Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:LatentScriptedAction (UT2004)

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UT2004 Object >> ScriptedAction >> LatentScriptedAction
Package: 
Gameplay
Direct subclasses:
ACTION_FadeView, ACTION_FinishRotation, ACTION_Freeze, ACTION_MoveToPlayer, ACTION_MoveToPoint, ACTION_PlayExplosionSound, ACTION_TeleportToPoint, ACTION_TurnTowardPlayer, ACTION_WaitForAnimend, ACTION_WaitForEvent, ACTION_WaitForLIPSincAnimEnd, ACTION_WaitForPlayer, ACTION_WaitForTimer, Action_DrawHUDMaterial
Known custom subclass:
Crusha/UltimateMappingTools
This class in other games:
U2, UE2Runtime, UT2003

null

Instance functions[edit]

CompleteOnAnim[edit]

function bool CompleteOnAnim (int Channel)


CompleteOnLIPSincAnim[edit]

function bool CompleteOnLIPSincAnim ()


CompleteWhenTimer[edit]

function bool CompleteWhenTimer ()


CompleteWhenTriggered[edit]

function bool CompleteWhenTriggered ()


DisplayDebug[edit]

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)


GetDistance[edit]

function float GetDistance ()


GetMoveTargetFor[edit]

function Actor GetMoveTargetFor (ScriptedController C)


InitActionFor[edit]

function bool InitActionFor (ScriptedController C)

Overrides: ScriptedAction.InitActionFor


MoveToGoal[edit]

function bool MoveToGoal ()


StillTicking[edit]

function bool StillTicking (ScriptedController C, float DeltaTime)


TickedAction[edit]

function bool TickedAction ()


TurnToGoal[edit]

function bool TurnToGoal ()


WaitForPlayer[edit]

function bool WaitForPlayer ()