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UnrealScript Entry Points/Actor Events

Entry Points: Engine.Actor

Here are the known entry points defined for the base Actor class. They may or may not be handled by default in that class, within the engine (C++), or in a derived class.

event AnimEnd()

Notification that the current animation has ended. Allows an object to wait for animation completion before proceeding with other activities.

event KImpact()

// event called when Karmic actor hits with impact velocity over KImpactThreshold)

event KVelDropBelow()

// event called when karma actor's velocity drops below KVelDropBelowThreshold)

event KSkelConvulse()

// event called when a ragdoll convulses (see KarmaParamsSkel)

event KApplyForce

// event called just before sim to allow user to

(hehe, that one was incomplete...)

event bool KUpdateState

// This is called from inside C++ physKarma at the appropriate time to update state of Karma rigid body.

// If you return true, newState will be set into the rigid body. Return false and it will do nothing.

event Destroyed()

event GainedChild()

event LostChild()

event Tick()

event PostNetReceive()

event Trigger()

event UnTrigger()

event BeginEvent()

event EndEvent()

event Timer()

event HitWall()

event Falling()

event Landed()

event ZoneChange()

event PhysicsVolumeChange()

event Touch()

event PostTouch()

// called for PendingTouch actor after physics completes

event UnTouch()

event Bump()

event BaseChange()

event Attach()

event Detach()

event SpecialHandling()

event EncroachingOn()

event EncroachedBy()

event FinishedInterpolation()

event EndedRotation()

event UsedBy()

simulated event FellOutOfWorld()

event KilledBy()

event TakeDamage()

event TornOff()

// Networking - called on client when actor is torn off (bTearOff==true)

native simulated event DemoPlaySound ()

event bool PreTeleport()

event PostTeleport()

event BeginPlay()

// Level State

event RenderTexture()

event PreBeginPlay()

// Called immediately before gameplay begins.

event BroadcastLocalizedMessage()

// Broadcast a localized message to all players.

// Most message deal with 0 to 2 related PRIs.

// The LocalMessage class defines how the PRI's and optional actor are used.

event PostBeginPlay()

// Called immediately after gameplay begins.

simulated event SetInitialState()

// Called after PostBeginPlay.

event PostNetBeginPlay()

// called after PostBeginPlay. On a net client, PostNetBeginPlay() is

// spawned after replicated variables have been initialized to their replicated values

event TravelPreAccept()

// Called when carried onto a new level, before AcceptInventory.

event TravelPostAccept()

// Called when carried into a new level, after AcceptInventory.

event TriggerEvent()

// Trigger an event

function UntriggerEvent()

// Untrigger an event

(is this an event? if not, why?)

function RenderOverlays()

//called by player's hud to request drawing of actor specific overlays onto canvas

function BecomeViewTarget()

// Called by PlayerController when this actor becomes its ViewTarget.

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Comments?

Wormbo: This page should have been named Actor/Methods. Also the package prefix is not neccessary since there's only one Actor class.

Lazarus: Actually no, but I understand the confusion. This is for events only (methods that are called asynchronously by the engine). See my note in [UScript Entry Points]?. I know there's going to be overlap, just not sure the best way to handle it. I'll certainly reorganize it if people have a good suggestion. Understood on the pacakge prefix, I just did it for reference.

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