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Engine.CoverLink

Extends
NavigationPoint
Modifiers
native placeable

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.CoverLink

Constants Summary
COVERLINK_DangerDist=1536.f
COVERLINK_EdgeCheckDot=0.25f
COVERLINK_EdgeExposureDot=0.85f
COVERLINK_ExposureDot=0.4f
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
floatAlignDist
boolbAutoSort
boolbDynamicCover
vectorCircularOrigin
floatCircularRadius
array<Controller>Claims
VectorCrouchLeanOffset
floatMidHeight
CoverLinkNextCoverLink
VectorPopupOffset
floatSlipDist
floatStandHeight
VectorStandingLeanOffset
floatTurnDist
CoverLink
boolbAutoAdjust
boolbCircular
boolbClaimAllSlots
boolbDisabled
boolbLooped
boolbPlayerOnly
floatMaxFireLinkDist
floatPerchWallHeight
floatPerchWallNudge
array<CoverSlot>Slots
Inherited Variables from Engine.NavigationPoint
AnchoredPawn, BadSprite, bAlreadyVisited, bAlwaysUseStrafing, bAutoBuilt, bBlockable, bBlocked, bBlockedForVehicles, bBuildLongPaths, bCanReach, bCanWalkOnToReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForceNoStrafing, bHasCrossLevelPaths, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bMustTouchToReach, bNeverUseStrafing, bNoAutoConnect, bNotBased, bOneWayPath, bPathsChanged, bPreferredVehiclePath, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, Cost, CylinderComponent, EditorForcedPaths, EditorProscribedPaths, ExtraCost, FearCost, GoodSprite, InventoryCache, InventoryDist, LastAnchoredPawnTime, LastDetourWeight, MaxPathSize, NavGuid, NavOctreeObject, NearestObjective, NetworkID, nextNavigationPoint, nextOrdered, ObjectiveDistance, PathCost, PathList, previousPath, prevOrdered, TransientCost, visitedWeight, VolumeList
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
ECoverAction
CA_Default, CA_BlindLeft, CA_BlindRight, CA_LeanLeft, CA_LeanRight, CA_StepLeft, CA_StepRight, CA_PopUp, CA_BlindUp, CA_PeekLeft, CA_PeekRight, CA_PeekUp,
ECoverDirection
CD_Default, CD_Left, CD_Right, CD_Up,
ECoverType
CT_None, CT_Standing, CT_MidLevel,
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
CoverInfo
Link, SlotIdx
CoverReference
SlotIdx, Direction
CoverSlot
SlotOwner, ForceCoverType, CoverType, LocationOffset, RotationOffset, FireLinks, ForcedFireLinks, RejectedFireLinks, ExposedFireLinks, DangerLinks, MantleTarget, TurnTarget, SlipTarget, OverlapClaims, bLeanLeft, bLeanRight, bCanPopUp, bCanMantle, bCanCoverSlip_Left, bCanCoverSlip_Right, bCanSwatTurn_Left, bCanSwatTurn_Right, bEnabled, bAllowPopup, bAllowMantle, bAllowCoverSlip, bAllowClimbUp, bAllowSwatTurn, bSelected, LeanTraceDist, SlotMarker
CovPosInfo
Link, LtSlotIdx, RtSlotIdx, LtToRtPct, Location, Normal, Tangent
FireLink
CoverActions, CoverType, TargetLink, TargetSlotIdx, LastLinkLocation, bFallbackLink
TargetInfo
Target, SlotIdx, Direction
Inherited Structures from Engine.NavigationPoint
NavigationOctreeObject
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
functionint AddCoverSlot (vector SlotLocation, rotator SlotRotation, optional int SlotIdx = -1, optional bool bForceSlotUpdate)
functionbool AllowLeftTransition (int SlotIdx))
functionbool AllowRightTransition (int SlotIdx))
functionbool AutoAdjustSlot (int SlotIdx, bool bOnlyCheckLeans)
eventbool Claim (Controller NewClaim, int SlotIdx ))
functionbool FindSlots (vector CheckLocation, float MaxDistance, out int LeftSlotIdx, out int RightSlotIdx)
functionbool GetFireLinkTo (int SlotIdx, CoverInfo ChkCover, ECoverType Type, out array<ECoverAction> Actions)
function GetSlotActions (int SlotIdx, out array<ECoverAction> Actions)
functionvector GetSlotLocation (int SlotIdx, optional bool bForceUseOffset)
functionCoverSlotMarker GetSlotMarker (int SlotIdx)
functionrotator GetSlotRotation (int SlotIdx, optional bool bForceUseOffset)
functionvector GetSlotViewPoint (int SlotIdx, optional ECoverType Type, optional ECoverAction Action)
functionbool GetSwatTurnTarget (int SlotIdx, int Direction, out CoverReference out_Info ))
functionbool HasFireLinkTo (int SlotIdx, CoverInfo ChkCover)
functionbool IsEdgeSlot (int SlotIdx, optional bool bIgnoreLeans)
functionbool IsEnabled ()
functionbool IsExposedTo (int SlotIdx, CoverInfo ChkSlot)
functionbool IsLeftEdgeSlot (int SlotIdx, bool bIgnoreLeans)
functionbool IsRightEdgeSlot (int SlotIdx, bool bIgnoreLeans)
functionbool IsStationarySlot (int SlotIdx))
functionbool IsValidClaim (Controller ChkClaim, int SlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck)
function OnModifyCover (SeqAct_ModifyCover Action))
function OnToggle (SeqAct_Toggle inAction))
event SetDisabled (bool bNewDisabled))
event SetSlotEnabled (int SlotIdx, bool bEnable))
event Tick (float DeltaTime ))
eventbool UnClaim (Controller OldClaim, int SlotIdx, bool bUnclaimAll ))
Inherited Functions from Engine.NavigationPoint
Accept, CanTeleport, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsAvailableTo, OnMatchingNetworks, OnToggle, ProceedWithMove, SpecialCost, SuggestMovePreparation
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Constants Detail

