SeqEvent_Touch
Class in Engine · Engine.SeqEvent_Touch · native
Object › SequenceObject › SequenceOp › SequenceEvent › SeqEvent_Touch
Using it from Lua
h7.find_all("SeqEvent_Touch") -- live instances
h7.find_class("Engine.SeqEvent_Touch") -- the class
h7.hook("Engine.SeqEvent_Touch.CheckTouchActivate", fn)
Properties
| Name | Type | Notes |
bAllowDeadPawns | bool | |
bForceOverlapping | bool | |
bUseInstigator | bool | |
ClassProximityTypes | arrayActor>> | |
IgnoredClassProximityTypes | arrayActor>> | |
TouchedList | array<Actor> | |
Functions
| Name | Declaration |
CheckTouchActivate | final native function bool CheckTouchActivate(Actor InOriginator, Actor InInstigator, optional bool bTest) |
CheckUnTouchActivate | final native function bool CheckUnTouchActivate(Actor InOriginator, Actor InInstigator, optional bool bTest) |
GetObjClassVersion | static event int GetObjClassVersion() |
NotifyTouchingPawnDied | function NotifyTouchingPawnDied(Pawn P) |
Toggled | event Toggled() |
Default values
ObjName="Touch"
ObjCategory="Physics"
ClassProximityTypes(0)=class'Pawn'
OutputLinks(0)=(LinkDesc="Touched")
OutputLinks(1)=(LinkDesc="UnTouched")
OutputLinks(2)=(LinkDesc="Empty")
bForceOverlapping=TRUE
ReTriggerDelay=0.1f
Inherited