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Core.Object | +-- Engine.AnimNotify | +-- Engine.AnimNotify_Scripted | +-- IGEffectsSystem.AnimNotify_EffectEvent
Variables Summary | |
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AnimNotify_EffectEvent | |
name | Bone |
bool | bTraceOnlyStaticGeometry |
name | EffectEvent |
float | MaxDistance |
EPassAsTag | PassAsTag |
bool | PlayerOnly |
bool | UnTrigger |
Inherited Variables from Engine.AnimNotify |
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Revision |
Enumerations Summary | ||
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EPassAsTag PassAsTag_Tag, PassAsTag_StaticMesh, PassAsTag_Mesh |
Functions Summary | ||
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Notify (Actor Owner) |
Inherited Functions from Engine.AnimNotify_Scripted |
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Notify |
Variables Detail |
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If the animation is playing on a Pawn and this Bone is set to the name of a Bone or Socket on the skeleton, then the effect event will be passed the material on the first surface found below this pawn (by tracing downwards in the -Z direction)
If true and Bone is set, then only static geometry will be considered when determining which material is under the specified Bone. Set to true for speed, or to False if you need materials for when walking on dynamic geometry/actors.
This is the name of the EffectEvent to be triggered.
If this value is greater than zero and the distance between the animating mesh and the listener (the local player's viewtarget) is greater than this value, then the effect will not be triggered. If the value is 0 or less, the event will be trigged as it normally is
What piece of information about the animating Actor should be passed to the Effects System in the Tag field (i.e., you can pass the owner's Tag, or the name of its StaticMesh, or the name of its Mesh).
Set to true if you only want this notify to run on the player character
Set to true if you want to UnTrigger the effect event instead of Triggering it (ie. stop the effect).
Enumerations Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { PlayerOnly = true bTraceOnlyStaticGeometry=true } |
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