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Engine.SeqEvent_Mover

Extends
SequenceEvent
Modifiers
native ( Sequence ) hidecategories ( SequenceEvent )

event that encapsulates basic mover functionality such as activating when a player gets on/off, automatically reversing direction after a delay, and handling hitting other actors in transit the Originator of this event should be the mover (InterpActor or subclass), which notifies us when things we might care about happen Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceEvent
         |   
         +-- Engine.SeqEvent_Mover

Variables Summary
SeqEvent_Mover
floatStayOpenTime
Inherited Variables from Engine.SequenceEvent
ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Structures Summary
Inherited Structures from Engine.SequenceEvent
QueuedActivationInfo
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Functions Summary
function NotifyAttached (Actor Other))
function NotifyDetached (Actor Other))
function NotifyEncroachingOn (Actor Hit))
function NotifyFinishedOpen ()))
event RegisterEvent ()))
Inherited Functions from Engine.SequenceEvent
CheckActivate, RegisterEvent, Reset, Toggled
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

SeqEvent_Mover

StayOpenTime Source code

var(SeqEvent_Mover) float StayOpenTime;
how long the mover should stay open before automatically closing (reverse playback) values <= 0.0 turn off this auto behavior and allow manual control (via the "Completed" and "Aborted" output links for the attached matinee action)


Functions Detail

NotifyAttached Source code

function NotifyAttached ( Actor Other) )
notification that an Actor has attached itself to the mover

NotifyDetached Source code

function NotifyDetached ( Actor Other) )
notification that an Actor has been detached from the mover

NotifyEncroachingOn Source code

function NotifyEncroachingOn ( Actor Hit) )
notification that our linked Mover has encroached on the given Actor

NotifyFinishedOpen Source code

function NotifyFinishedOpen ( ) )
notification that the mover has completed all opening actions and is now ready to close

RegisterEvent Source code

event RegisterEvent ( ) )


Defaultproperties

defaultproperties
{
   StayOpenTime=1.500000
   MaxTriggerCount=0
   bPlayerOnly=False
   OutputLinks(0)=(LinkDesc="Pawn Attached")
   OutputLinks(1)=(LinkDesc="Pawn Detached")
   OutputLinks(2)=(LinkDesc="Open Finished")
   OutputLinks(3)=(LinkDesc="Hit Actor")
   VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Object',LinkDesc="Actor Hit",bWriteable=True,MinVars=1,MaxVars=255)
   ObjName="Mover"
   ObjCategory="Physics"
   Name="Default__SeqEvent_Mover"
   ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent'
}

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Creation time: sk 18-3-2018 10:00:43.734 - Created with UnCodeX