Once I get that upgrade to 36-hour days, I will tackle that. –┬áMychaeel

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  • ...It's generically phrased, so it should apply to almost every project that's in development.'' ...of rules how bug reports should be posted, I'm going to describe '''A Bug's Life''' here. After all, all rules I could possibly post boil down to a ce
    8 KB (1,466 words) - 10:37, 28 December 2010
  • If this useage of BuF's wiki is not accepted by the admin I will probably move it elsewhere.
    4 KB (586 words) - 12:28, 27 February 2008
  • ...]] and its use of [[Legacy:Static Mesh|static mesh]]es in level design, it's become important for an amateur mapper to know a third party modelling pack ...now what? In Max, meshes are manipulated through the use of Modifiers. Let's go through the concept of a Modifier real quick.
    4 KB (759 words) - 18:43, 17 December 2005
  • 152 B (28 words) - 22:42, 23 March 2006
  • 876 B (133 words) - 04:59, 14 May 2002
  • ...ORST, as the UT2K4 browser is even more complex than UT2K3's was, and that's saying something). There are things about the new system I like, such as be ...t have anymore is a problem with the ball falling through the ground. That's a huge relief.
    12 KB (2,071 words) - 12:35, 30 September 2004
  • #REDIRECT [[Legacy:A Bug's Life]]
    33 B (5 words) - 14:51, 11 April 2008
  • ==UT's Last Stand == The hype machine for Epic's latest piece of software wizardry is thumping pretty hard now. Unreal Tourn
    4 KB (643 words) - 18:37, 13 May 2004
  • 142 B (18 words) - 10:11, 17 May 2008
  • 136 B (18 words) - 10:11, 17 May 2008
  • 2 KB (167 words) - 10:10, 17 May 2008
  • 369 B (40 words) - 10:10, 17 May 2008
  • #REDIRECT [[Legacy:Acidsphinx's Journal Into UT3]]
    50 B (6 words) - 07:57, 17 January 2010

Page text matches

  • The smaller of UnrealScript's two integer types is '''byte'''. Byte values are integer numbers in the ran UnrealScript's [[wp:boolean|boolean]] type is '''bool''' and allows the values ''true'' an
    17 KB (2,692 words) - 23:57, 28 August 2015
  • ...eRef is defined by whichever widget owns this component. It is the widget's ...nd overriding rendering and formatting values designated by this component's style.
    8 KB (1,015 words) - 08:40, 23 May 2008
  • '''Welcome to the {{SITENAME}}.''' This site's goal is to provide comprehensive documentation of the [[Unreal Editor]], [[ ...ng for details about the Unreal series of games, head over to BeyondUnreal's [[Liandri:|Liandri Archives]]. If you are a server administrator looking fo
    5 KB (675 words) - 02:36, 9 August 2015
  • ...ip|GUIComponent.ToolTip]] property would get exported because the property's type is [[UE2:GUIToolTip (UT2004)|GUIToolTip]], a subclass of [[UE2:GUI (UT ...t]] class. Its subobject WidgetInitializedEvent is not exported because it's a [[UE3:UIEvent_Initialized (UT3)|UIEvent_Initialized]], which is not a Com
    4 KB (548 words) - 22:35, 21 April 2010
  • Set to true to render an outline marking the widget's RenderBounds. ...ccurs in the bound (i.e. tab, shift+tab) navigation network of this widget's parent.
    18 KB (2,454 words) - 10:11, 17 May 2008
  • Mover [[Legacy:Keyframe|keyframe]]s set the places the mover will go to in space. There are now two remaining q ...player bumps the mover, which fires the BumpEvent, which matches the mover's Events -> Tag. See "bumping" below.
    5 KB (817 words) - 12:45, 18 August 2009
  • ; bool bLightChanged : Recalculate this light's lighting now. ...wns (const) : Optimisation - only test overlap against [[Legacy:Pawn|Pawn]]s. Used for influences etc.
    11 KB (1,436 words) - 11:56, 3 June 2006
  • ...teleported. This property must be True for [[Legacy:Teleporter|Teleporter]]s to notice the actor. ...e player, e.g. Instant Action) games this actor should be turned off if it's not in a recently rendered zone. It will only be turned off when its Physic
    3 KB (514 words) - 20:14, 13 January 2005
  • ...nged in the editor or from UnrealScript in the game. It contains the actor's name.
    1 KB (155 words) - 14:40, 11 November 2002
  • ...actors and can't move. What this actually refers to is [[Legacy:Pawn|Pawn]]s: bots, human players, and monsters. Pawns are exempted from colliding under ; bool bBlockZeroExtentTraces : [[Legacy:Trace|Trace]]s with zero extents can hit this actor, if set to true. Traces with zero exte
    7 KB (1,085 words) - 15:38, 15 August 2010
  • ...lightmap up by this amount. 0 means the actor can be completely dark if it's in the shadows, 128 means the actor will be rendered as unlit or brighter, ; bool bAcceptsProjectors : [[Legacy:Projector|Projector]]s can project onto this actor
    5 KB (778 words) - 02:29, 30 July 2005
  • ; FLAG_HeldFriendly : The flag is being held by a member of the flag's team.
    3 KB (360 words) - 05:37, 4 October 2003
  • ...excluding [[Legacy:Light (UT)|Light (UT)]]s, [[Legacy:Projector|projector]]s, rendering actors, blocking weather, etc. ; name Tag : Actor's [[Legacy:Tag|tag]] name.
    522 B (67 words) - 12:59, 13 November 2002
  • ...GHT = 35.0 : Maximum step height walkable by [[Legacy:Pawn (UT)|Pawn (UT)]]s. ; MINFLOORZ = 0.7 : Minimum Z value for floor normal. Anything that's less, isn't a walkable floor. (0.7 corresponds to about 45 degree angle for
    349 B (44 words) - 13:14, 13 November 2002
  • ; EPhysics Physics (const) : Actor's current physics mode. (see [[Legacy:PhysicsType|PhysicsType]]) Use SetPhysi ; rotator Rotation (const) : Actor's rotation. Use SetRotation or SetRelativeRotation methods to change. In Unre
    2 KB (226 words) - 14:24, 18 November 2005
  • ; Error( coerce string S ) [native, final] : Handle an error and kill this one actor. ...or NewRotation ) [native, final] : Sets the rotation relative to the actor's base.
    38 KB (5,274 words) - 21:14, 6 April 2016
  • ...luidSurface is set to True, a [[Legacy:FluidSurfaceInfo|FluidSurfaceInfo]]'s ShootStrength is multiplied by this before doing the ripples. ...: These are now static simulated [[Legacy:Global Function|global function]]s. (ReplaceText() is still final, though.)
    10 KB (1,248 words) - 09:41, 26 May 2006
  • ...across the network. The ratio of an actor's NetPriority and another actor's NetPriority is the same ratio as the bandwidth that will be allocated to ea ...a second, which is much better for that player's, and of course the server's, bandwidth.
    4 KB (533 words) - 22:56, 18 January 2006
  • ...d in this class. UnrealScript beginners ought to take a look at this class's source code. Actor properties sorted by group. These can be changed from UnrealEd's [[Legacy:Actor Properties Window|actor properties window]].
    5 KB (572 words) - 19:50, 9 August 2010
  • ...arty actor by [[Legacy:ElBundee|ElBundee]] to attach [[Legacy:Actor|Actor]]s (such as pickups or decoration) to any movers. The reason not to do this us or you can find it embedded in JB-Mafia's MyLevel
    2 KB (259 words) - 17:24, 17 November 2007

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