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Engine.Mutator

Extends
Info
Modifiers
native abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.Mutator

Direct Known Subclasses:

UTMutator

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
boolbUserAdded
MutatorNextMutator
Mutator
array<string>GroupNames
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
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function AddMutator (Mutator M))
functionbool AllowBecomeActivePlayer (PlayerController P))
functionbool AllowBecomeSpectator (PlayerController P))
functionbool AllowChangeTeam (Controller Other, out int num, bool bNewTeam))
functionbool AlwaysKeep (Actor Other))
functionbool CanLeaveVehicle (Vehicle V, Pawn P))
functionbool CheckRelevance (Actor Other))
functionbool CheckReplacement (Actor Other))
event Destroyed ()))
function DriverEnteredVehicle (Vehicle V, Pawn P))
function DriverLeftVehicle (Vehicle V, Pawn P))
function GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList))
function GetServerDetails (out GameInfo.ServerResponseLine ServerState ))
function GetServerPlayers (out GameInfo.ServerResponseLine ServerState ))
function InitMutator (string Options, out string ErrorMessage))
functionbool IsRelevant (Actor Other))
function ModifyLogin (out string Portal, out string Options))
function ModifyPlayer (Pawn Other))
function Mutate (string MutateString, PlayerController Sender))
functionbool MutatorIsAllowed ()))
function NotifyBecomeActivePlayer (PlayerController Player))
function NotifyBecomeSpectator (PlayerController Player))
function NotifyLogin (Controller NewPlayer))
function NotifyLogout (Controller Exiting))
function NotifySetTeam (Controller Other, TeamInfo OldTeam, TeamInfo NewTeam, bool bNewTeam))
functionstring ParseChatPercVar (Controller Who, string Cmd))
event PreBeginPlay ()))
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

bUserAdded Source code

var bool bUserAdded;

NextMutator Source code

var Mutator NextMutator;

Mutator

GroupNames Source code

var(Mutator) array<string> GroupNames;
list of groups this mutator is in. Mutators that share any group cannot be activated simultaneously


Functions Detail

AddMutator Source code

function AddMutator ( Mutator M) )

AllowBecomeActivePlayer Source code

function bool AllowBecomeActivePlayer ( PlayerController P) )

AllowBecomeSpectator Source code

function bool AllowBecomeSpectator ( PlayerController P) )

AllowChangeTeam Source code

function bool AllowChangeTeam ( Controller Other, out int num, bool bNewTeam) )

AlwaysKeep Source code

function bool AlwaysKeep ( Actor Other) )

CanLeaveVehicle Source code

function bool CanLeaveVehicle ( Vehicle V, Pawn P) )

CheckRelevance Source code

function bool CheckRelevance ( Actor Other) )

CheckReplacement Source code

function bool CheckReplacement ( Actor Other) )
Returns true to keep this actor

Destroyed Source code

event Destroyed ( ) )

DriverEnteredVehicle Source code

function DriverEnteredVehicle ( Vehicle V, Pawn P) )

DriverLeftVehicle Source code

function DriverLeftVehicle ( Vehicle V, Pawn P) )

GetSeamlessTravelActorList Source code

function GetSeamlessTravelActorList ( bool bToEntry, out array<Actor> ActorList) )
called on the server during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all automatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)
@param bToEntry true if we are going from old level -> entry, false if we are going from entry -> new level
@param ActorList (out) list of actors to maintain

GetServerDetails Source code

function GetServerDetails ( out GameInfo.ServerResponseLine ServerState ) )

GetServerPlayers Source code

function GetServerPlayers ( out GameInfo.ServerResponseLine ServerState ) )

InitMutator Source code

function InitMutator ( string Options, out string ErrorMessage) )
This function can be used to parse the command line parameters when a server starts up

IsRelevant Source code

function bool IsRelevant ( Actor Other) )

ModifyLogin Source code

function ModifyLogin ( out string Portal, out string Options) )

ModifyPlayer Source code

function ModifyPlayer ( Pawn Other) )

Mutate Source code

function Mutate ( string MutateString, PlayerController Sender) )

MutatorIsAllowed Source code

function bool MutatorIsAllowed ( ) )

NotifyBecomeActivePlayer Source code

function NotifyBecomeActivePlayer ( PlayerController Player) )

NotifyBecomeSpectator Source code

function NotifyBecomeSpectator ( PlayerController Player) )

NotifyLogin Source code

function NotifyLogin ( Controller NewPlayer) )

NotifyLogout Source code

function NotifyLogout ( Controller Exiting) )

NotifySetTeam Source code

function NotifySetTeam ( Controller Other, TeamInfo OldTeam, TeamInfo NewTeam, bool bNewTeam) )

ParseChatPercVar Source code

function string ParseChatPercVar ( Controller Who, string Cmd) )

PreBeginPlay Source code

event PreBeginPlay ( ) )


Defaultproperties

defaultproperties
{
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Info:Sprite'
      ObjectArchetype=SpriteComponent'Engine.Default__Info:Sprite'
   End Object
   Components(0)=Sprite
   CollisionType=COLLIDE_CustomDefault
   Name="Default__Mutator"
   ObjectArchetype=Info'Engine.Default__Info'
}

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Creation time: sk 18-3-2018 10:00:39.898 - Created with UnCodeX