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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.SeqAct_Latent | +-- Engine.SeqAct_Interp
Variables Summary | |
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bool | bIsBeingEdited |
bool | bIsPlaying |
bool | bPaused |
bool | bReversePlayback |
bool | bShouldShowGore |
array<CameraCutInfo> | CameraCuts |
array<InterpGroupInst> | GroupInst |
InterpData | InterpData |
float | Position |
MatineeActor | ReplicatedActor |
class<MatineeActor> | ReplicatedActorClass |
map | SavedActorTransforms |
map | SavedActorVisibilities |
float | TerminationTime |
SeqAct_Interp | |
bool | bClientSideOnly |
bool | bDisableRadioFilter |
bool | bForceStartPos |
bool | bInterpForPathBuilding |
bool | bIsSkippable |
bool | bLooping |
bool | bNoResetOnRewind |
bool | bRewindIfAlreadyPlaying |
bool | bRewindOnPlay |
bool | bSkipUpdateIfNotVisible |
float | ForceStartPosition |
array<CoverLink> | LinkedCover |
float | PlayRate |
int | PreferredSplitScreenNum |
Inherited Variables from Engine.SeqAct_Latent |
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bAborted, LatentActors |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Structures Summary | ||
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CameraCutInfo Location, Timestamp | ||
SavedTransform Location, Rotation |
Functions Summary | ||
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![]() | AddPlayerToDirectorTracks (PlayerController PC) | |
![]() | int | GetObjClassVersion ())) |
![]() | Reset ())) | |
![]() | SetPosition (float NewPosition, optional bool bJump = false) | |
![]() | Stop () |
Inherited Functions from Engine.SeqAct_Latent |
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AbortFor, Update |
Variables Detail |
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Indicates whether this SeqAct_Interp is currently open in the Matinee tool.
If sequence is currently playing.
Sequence is initialised, but ticking will not increment its current position.
If sequence playback should be reversed.
Cached value that indicates whether or not gore was enabled when the sequence was started
Contains the camera world-position for each camera cut in the cinematic.
Instance data for interp groups. One for each variable/group combination.
Actual track data. Can be shared between SeqAct_Interps.
Time position in sequence - starts at 0.0
on a net server, actor spawned to handle replicating relevant data to the client
A map from actors to their pre-Matinee world-space positions/orientations. Includes actors attached to Matinee-affected actors.
A map from actors to their pre-Matinee visibility state
last time TermInterp() was called on this action. Only updated in game
Indicates that this interpolation does not affect gameplay. This means that: -it is not replicated via MatineeActor -it is not ticked if no affected Actors are visible -on dedicated servers, it is completely ignored
If true, disables the realtime radio effect
Lets you force the sequence to always start at ForceStartPosition
Whether this action should be initialised and moved to the 'path building time' when building paths.
Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.
If sequence should pop back to beginning when finished. Note, if true, will never get Completed/Reversed events - sequence must be explicitly Stopped.
If true, when rewinding this interpolation, reset the 'initial positions' of any RelateToInitial movements to the current location. This allows the next loop of movement to proceed from the current locations.
Only used if bRewindOnPlay if true. Defines what should happen if the Play input is activated while currently playing. If true, hitting Play while currently playing will pop the position back to the start and begin playback over again. If false, hitting Play while currently playing will do nothing.
If true, sequence will rewind itself back to the start each time the Play input is activated.
if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible
Time position to always start at if bForceStartPos is set to TRUE.
Cover linked to this matinee that should be updated once path building time has been played
Time multiplier for playback.
Preferred local viewport number (when split screen is active) the director track should associate with, or zero for 'all'.
Structures Detail |
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Helper struct for storing the camera world-position for each camera cut in the cinematic.
Helper type for storing actors' World-space locations/rotations.
Functions Detail |
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adds the passed in PlayerController to all running Director tracks so that its camera is controlled all PCs that are available at playback start time are hooked up automatically, but this needs to be called to hook up any that are created during playback (player joining a network game during a cinematic, for example)
@param PC the PlayerController to add
sets the position of the interpolation
@note if the interpolation is not currently active, this function doesn't send any Kismet or UnrealScript events
@param NewPosition the new position to set the interpolation to
@param bJump if true, teleport to the new position (don't trigger any events between the old and new positions, etc)
stops playback at current position
Defaultproperties |
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defaultproperties { ObjName="Matinee" PlayRate=1.0 InputLinks(0)=(LinkDesc="Play") InputLinks(1)=(LinkDesc="Reverse") InputLinks(2)=(LinkDesc="Stop") InputLinks(3)=(LinkDesc="Pause") InputLinks(4)=(LinkDesc="Change Dir") OutputLinks(0)=(LinkDesc="Completed") OutputLinks(1)=(LinkDesc="Reversed") VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'InterpData',LinkDesc="Data",MinVars=1,MaxVars=1) ReplicatedActorClass=class'MatineeActor' } |
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