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Engine.SeqAct_Interp

Extends
SeqAct_Latent
Modifiers
native ( Sequence )

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

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceAction
         |   
         +-- Engine.SeqAct_Latent
            |   
            +-- Engine.SeqAct_Interp

Direct Known Subclasses:

UTSeqAct_TurretTrack

Variables Summary
boolbIsBeingEdited
boolbIsPlaying
boolbPaused
boolbReversePlayback
array<InterpGroupInst>GroupInst
InterpDataInterpData
floatPosition
MatineeActorReplicatedActor
class<MatineeActor>ReplicatedActorClass
mapSavedActorTransforms
SeqAct_Interp
boolbClientSideOnly
boolbForceStartPos
boolbInterpForPathBuilding
boolbIsSkippable
boolbLooping
boolbNoResetOnRewind
boolbRewindIfAlreadyPlaying
boolbRewindOnPlay
boolbSkipUpdateIfNotVisible
floatForceStartPosition
array<CoverLink>LinkedCover
floatPlayRate
Inherited Variables from Engine.SeqAct_Latent
bAborted, LatentActors
Inherited Variables from Engine.SequenceAction
bCallHandler, HandlerName, Targets

Structures Summary
SavedTransform
Location, Rotation

Functions Summary
function AddPlayerToDirectorTracks (PlayerController PC)
function Reset ()))
function SetPosition (float NewPosition, optional bool bJump = false)
function Stop ()
Inherited Functions from Engine.SeqAct_Latent
AbortFor, Update


Variables Detail

bIsBeingEdited Source code

var transient bool bIsBeingEdited;
Indicates whether this SeqAct_Interp is currently open in the Matinee tool.

bIsPlaying Source code

var bool bIsPlaying;
If sequence is currently playing.

bPaused Source code

var bool bPaused;
Sequence is initialised, but ticking will not increment its current position.

bReversePlayback Source code

var bool bReversePlayback;
If sequence playback should be reversed.

GroupInst Source code

var array<InterpGroupInst> GroupInst;
Instance data for interp groups. One for each variable/group combination.

InterpData Source code

var export InterpData InterpData;
Actual track data. Can be shared between SeqAct_Interps.

Position Source code

var float Position;
Time position in sequence - starts at 0.0

ReplicatedActor Source code

var const MatineeActor ReplicatedActor;

ReplicatedActorClass Source code

var const class<MatineeActor> ReplicatedActorClass;
on a net server, actor spawned to handle replicating relevant data to the client

SavedActorTransforms Source code

var editoronly private const transient noimport native map SavedActorTransforms;
A map from actors to their pre-Matinee world-space positions/orientations. Includes actors attached to Matinee-affected actors.

SeqAct_Interp

bClientSideOnly Source code

var(SeqAct_Interp) bool bClientSideOnly;
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 Source code

var(SeqAct_Interp) bool bForceStartPos;
Lets you force the sequence to always start at ForceStartPosition

bInterpForPathBuilding Source code

var(SeqAct_Interp) bool bInterpForPathBuilding;
Whether this action should be initialised and moved to the 'path building time' when building paths.

bIsSkippable Source code

var(SeqAct_Interp) bool bIsSkippable;
Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.

bLooping Source code

var(SeqAct_Interp) bool bLooping;
If sequence should pop back to beginning when finished. Note, if true, will never get Complete/Aborted events - sequence must be explicitly Stopped.

bNoResetOnRewind Source code

var(SeqAct_Interp) bool bNoResetOnRewind;
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 Source code

var(SeqAct_Interp) bool bRewindIfAlreadyPlaying;
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 Source code

var(SeqAct_Interp) bool bRewindOnPlay;
If true, sequence will rewind itself back to the start each time the Play input is activated.

bSkipUpdateIfNotVisible Source code

var(SeqAct_Interp) bool bSkipUpdateIfNotVisible;
if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible

ForceStartPosition Source code

var(SeqAct_Interp) float ForceStartPosition;
Time position to always start at if bForceStartPos is set to TRUE.

LinkedCover Source code

var(SeqAct_Interp) array<CoverLink> LinkedCover;
Cover linked to this matinee that should be updated once path building time has been played

PlayRate Source code

var(SeqAct_Interp) float PlayRate;
Time multiplier for playback.


Structures Detail

SavedTransform Source code

struct native SavedTransform
{
var vector Location;
var rotator Rotation;
};
Helper type for storing actors' World-space locations/rotations.


Functions Detail

AddPlayerToDirectorTracks Source code

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)
@param PC the PlayerController to add

Reset Source code

function Reset ( ) )

SetPosition Source code

native final function SetPosition ( float NewPosition, optional bool bJump = false )
sets the position of the interpolation
@note if the interpolation is not currently active, this function doesn't send any Kismet or UnrealScript events
@param NewPosition the new position to set the interpolation to
@param bJump if true, teleport to the new position (don't trigger any events between the old and new positions, etc)

Stop Source code

native final function Stop ( )
stops playback at current position


Defaultproperties

defaultproperties
{
   PlayRate=1.000000
   ReplicatedActorClass=Class'Engine.MatineeActor'
   InputLinks(0)=(LinkDesc="Play")
   InputLinks(1)=(LinkDesc="Reverse")
   InputLinks(2)=(LinkDesc="Stop")
   InputLinks(3)=(LinkDesc="Pause")
   InputLinks(4)=(LinkDesc="Change Dir")
   OutputLinks(0)=(LinkDesc="Completed")
   VariableLinks(0)=(ExpectedType=Class'Engine.InterpData',LinkDesc="Data",PropertyName=,MaxVars=1)
   ObjName="Matinee"
   Name="Default__SeqAct_Interp"
   ObjectArchetype=SeqAct_Latent'Engine.Default__SeqAct_Latent'
}

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Creation time: sk 18-3-2018 10:00:42.951 - Created with UnCodeX