UE3:InterpActor (UT3)

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UT3 Object >> Actor >> DynamicSMActor >> InterpActor
Package: 
Engine

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
Member Value
Default True
WireframeColor
Member Value
A 255
B 255
G 0
R 255

Structs

CheckpointRecord

Data relevant to checkpoint save/load, see CreateCheckpointRecord/ApplyCheckpointRecord below

Object.Vector Location 
Object.Rotator Rotation 
bool bIsShutdown 

Functions

Events

Attach

event Attach (Actor Other)

Overrides: DynamicSMActor.Attach

If pawn is attached while asleep, turn off physics while pawn is on it

Detach

event Detach (Actor Other)

Overrides: DynamicSMActor.Detach

If pawn is detached, turn back on physics (make sure no other pawns are based on it)

EncroachingOn

event bool EncroachingOn (Actor Other)

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

simulated event InterpolationChanged (SeqAct_Interp InterpAction)

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

simulated event InterpolationFinished (SeqAct_Interp InterpAction)

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

simulated event InterpolationStarted (SeqAct_Interp InterpAction)

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

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay


RanInto

event RanInto (Actor Other)

Overrides: Actor.RanInto


Other instance functions

ApplyCheckpointRecord

function ApplyCheckpointRecord (const out CheckpointRecord Record)


CreateCheckpointRecord

function CreateCheckpointRecord (out CheckpointRecord Record)

Called when this actor is being saved in a checkpoint, records pertinent information for restoration via ApplyCheckpointRecord.

FinishedOpen

function FinishedOpen ()

called on a timer StayOpenTime seconds after the mover has finished opening (forward matinee playback)

PlayMovingSound

simulated function PlayMovingSound (bool bClosing)


Restart

function Restart ()

checks if anything is still attached to the mover, and if so notifies Kismet so that it may restart it if desired