COVERLINK_DangerDist Source code

const COVERLINK_DangerDist = 1536.f;

COVERLINK_EdgeCheckDot Source code

const COVERLINK_EdgeCheckDot = 0.25f;

COVERLINK_EdgeExposureDot Source code

const COVERLINK_EdgeExposureDot = 0.85f;

COVERLINK_ExposureDot Source code

const COVERLINK_ExposureDot = 0.4f;


Variables Detail

AlignDist Source code

var const float AlignDist;
Distance used when aligning to nearby surfaces

bAutoSort Source code

var bool bAutoSort;
Allow auto-sorting of the Slots array

bDynamicCover Source code

var bool bDynamicCover;
This cover is dynamic

CircularOrigin Source code

var const vector CircularOrigin;
Origin for circular cover

CircularRadius Source code

var const float CircularRadius;
Radius for circular cover

Claims Source code

var array<Controller> Claims;
List of all players using this cover

CrouchLeanOffset Source code

var const Vector CrouchLeanOffset;

MidHeight Source code

var const float MidHeight;
Min height for nearby geometry to categorize as mid-level cover

NextCoverLink Source code

var const CoverLink NextCoverLink;
Used for the WorldInfo.CoverList linked list

PopupOffset Source code

var const Vector PopupOffset;

SlipDist Source code

var const float SlipDist;
Forward distance for checking cover slip links

StandHeight Source code

var const float StandHeight;
Min height for nearby geometry to categorize as standing cover

StandingLeanOffset Source code

var const Vector StandingLeanOffset;

TurnDist Source code

var const float TurnDist;
Lateral distance for checking swat turn links

CoverLink

bAutoAdjust Source code

var(CoverLink) bool bAutoAdjust;
Allow auto-adjusting of the Slots orientation/position and covertype?

bCircular Source code

var(CoverLink) bool bCircular;
Is this circular cover?

bClaimAllSlots Source code

var(CoverLink) bool bClaimAllSlots;
Claim all slots when someone claims one - used for cover that needs more than one slot, but slots overlap

bDisabled Source code

var(CoverLink) bool bDisabled;
Whether cover link is disabled

bLooped Source code

var(CoverLink) bool bLooped;
Cover is looped, first slot and last slot should be reachable direclty

bPlayerOnly Source code

var(CoverLink) bool bPlayerOnly;
Is this cover restricted to player use?

MaxFireLinkDist Source code

var(CoverLink) float MaxFireLinkDist;
Max trace dist for fire links to check

PerchWallHeight Source code

var(CoverLink) const float PerchWallHeight;
Default height for Perch walls

PerchWallNudge Source code

var(CoverLink) const float PerchWallNudge;
Allow a little error, we support walls slightly higher or lower.

