Class Summary |
DynamicGameCrowdDestination |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Moveable version of GameCrowdDestination
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DynamicSpriteComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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FrameworkGame |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameAICmd_Hover_MoveToGoal |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameAICmd_Hover_MoveToGoal_Mesh |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameAICommand |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameAIController |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCameraBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCameraBlockingVolume | |
GameCrowdAgent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdAgentBehavior |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdAgentSkeletal |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdAttractor |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Used for attracting agents to an area. If too strong, agents won't continue to destination
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GameCrowdBehavior_PlayAnimation |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdBehavior_RunFromPanic |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdBehavior_WaitForGroup |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdBehavior_WaitInQueue |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdDestination |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Where crowd agent is going. Destinations can kill agents that reach them or route them to another destination
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GameCrowdDestinationQueuePoint |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Where crowd agent is going. Destinations can kill agents that reach them or route them to another destination
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GameCrowdForcePoint |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Used for attracting agents to an area. If too strong, agents won't continue to destination
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GameCrowdGroup |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdInteractionDestination |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Convenience subclass, with typical settings for interaction points
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GameCrowdInteractionPoint |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdPopulationManager |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Manages adding appropriate crowd population around player
Agents will be spawned/recycled at any available active GameCrowdDestination
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GameCrowdReplicationActor |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameCrowdRepulsor |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Used for repelling crowd agents from an area
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GameCrowd_ListOfAgents |
This is the class for list of GoreEffect
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameDestinationConnRenderingComponent |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameExplosion |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameExplosionActor |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameExplosionContent |
This is a content only archetype object to allow artists to update explosion
content without programmer intervention
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GameFixedCamera |
"Fixed" camera mode. Views through a CameraActor in the level.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameKActorSpawnableEffect |
KActor used for spawning "effect" type of physics objects. (e.g. gun magazines)
This will nice "fade to nothing when it is dying.
So in PhysX2 when we use smallish collision on objects we will get tunneling and that will cause the
object to either fall directly through the ground or bounce a little bit and then fall through the ground.
CCD currently is slow, has some bugs, and is a global setting (as opposed to compartment)
So for physx2 you need to make a larger than correct box/shape and that should stop these RigidBodyies from falling through
the world.
One way to do that is with the "Set Collision from Builder Brush" functionality. Make a builder brush around the object and use that for
the collision!
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GamePawn |
GamePawn
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GamePlayerCamera |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GamePlayerController |
GamePlayerController
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameSkelCtrl_Recoil |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Weapon recoil bone controller.
Add a small recoil to a bone (similar to camera shakes).
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GameSpecialMove |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameStateObject |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Keeps track of current state as a game stats stream is parsed
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GameStatsAggregator |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Aggregates data from a game session stored on disk
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GameThirdPersonCamera |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameThirdPersonCameraMode |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameThirdPersonCameraMode_Default |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameTypes |
GameTypes
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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GameWaveForms |
This class is the base class for Gear waveforms
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileHUD |
MobileHUD
Extra floating always on top HUD for touch screen devices
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileInputZone |
MobileInputZone
Controls how mobile input is handled
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileMenuButton |
MobileMenuButton
This is a simple button. It's an image with 2 states
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileMenuGame |
MobileMenuGame
A replacement game type that pops up a menu
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileMenuImage |
MobileMenuImage
This is a simple image.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileMenuLabel |
MobileMenuLabel
This is a simple label. NOTE this label does not support
word wrap or any additional functionality. It just renders text
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileMenuObject |
MobileMenuObject
This is the base of all Mobile UI Menu Widgets
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileMenuPlayerController |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobileMenuScene |
MobileMenuScene
This is the base class for the mobile menu system
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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MobilePlayerInput |
MobilePlayerInput
This is the base class for processing input for mobile devices while in the game
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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NavMeshGoal_OutOfViewFrom |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations |
This constraint is to make path searches be biased against choosing in the same set polys over and over.
For Example: if we spawn in place a b c we do not want to spawn there again if there is a place d that matches
our criteria for spawning of guys. We often use this for determining places that No One Has Spawned Near Here Before.
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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PlayerCollectorGame |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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PMESTG_LeaveADecalBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_ControlGameMovie |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_Deproject |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_GameCrowdPopulationManagerToggle |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_GameCrowdSpawner |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_MobileAddInputZones |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_MobileClearInputZones |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_MobileRemoveInputZone |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_MobileSaveLoadValue |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_ModifyProperty |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqAct_PlayAgentAnimation |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_CrowdAgentReachedDestination |
Originator: the pawn that owns this event
Instigator: the pawn that was killed
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_HudRender |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
This is the base class of all Mobile sequence events.
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SeqEvent_HudRenderImage |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
This is the base class of all Mobile sequence events.
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SeqEvent_HudRenderText |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
This is the base class of all Mobile sequence events.
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SeqEvent_MobileBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
This is the base class of all Mobile sequence events.
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SeqEvent_MobileButton |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_MobileInput |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_MobileLook |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_MobileMotion |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_MobileObjectPicker |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_MobileRawInput |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_MobileSwipe |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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SeqEvent_MobileZoneBase |
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
This is the base class for all mobile sequence events that require access to a specific zone.
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