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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
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceEvent
         |   
         +-- Engine.SeqEvent_Touch

Direct Known Subclasses:

UTSeqEvent_TouchStatus

Variables Summary
array<Actor>TouchedList
SeqEvent_Touch
boolbAllowDeadPawns
boolbForceOverlapping
boolbUseInstigator
TouchTypes
array<class<Actor>>ClassProximityTypes
array<class<Actor>>IgnoredClassProximityTypes
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
functionbool CheckTouchActivate (Actor InOriginator, Actor InInstigator, optional bool bTest)
functionbool CheckUnTouchActivate (Actor InOriginator, Actor InInstigator, optional bool bTest)
function NotifyTouchingPawnDied (Pawn P))
event Toggled ()))
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

TouchedList Source code

var array<Actor> TouchedList;
List of all actors that have activated this touch event, so that untouch may be properly fired.

SeqEvent_Touch

bAllowDeadPawns Source code

var(SeqEvent_Touch) bool bAllowDeadPawns;
whether dead (Health < 0) pawns can be considered touching

bForceOverlapping Source code

var(SeqEvent_Touch) bool bForceOverlapping;
Force the player to be overlapping at the time of activation?

bUseInstigator Source code

var(SeqEvent_Touch) bool bUseInstigator;
Use Instigator, not actual Actor. For projectiles, it returns the instigator.

TouchTypes

ClassProximityTypes Source code

var(TouchTypes) array<class<Actor>> ClassProximityTypes<AllowAbstract>;
List of class types that are considered valid for this event

IgnoredClassProximityTypes Source code

var(TouchTypes) array<class<Actor>> IgnoredClassProximityTypes<AllowAbstract>;
List of class types that are considered valid for this event


Functions Detail

CheckTouchActivate Source code

native noexport final function bool CheckTouchActivate ( Actor InOriginator, Actor InInstigator, optional bool bTest )

CheckUnTouchActivate Source code

native noexport final function bool CheckUnTouchActivate ( Actor InOriginator, Actor InInstigator, optional bool bTest )

NotifyTouchingPawnDied Source code

function NotifyTouchingPawnDied ( Pawn P) )
notification that the given Pawn has died while touching an Actor with this event connected to it
@param P - the pawn that died

Toggled Source code

event Toggled ( ) )


Defaultproperties

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