Slots Source code

var(CoverLink) editinline array<CoverSlot> Slots;
All slots linked to this node


Enumerations Detail

ECoverAction Source code

enum ECoverAction
{
CA_Default, CA_BlindLeft, CA_BlindRight, CA_LeanLeft, CA_LeanRight, CA_StepLeft, CA_StepRight, CA_PopUp, CA_BlindUp, CA_PeekLeft, CA_PeekRight, CA_PeekUp,
};
Represents the current action this pawn is performing at the current cover node.

ECoverDirection Source code

enum ECoverDirection
{
CD_Default, CD_Left, CD_Right, CD_Up,
};
Represents a direction associated with cover, for use with movement/camera/etc.

ECoverType Source code

enum ECoverType
{
CT_None, CT_Standing, CT_MidLevel,
};
Represents what type of cover this node provides.


Structures Detail

CoverInfo Source code

struct CoverInfo
{
var(CoverLink) editconst CoverLink Link;
var(CoverLink) editconst int SlotIdx;
};
Utility struct for referencing cover link slots.

CoverReference Source code

struct CoverReference extends NavReference
{
var(CoverLink) int Direction;
var(CoverLink) int SlotIdx;
};

Direction:
Direction, used for swat/slip
SlotIdx:
Slot referenced in the link

CoverSlot Source code

struct CoverSlot
{
var(CoverLink) bool bAllowClimbUp;
var(CoverLink) bool bAllowCoverSlip;
var(CoverLink) bool bAllowMantle;
var(CoverLink) bool bAllowPopup;
var(CoverLink) bool bAllowSwatTurn;
var(Auto) editconst bool bCanCoverSlip_Left;
var(Auto) editconst bool bCanCoverSlip_Right;
var(Auto) editconst bool bCanMantle;
var(Auto) editconst bool bCanPopUp;
var(Auto) editconst bool bCanSwatTurn_Left;
var(Auto) editconst bool bCanSwatTurn_Right;
var(CoverLink) bool bEnabled;
var(Auto) bool bLeanLeft;
var(Auto) bool bLeanRight;
var transient bool bSelected;
var(Auto) editconst ECoverType CoverType;
var duplicatetransient array<NavReference> DangerLinks;
var duplicatetransient array<CoverReference> ExposedFireLinks;
var duplicatetransient array<FireLink> FireLinks;
var(CoverLink) ECoverType ForceCoverType;
var duplicatetransient array<FireLink> ForcedFireLinks;
var float LeanTraceDist;
var vector LocationOffset;
var duplicatetransient CoverReference MantleTarget;
var(Auto) editconst duplicatetransient array<CoverReference> OverlapClaims;
var duplicatetransient array<CoverInfo> RejectedFireLinks;
var rotator RotationOffset;
var duplicatetransient array<CoverReference> SlipTarget;
var(CoverLink) editconst duplicatetransient CoverSlotMarker SlotMarker;
var Controller SlotOwner;
var duplicatetransient array<CoverReference> TurnTarget;
};
Contains information for a cover slot that a player can occupy
bAllowClimbUp:
Is climbing up allowed here?
bAllowCoverSlip:
Is cover slip allowed?
bAllowMantle:
Is mantling allowed here?
bAllowPopup:
Is popping up allowed for midlevel/crouching cover?
bAllowSwatTurn:
Is swat turn allowed?
bCanCoverSlip_Left:
Can cover slip at this slot?
bCanCoverSlip_Right:
Can cover slip at this slot?
bCanMantle:
Can we mantle over this cover?
bCanPopUp:
Can we popup?
bCanSwatTurn_Left:
Can swat turn at this slot?
bCanSwatTurn_Right:
Can swat turn at this slot?
bEnabled:
Is this slot currently enabled?
bLeanLeft:
Can we lean left/right to shoot from this slot?
bLeanRight:
Can we lean left/right to shoot from this slot?
bSelected:
Is this slot currently selected for editing?
CoverType:
Type of cover this slot provides
DangerLinks:
List of nav points that are dangerous to path through when this slot is occupied
ExposedFireLinks:
List of targets that are flanked by this slot
FireLinks:
List of all attackable nodes
ForceCoverType:
Gives LDs ability to force the type - CT_None == auto find
LeanTraceDist:
How far auto adjust code traces forward from lean fire point
LocationOffset:
Offset from node location for this slot
MantleTarget:
Link/slot info about where this slot can mantle to
OverlapClaims:
List of cover slots that should be claimed when this slot is claimed
RejectedFireLinks:
List of coverlinks/slots that couldn't be shot at - used by COVERLINK_DYNAMIC
RotationOffset:
Offset from node rotation for this slot
SlipTarget:
Info about where cover slip can move to
SlotMarker:
Slot marker to allow the slot to exist on the navigation network
SlotOwner:
Current owner of this slot
TurnTarget:
@fixme: can't these be a static 2 element array and eliminate the direction parameter in CoverReference?

