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Mover

UT2003 :: Actor >> Mover (Engine)

(also see Mover (UT))

Somebody please copy stuff back from Mover (UT) as far as it still applies (i.e. no brush hacking or other brush-related stuff, movers are not brushes anymore)

Properties

Mover Group

name AntiPortalTag
bool bDamageTriggered
Triggered by taking damage
bool bDynamicLightMover
Apply dynamic lighting to mover.
bool bOscillatingLoop
Goes from 0 up to X then back down to 0
byte BrushRaytraceKey
Raytrace the brush here.
bool bSlave
This brush is a slave.
bool bToggleDirection
bool bTriggerOnceOnly
Go dormant after first trigger.
name BumpEvent
Optional event to cause when any valid bumper bumps the mover.
EBumpType BumpType
bool bUseShortestRotation
rot by -90 instead of +270 and so on.
bool bUseTriggered
Triggered by player grab
float DamageThreshold
minimum damage to trigger
float DelayTime
delay before starting to open
int EncroachDamage
How much to damage encroached actors.
byte KeyNum
Current or destination keyframe.
EMoverEncroachType MoverEncroachType
EMoverGlideType MoverGlideType
float MoveTime
Time to spend moving between keyframes.
byte NumKeys
Number of keyframes in total (0-3).
float OtherTime
TriggerPound stay-open time.
name PlayerBumpEvent
Optional event to cause when the player bumps the mover.
float StayOpenTime
How long to remain open before closing.
byte WorldRaytraceKey
Raytrace the world with the brush here.

AI Group

bool bAutoDoor
automatically setup Door NavigationPoint for this mover
bool bNoAIRelevance
don't warn about this mover during path review

MoverEvents Group

name ClosedEvent
Event to cause when closed
name ClosingEvent
Event to cause when closing
name LoopEvent
Event to cause when the mover loops
name OpenedEvent
Event to cause when opened
name OpeningEvent
Event to cause when opening

MoverSounds Group

sound ClosedSound
When finish closing.
sound ClosingSound
When start closing.
sound LoopSound
Played on Loop
sound MoveAmbientSound
Optional ambient sound when moving.
sound OpenedSound
When finished opening.
sound OpeningSound
When start opening.

ReturnGroup Group

bool bIsLeader

UnrealScript-Only

KeyRot[24]
KeyPos[24]
array<AntiPortalActor?> AntiPortals
vector BasePos
rotator BaseRot
bool bClientPause
bool bDelaying
bool bOpening
bool bPlayerOnly
int ClientUpdate
Mover Follower
Mover Leader
for having multiple movers return together
NavigationPoint myMarker
int numTriggerEvents
number of times triggered ( count down to untrigger )
vector OldPos
vector OldPrePivot
rotator OldRot
float PhysRate
Interpolation rate per second.
byte PrevKeyNum
Previous keyframe.
vector RealPosition
rotator RealRotation
vector SavedPos
rotator SavedRot
Actor SavedTrigger
Who we were triggered by.
vector SimInterpolate
vector SimOldPos
int SimOldRotPitch
int SimOldRotRoll
int SimOldRotYaw

States

OpenTimedMover
Master State for OpenTimed mover states (for movers that open and close)
StandOpenTimed (extends OpenTimedMover)
Open when stood on, wait, then close.
BumpOpenTimed (extends OpenTimedMover)
Open when bumped, wait, then close.
TriggerOpenTimed (extends OpenTimedMover)
When triggered, open, wait, then close.
LoopMove
?
TriggerToggle
Toggle when triggered.
TriggerControl
Open when triggered, close when get untriggered.
TriggerPound
Start pounding when triggered.
BumpButton
Open when bumped, close when reset.
ConstantLoop
Loop this mover from the moment we begin
LeadInOutLooper
A Looping move that goes from 0 to 1 when trigger, loops 1-x then returns to 0 when triggered again.

(For Scripters: Goes to state LeadInOutLooping when triggered and back to LeadInOutLooper when triggered again.)

RotatingMover
Toggles between rotation directions when triggered, stops rotating when untriggered.

Enums

EMoverEncroachType

ME_StopWhenEncroach
Stop when the mover hit an actor.
ME_ReturnWhenEncroach
Return to previous position when the mover hit an actor.
ME_CrushWhenEncroach
Crush the poor helpless actor.
ME_IgnoreWhenEncroach
Ignore encroached actors.

EMoverGlideType

MV_MoveByTime
Move linearly.
MV_GlideByTime
Move with smooth acceleration.

EBumpType

BT_PlayerBump
Can only be bumped by player.
BT_PawnBump
Can be bumped by any Pawn (UT).
BT_AnyBump
Can be bumped by any solid actor.

Known Subclasses

(none in UT2003)

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