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Unreal Class Reference: Difference between revisions
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== Engine.Object == | |||
'''Purpose:''' | '''Purpose:''' | ||
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*SaveConfig: Saves the current values of all "config" variables to the Unreal.ini file. | *SaveConfig: Saves the current values of all "config" variables to the Unreal.ini file. | ||
*ResetConfig: Resets the values of the "config" variables to the originals in the Default.ini file. | *ResetConfig: Resets the values of the "config" variables to the originals in the Default.ini file. | ||
'''Static Functions:''' | |||
*ClassIsChildOf: Returns whether one class is a subclass of another class. | |||
*GetEnum: Returns the nth element of an enumeration. | |||
*DynamicLoadObject: Tries to load an object from a file, and returns it. | |||
'''Events:''' | |||
*BeginState: Called when a new state is entered. | |||
*EndState: Called when the current state is ended. | |||
== Engine.Actor == |
Revision as of 02:44, 18 May 2024
Unreal Classes
Tim Sweeney
Epic MegaGames, Inc.
Audience: Level Designers, UnrealScript Programmers, C++ Programmers.
About this document
This is a quick attempt to describe the most important classes and variables in Unreal. It is currently very sparse but will be expanded over time.
Engine.Object
Purpose:
Serves as the base class of all objects in Unreal. All objects inherit from Object.
Variables:
- Parent: The object's parent object (for scoping).
- ObjectFlags: The object's flags, described in the Packages document.
- Name: The object's name.
- Class: The object's class.
Functions:
- Log: Writes a message to the log file, usually \Unreal\System\Unreal.log.
- Warn: Writes a script warning to the log file, including the current script and function.
- Localize: Returns a localized (internationally translated) string from a package's .int file.
- GotoState: Sets the object's current state, None means no state. If no label is specified, the Begin label is gone to.
- IsInState: Returns whether this object is in the specified state.
- GetStateName: Returns the name of this object's current stae, None if none.
- Enable: Enables a probe event. The only functions which work with Enable and Disable are: Spawned, Destroyed, GainedChild, LostChild, Trigger, UnTrigger, Timer, HitWall, Falling, Landed, ZoneChange, Touch, UnTouch, Bump, BeginState, EndState, BaseChange, Attach, Detach, ActorEntered, ActorLeaving, KillCredit, AnimEnd, EndedRotation, InterpolateEnd, EncroachingOn, EncroachedBy, FootZoneChange, HeadZoneChange, PainTimer, SpeechTimer, MayFall, Die, Tick, PlayerTick, Expired, SeePlayer, EnemyNotVisible, HearNoise, UpdateEyeHeight, SeeMonster, SeeFriend, SpecialHandling, BotDesireability.
- Disable: Disables a probe event.
- GetPropertyText: Converts the value of an arbirary variable to text.
- SetPropertyText: Sets the value of an arbitrary variable from text.
- SaveConfig: Saves the current values of all "config" variables to the Unreal.ini file.
- ResetConfig: Resets the values of the "config" variables to the originals in the Default.ini file.
Static Functions:
- ClassIsChildOf: Returns whether one class is a subclass of another class.
- GetEnum: Returns the nth element of an enumeration.
- DynamicLoadObject: Tries to load an object from a file, and returns it.
Events:
- BeginState: Called when a new state is entered.
- EndState: Called when the current state is ended.