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Gameplay.Door
| Variables Summary | |
|---|---|
| bool | bBumped |
| bool | bCanClose |
| bool | bOldLocked |
| bool | bPowered |
| bool | bUsesPower |
| bool | bWasPowered |
| DoorSensor | doorSensor |
| Material | unlockedMaterial |
| Door | |
| bool | bLocked |
| Material | lockedMaterial |
| int | lockedMaterialIndex |
| BaseInfo | ownerBase |
| Functions Summary | ||
|---|---|---|
![]() | Bump (actor Other )) SensorControlled | |
![]() | bool | canBePassed (name teamName)) |
![]() | DisableTrigger () SensorControlled | |
![]() | string | displayActorLabel (Actor t)) |
![]() | DoOpen ())) | |
![]() | enumBaseInfo (Engine.LevelInfo l, Array<BaseInfo> a)) | |
![]() | bool | isPowered ())) |
![]() | onLockedChange (bool bVal)) | |
![]() | PostBeginPlay ())) | |
![]() | Tick (float Delta)) | |
| States Summary |
|---|
| SensorControlled Source code |
|---|
|
state SensorControlled extends BumpOpenTimed |
| Bump, DisableTrigger |
| Variables Detail |
|---|
Whether the door is able to be opened or not
The mesh's standard material defines the material displayed when the door is unlocked; use this variable to set the material displayed when the door is locked
The index of the material to change on the door when it is locked (typically 0)
baseInfo that this door belongs to
| Functions Detail |
|---|
Bump SensorControlled Source code
canBePassed Source code
DisableTrigger SensorControlled Source code
displayActorLabel Source code
DoOpen Source code
enumBaseInfo Source code
isPowered Source code
onLockedChange Source code
PostBeginPlay Source code
Tick Source code| Defaultproperties |
|---|
defaultproperties
{
MoverEncroachType = ME_IgnoreWhenEncroach
InitialState = SensorControlled
bProjTarget = true
bUsesPower = false
} |
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