CovPosInfo Source code

struct CovPosInfo
{
var CoverLink Link;
var vector Location;
var int LtSlotIdx;
var float LtToRtPct;
var vector Normal;
var int RtSlotIdx;
var vector Tangent;
};
Utility struct to reference a position in cover
Link:
CoverLink holding cover position
Location:
Location in cover
LtSlotIdx:
Index of left bounding slot
LtToRtPct:
Pct of distance Location is, between left and right slots
Normal:
Normal vector, used to define direction. Pointing from Location away from Wall.
RtSlotIdx:
Index of right bounding slot
Tangent:
Tangent vector, gives alignement of cover. With multiple slots cover, this gives the direction from Left to Right slots.

FireLink Source code

struct FireLink
{
var bool bFallbackLink;
var array<ECoverAction> CoverActions;
var ECoverType CoverType;
var Vector LastLinkLocation;
var(CoverLink) editconst const NavReference TargetLink;
var int TargetSlotIdx;
};
Contains information about what other cover nodes this node is capable of firing on.
bFallbackLink:
Is this link considered a fallback link? (Shouldn't be desired, but is acceptable)
CoverActions:
Acceptable methods of attack to use when engaging the target link
CoverType:
Type of cover for these links
LastLinkLocation:
Location of the TargetLink when this FireLink was created/updated (Used for tracking CoverLink_Dynamic)
TargetLink:
Target link
TargetSlotIdx:
Target link slot

TargetInfo Source code

struct TargetInfo
{
var int Direction;
var int SlotIdx;
var Actor Target;
};



Functions Detail

AddCoverSlot Source code

native final function int AddCoverSlot ( vector SlotLocation, rotator SlotRotation, optional int SlotIdx = -1, optional bool bForceSlotUpdate )

AllowLeftTransition Source code

simulated final function bool AllowLeftTransition ( int SlotIdx) )

AllowRightTransition Source code

simulated final function bool AllowRightTransition ( int SlotIdx) )

AutoAdjustSlot Source code

native final function bool AutoAdjustSlot ( int SlotIdx, bool bOnlyCheckLeans )
Auto-adjusts the slot orientation/location to the nearest geometry, as well as determine leans and cover type. Returns TRUE if the cover type changed.

Claim Source code

final event bool Claim ( Controller NewClaim, int SlotIdx ) )
Asserts a claim on this link by the specified controller.

FindSlots Source code

simulated native final function bool FindSlots ( vector CheckLocation, float MaxDistance, out int LeftSlotIdx, out int RightSlotIdx )
Finds the current set of slots the specified point is between. Returns true if a valid slot set was found.

GetFireLinkTo Source code

native noexport function bool GetFireLinkTo ( int SlotIdx, CoverInfo ChkCover, ECoverType Type, out array<ECoverAction> Actions )
Searches for a fire link to the specified cover/slot and returns the cover actions.

GetSlotActions Source code

native final function GetSlotActions ( int SlotIdx, out array<ECoverAction> Actions )
Returns a list of AI actions possible from this slot

GetSlotLocation Source code

simulated native final function vector GetSlotLocation ( int SlotIdx, optional bool bForceUseOffset )
Returns the world location of the requested slot.

GetSlotMarker Source code

simulated native final function CoverSlotMarker GetSlotMarker ( int SlotIdx )
Returns reference to the slot marker navigation point

GetSlotRotation Source code

simulated native final function rotator GetSlotRotation ( int SlotIdx, optional bool bForceUseOffset )
Returns the world rotation of the requested slot.

GetSlotViewPoint Source code

simulated native final function vector GetSlotViewPoint ( int SlotIdx, optional ECoverType Type, optional ECoverAction Action )
Returns the world location of the default viewpoint for the specified slot.

