Engine.SeqEvent_Touch
- Extends
- SequenceEvent
- Modifiers
- native ( Sequence )
Activated when an actor touches another actor. Will be called on both actors, first on the actor that
was originally touched, then on the actor that did the touching
Originator: the actor that owns this event
Instigator: the actor that was touched
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.SequenceObject
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+-- Engine.SequenceOp
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+-- Engine.SequenceEvent
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+-- Engine.SeqEvent_Touch
Direct Known Subclasses:
UTSeqEvent_TouchStatus
Inherited Variables from Engine.SequenceEvent |
ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount |
Inherited Functions from Engine.SequenceOp |
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
var array<
Actor> TouchedList;
SeqEvent_Touch
TouchTypes
var(TouchTypes) array<
class<
Actor>> ClassProximityTypes<AllowAbstract>;
IgnoredClassProximityTypes Source code
var(TouchTypes) array<
class<
Actor>> IgnoredClassProximityTypes<AllowAbstract>;
native noexport final
function bool CheckTouchActivate (
Actor InOriginator,
Actor InInstigator, optional
bool bTest )
native noexport final
function bool CheckUnTouchActivate (
Actor InOriginator,
Actor InInstigator, optional
bool bTest )
NotifyTouchingPawnDied Source code
function NotifyTouchingPawnDied (
Pawn P) )
event Toggled ( ) )
defaultproperties
{
ClassProximityTypes(0)=Class'Engine.Pawn'
bForceOverlapping=True
ReTriggerDelay=0.100000
OutputLinks(0)=(LinkDesc="Touched")
OutputLinks(1)=(LinkDesc="UnTouched")
ObjName="Touch"
ObjCategory="Physics"
Name="Default__SeqEvent_Touch"
ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent'
}
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Creation time: sk 18-3-2018 10:00:43.813 - Created with
UnCodeX