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Engine.InterpActor

Extends
DynamicSMActor
Modifiers
native placeable

dynamic static mesh actor intended to be used with Matinee replaces movers Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.DynamicSMActor
      |   
      +-- Engine.InterpActor

Constants Summary
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
AudioComponentAmbientSoundComponent
boolbIsLift
boolbMonitorMover
boolbMonitorZVelocity
floatMaxZVelocity
NavigationPointMyMarker
floatStayOpenTime
InterpActor
boolbContinueOnEncroachPhysicsObject
boolbDestroyProjectilesOnEncroach
boolbStopOnEncroach
SoundCueClosedSound
SoundCueCloseSound
SoundCueClosingAmbientSound
SoundCueOpenedSound
SoundCueOpeningAmbientSound
SoundCueOpenSound
Inherited Variables from Engine.DynamicSMActor
bPawnCanBaseOn, bSafeBaseIfAsleep, LightEnvironment, ReplicatedMaterial, ReplicatedMesh, ReplicatedMeshRotation, ReplicatedMeshScale3D, ReplicatedMeshTranslation, StaticMeshComponent
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
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
CheckpointRecord
Location, Rotation, bIsShutdown
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function ApplyCheckpointRecord (const out CheckpointRecord Record))
event Attach (Actor Other))
function CreateCheckpointRecord (out CheckpointRecord Record))
event Detach (Actor Other))
eventbool EncroachingOn (Actor Other))
function FinishedOpen ()))
event InterpolationChanged (SeqAct_Interp InterpAction))
event InterpolationFinished (SeqAct_Interp InterpAction))
event InterpolationStarted (SeqAct_Interp InterpAction))
function PlayMovingSound (bool bClosing))
event PostBeginPlay ()))
event RanInto (Actor Other ))
function Restart ()))
Inherited Functions from Engine.DynamicSMActor
Attach, CanBasePawn, Detach, OnSetMaterial, OnSetStaticMesh, PostBeginPlay, ReplicatedEvent, SetStaticMesh
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


Variables Detail

AmbientSoundComponent Source code

var AudioComponent AmbientSoundComponent;
component for looping sounds

bIsLift Source code

var bool bIsLift;
If true, have a liftcenter associated with this interpactor, so it is being used as a lift

bMonitorMover Source code

var bool bMonitorMover;
true when AI is waiting for us to finish moving

bMonitorZVelocity Source code

var bool bMonitorZVelocity;
if true, call MoverFinished() event on all Controllers with us as their PendingMover when we reach peak Z velocity

MaxZVelocity Source code

var float MaxZVelocity;
set while monitoring lift movement

MyMarker Source code

var NavigationPoint MyMarker;
NavigationPoint associated with this actor for sending AI related notifications (could be a LiftCenter or DoorMarker)

StayOpenTime Source code

var float StayOpenTime;
delay after mover finishes interpolating before it notifies any mover events

InterpActor

bContinueOnEncroachPhysicsObject Source code

var(InterpActor) bool bContinueOnEncroachPhysicsObject;
if set, this mover keeps going if it encroaches an Actor in PHYS_RigidBody.

bDestroyProjectilesOnEncroach Source code

var(InterpActor) bool bDestroyProjectilesOnEncroach;
if set this mover blows up projectiles when it encroaches them

bStopOnEncroach Source code

var(InterpActor) bool bStopOnEncroach;
true by default, prevents mover from completing the movement that would leave it encroaching another actor

ClosedSound Source code

var(InterpActor) SoundCue ClosedSound;
sound played when mover finished moving backward

CloseSound Source code

var(InterpActor) SoundCue CloseSound;
sound played when the mover is interpolated in reverse

ClosingAmbientSound Source code

var(InterpActor) SoundCue ClosingAmbientSound;
looping sound while closing

OpenedSound Source code

var(InterpActor) SoundCue OpenedSound;
sound played when mover finished moving forward

OpeningAmbientSound Source code

var(InterpActor) SoundCue OpeningAmbientSound;
looping sound while opening

OpenSound Source code

var(InterpActor) SoundCue OpenSound;
sound played when the mover is interpolated forward


Structures Detail

CheckpointRecord Source code

struct CheckpointRecord
{
var bool bIsShutdown;
var vector Location;
var rotator Rotation;
};
Data relevant to checkpoint save/load, see CreateCheckpointRecord/ApplyCheckpointRecord below


Functions Detail

ApplyCheckpointRecord Source code

function ApplyCheckpointRecord ( const out CheckpointRecord Record) )

Attach Source code

event Attach ( Actor Other) )

CreateCheckpointRecord Source code

function CreateCheckpointRecord ( out CheckpointRecord Record) )
Called when this actor is being saved in a checkpoint, records pertinent information for restoration via ApplyCheckpointRecord.

Detach Source code

event Detach ( Actor Other) )

EncroachingOn Source code

event bool EncroachingOn ( Actor Other) )

FinishedOpen Source code

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

InterpolationChanged Source code

simulated event InterpolationChanged ( SeqAct_Interp InterpAction) )

InterpolationFinished Source code

simulated event InterpolationFinished ( SeqAct_Interp InterpAction) )

InterpolationStarted Source code

simulated event InterpolationStarted ( SeqAct_Interp InterpAction) )

PlayMovingSound Source code

simulated function PlayMovingSound ( bool bClosing) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

RanInto Source code

event RanInto ( Actor Other ) )

Restart Source code

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


Defaultproperties

defaultproperties
{
   bDestroyProjectilesOnEncroach=True
   bContinueOnEncroachPhysicsObject=True
   bStopOnEncroach=True
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
      WireframeColor=(B=255,G=0,R=255,A=255)
      RBCollideWithChannels=(Default=True)
      ObjectArchetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
   End Object
   StaticMeshComponent=StaticMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Components(0)=MyLightEnvironment
   Components(1)=StaticMeshComponent0
   Physics=PHYS_Interpolating
   RemoteRole=ROLE_None
   bNoDelete=True
   bAlwaysRelevant=True
   bOnlyDirtyReplication=True
   bBlocksTeleport=True
   NetUpdateFrequency=1.000000
   NetPriority=2.700000
   CollisionComponent=StaticMeshComponent0
   SupportedEvents(3)=Class'Engine.SeqEvent_Mover'
   SupportedEvents(4)=Class'Engine.SeqEvent_TakeDamage'
   Name="Default__InterpActor"
   ObjectArchetype=DynamicSMActor'Engine.Default__DynamicSMActor'
}

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Creation time: sk 18-3-2018 10:00:37.933 - Created with UnCodeX