Sniper's Paradise!


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: Functions:

Static Functions:

Events: Engine.Actor Functions: Latent Functions: Iterator Functions Events: Physics Modes: Game Startup:

When programming new actor scripts, you need to be wary of the order in which actors that pre-exist in a level (at load time) are initialized, and the order in which new actors are initialized when they are spawned. The exact order of initialization is:

  1. The actor object is created and its variables are initialized to their default values (if spawning an actor), or loaded from a file (if loading a pre-existing actor).
  2. The actor's location, rotation, and owner are set.
  3. If the actor is being spawned, its Spawn() event is called.
  4. The actor's PreBeginPlay() event is called.
  5. The actor's BeginPlay() event is called.
  6. The actor's zone is set, and any ZoneChange messages are sent to the actor, and any ActorEntered messages are sent to its zone.  Prior to this point, the actor is not in a valid zone, and you must not call the Move, MoveSmooth, SetLocation, or SetRotation functions, or any functions which call them.
  7. The actor's PostBeginPlay() event is called.
  8. The actor's SetInitialState() event is called.
  9. If the actor hasn't set its base yet, its base is set.



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