UE3:SeqAct_Interp (UT3)

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UT3 Object >> SequenceObject >> SequenceOp >> SequenceAction >> SeqAct_Latent >> SeqAct_Interp
Package: 
Engine

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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 Complete/Aborted 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

Type: array<CoverLink>

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

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.

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.

Default values

Property Value
InputLinks[0]
Member Value
LinkDesc "Play"
InputLinks[1]
Member Value
LinkDesc "Reverse"
InputLinks[2]
Member Value
LinkDesc "Stop"
InputLinks[3]
Member Value
LinkDesc "Pause"
InputLinks[4]
Member Value
LinkDesc "Change Dir"
ObjName "Matinee"
OutputLinks[0]
Member Value
LinkDesc "Completed"
VariableLinks[0]
Member Value
ExpectedType Class'Engine.InterpData'
LinkDesc "Data"
MaxVars 1
PropertyName

Structs

SavedTransform

Modifiers: native, export

Helper type for storing actors' World-space locations/rotations.

Object.Vector Location 
Object.Rotator Rotation 

Functions

Native functions

AddPlayerToDirectorTracks

native final function AddPlayerToDirectorTracks (PlayerController PC)

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

native final function SetPosition (float NewPosition, optional bool bJump)

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

native final function Stop ()

stops playback at current position

Other instance functions

Reset

function Reset ()

Overrides: SequenceOp.Reset