Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceEvent | +-- Engine.SeqEvent_Touch | +-- UTGame.UTSeqEvent_TouchStatus
Variables Summary | |
---|---|
bool | bCheckingTouch |
UTSeqEvent_TouchStatus | |
bool | bIsHeroOnly |
Inherited Variables from Engine.SeqEvent_Touch |
---|
bAllowDeadPawns, bForceOverlapping, bUseInstigator, ClassProximityTypes |
Inherited Variables from Engine.SequenceEvent |
---|
ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount |
Structures Summary |
---|
Inherited Structures from Engine.SequenceEvent |
---|
QueuedActivationInfo |
Functions Summary |
---|
Inherited Functions from Engine.SeqEvent_Touch |
---|
CheckTouchActivate, CheckUnTouchActivate, NotifyTouchingPawnDied, Toggled |
Inherited Functions from Engine.SequenceEvent |
---|
CheckActivate, RegisterEvent, Reset, Toggled |
Variables Detail |
---|
internal - set when checking activation; indicates whether it's a touch check or untouch check
TRUE if this trigger only works for heroes
Defaultproperties |
---|
defaultproperties { bForceOverlapping=False MaxTriggerCount=0 ReTriggerDelay=0.000000 OutputLinks(0)=(LinkDesc="First Touch") OutputLinks(1)=(LinkDesc="All UnTouched") ObjName="Touch Status" Name="Default__UTSeqEvent_TouchStatus" ObjectArchetype=SeqEvent_Touch'Engine.Default__SeqEvent_Touch' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |