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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- Engine.SceneCaptureActor | +-- Engine.SceneCaptureReflectActor | +-- Engine.SceneCapturePortalActor | +-- Engine.PortalTeleporter
UTPortal
Variables Summary | |
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bool | bAlwaysTeleportNonPawns |
bool | bCanTeleportVehicles |
PortalMarker | MyMarker |
PortalTeleporter | |
bool | bMovablePortal |
PortalTeleporter | SisterPortal |
int | TextureResolutionX |
int | TextureResolutionY |
Inherited Variables from Engine.SceneCaptureReflectActor |
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ReflectMaterialInst, StaticMesh |
Functions Summary | ||
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![]() | TextureRenderTarget2D | CreatePortalTexture () |
![]() | bool | StopsProjectile (Projectile P)) |
![]() | bool | TransformActor (Actor A) |
![]() | vector | TransformHitLocation (vector HitLocation) |
![]() | vector | TransformVectorDir (vector V) |
Variables Detail |
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if true, non-Pawn actors are always teleporter, regardless of their bCanTeleport flag
whether or not this PortalTeleporter works on vehicles
marker on path network for AI
whether or not encroachers (movers, vehicles, and such) can move this portal
destination portal
resolution for texture render target; must be a power of 2
resolution for texture render target; must be a power of 2
Functions Detail |
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creates and initializes a TextureRenderTarget2D with size equal to our TextureResolutionX and TextureResolutionY properties
teleport an actor to be relative to SisterPortal, including transforming its velocity, acceleration, and rotation
@param A the Actor to teleport
@return whether the teleport succeeded
transform the given location to be relative to SisterPortal
transform the given movement vector to be relative to SisterPortal
Defaultproperties |
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defaultproperties { Begin Object Name=StaticMeshComponent2 HiddenGame=false CollideActors=true BlockActors=true End Object CollisionComponent=StaticMeshComponent2 bCollideActors=true bBlockActors=true bWorldGeometry=true bMovable=false bAlwaysTeleportNonPawns=true TextureResolutionX=256 TextureResolutionY=256 } |
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