UE3:Trigger (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to navigation Jump to search
UDK Object >> Actor >> Trigger
Package: 
Engine

An actor used to generate collision events (touch/untouch), and interactions events (ue) as inputs into the scripting system.

Properties

Property group 'Trigger'

AITriggerDelay

Type: float

how long bRecentlyTriggered should stay set after each triggering

Default value: 2.0

CylinderComponent

Type: CylinderComponent

Modifiers: editconst, const

Base cylinder component for collision

Default value: CylinderComponent'CollisionCylinder'

Internal variables

bRecentlyTriggered

Type: bool

for AI, true if we have been recently triggered (so AI doesn't try to trigger it again)

Default values

Property Value
bCollideActors True
bHidden True
bNoDelete True
bProjTarget True
CollisionComponent CylinderComponent'CollisionCylinder'
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
Components[1] CylinderComponent'CollisionCylinder'
SupportedEvents[4] Class'Engine.SeqEvent_Used'

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Property Value
CollideActors True
CollisionHeight 40.0
CollisionRadius 40.0
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
ReplacementPrimitive None
Sprite Texture2D'EditorResources.S_Trigger'

Structs

CheckpointRecord

bool bCollideActors 

Functions

Events

Touch

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch


Other instance functions

ApplyCheckpointRecord

function ApplyCheckpointRecord (const out CheckpointRecord Record)


CreateCheckpointRecord

function CreateCheckpointRecord (out CheckpointRecord Record)


NotifyTriggered

function NotifyTriggered ()

called when this trigger has successfully been used to activate a Kismet event

ShouldSaveForCheckpoint

function bool ShouldSaveForCheckpoint ()


StopsProjectile

simulated function bool StopsProjectile (Projectile P)

Overrides: Actor.StopsProjectile


UnTrigger

function UnTrigger ()