overrides: DynamicSMActor.PostBeginPlay
RanInto
Overrides: Actor.RanInto
Other instance functions
ApplyCheckpointRecord
CreateCheckpointRecord
Called when this actor is being saved in a checkpoint, records pertinent information for restoration via ApplyCheckpointRecord.
FinishedOpen
called on a timer StayOpenTime seconds after the mover has finished opening (forward matinee playback)
PlayMovingSound
Restart
checks if anything is still attached to the mover, and if so notifies Kismet so that it may restart it if desired