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Difference between revisions of "Unreal Class Reference"

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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.

Revision as of 10:23, 11 May 2021

Unreal Classes

Tim Sweeney

Epic MegaGames, Inc.

tim@epicgames.com

http://www.epicgames.com/

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.