GetSwatTurnTarget Source code

simulated function bool GetSwatTurnTarget ( int SlotIdx, int Direction, out CoverReference out_Info ) )

HasFireLinkTo Source code

native noexport function bool HasFireLinkTo ( int SlotIdx, CoverInfo ChkCover )
Searches for a valid fire link to the specified cover/slot. NOTE: marked noexport until 'optional out int' is fixed in the exporter

IsEdgeSlot Source code

simulated native final function bool IsEdgeSlot ( int SlotIdx, optional bool bIgnoreLeans )
Return true if the specified slot is an edge, signifying "End Of Cover".

IsEnabled Source code

native final function bool IsEnabled ( )

IsExposedTo Source code

simulated native final function bool IsExposedTo ( int SlotIdx, CoverInfo ChkSlot )

IsLeftEdgeSlot Source code

simulated native final function bool IsLeftEdgeSlot ( int SlotIdx, bool bIgnoreLeans )

IsRightEdgeSlot Source code

simulated native final function bool IsRightEdgeSlot ( int SlotIdx, bool bIgnoreLeans )

IsStationarySlot Source code

simulated final function bool IsStationarySlot ( int SlotIdx) )
Checks to see if the specified slot support stationary cover actions.

IsValidClaim Source code

final native function bool IsValidClaim ( Controller ChkClaim, int SlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck )
Returns true if the specified controller is able to claim the slot.

OnModifyCover Source code

function OnModifyCover ( SeqAct_ModifyCover Action) )
Handle modify action by enabling/disabling the list of slots, or auto adjusting.

OnToggle Source code

function OnToggle ( SeqAct_Toggle inAction) )
Overridden to disable all slots when toggled off.

SetDisabled Source code

simulated event SetDisabled ( bool bNewDisabled) )
Enable/disable the entire CoverLink.

SetSlotEnabled Source code

simulated event SetSlotEnabled ( int SlotIdx, bool bEnable) )
Enable/disable a particular cover slot.

Tick Source code

simulated event Tick ( float DeltaTime ) )

UnClaim Source code

final event bool UnClaim ( Controller OldClaim, int SlotIdx, bool bUnclaimAll ) )
Removes any claims the specified controller has on this link.


Defaultproperties

defaultproperties
{
   Slots(0)=(LocationOffset=(X=64.000000,Y=0.000000,Z=0.000000),bCanMantle=True,bCanCoverSlip_Left=True,bCanCoverSlip_Right=True,bCanSwatTurn_Left=True,bCanSwatTurn_Right=True,bEnabled=True,bAllowPopup=True,bAllowMantle=True,bAllowCoverSlip=True,bAllowSwatTurn=True,LeanTraceDist=64.000000)
   bAutoSort=True
   bAutoAdjust=True
   MaxFireLinkDist=2048.000000
   AlignDist=34.000000
   StandHeight=130.000000
   MidHeight=70.000000
   PerchWallHeight=160.000000
   PerchWallNudge=4.000000
   StandingLeanOffset=(X=0.000000,Y=78.000000,Z=69.000000)
   CrouchLeanOffset=(X=0.000000,Y=70.000000,Z=19.000000)
   PopupOffset=(X=0.000000,Y=0.000000,Z=70.000000)
   SlipDist=152.000000
   TurnDist=512.000000
   bSpecialMove=True
   bBuildLongPaths=False
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder'
      CollisionHeight=58.000000
      CollisionRadius=48.000000
      ObjectArchetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite'
      Sprite=Texture2D'EngineResources.CoverNodeNone'
      ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite2'
      ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite2'
   End Object
   BadSprite=Sprite2
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow'
      ObjectArchetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=CoverMeshComponent Name=CoverMesh ObjName=CoverMesh Archetype=CoverMeshComponent'Engine.Default__CoverMeshComponent'
      bUsePrecomputedShadows=False
      Name="CoverMesh"
      ObjectArchetype=CoverMeshComponent'Engine.Default__CoverMeshComponent'
   End Object
   Components(4)=CoverMesh
   CollisionComponent=CollisionCylinder
   CollisionType=COLLIDE_CustomDefault
   Name="Default__CoverLink"
   ObjectArchetype=NavigationPoint'Engine.Default__NavigationPoint'
}

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Creation time: sk 18-3-2018 10:00:35.641 - Created with UnCodeX