|
Class Summary |
|
| AIController |
//=============================================================================
// AIController, the base class of AI.
//
// Controllers are non-physical actors that can be attached to a pawn to control
// its actions. AIControllers implement the artificial intelligence for the pawns they control.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| AIScript |
//=============================================================================
// AIScript - used by Level Designers to specify special AI scripts for pawns
// placed in a level, and to change which type of AI controller to use for a pawn.
// AIScripts can be shared by one or many pawns.
// Game specific subclasses of AIScript will have editable properties defining game specific behavior and AI
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| AccessControl |
//=============================================================================
// AccessControl.
//
// AccessControl is a helper class for GameInfo.
// The AccessControl class determines whether or not the player is allowed to
// login in the PreLogin() function, and also controls whether or not a player
// can enter as a spectator or a game administrator.
//
//=============================================================================
|
| Actor |
//=============================================================================
// Actor: The base class of all actors.
// Actor is the base class of all gameplay objects.
// A large number of properties, behaviors and interfaces are implemented in Actor, including:
//
// - Display
// - Animation
// - Physics and world interaction
// - Making sounds
// - Networking properties
// - Actor creation and destruction
// - Triggering and timers
// - Actor iterator functions
// - Message broadcasting
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| Admin |
| AmbientSound |
//=============================================================================
// Ambient sound, sits there and emits its sound. This class is no different
// than placing any other actor in a level and setting its ambient sound.
//=============================================================================
|
| Ammo |
//=============================================================================
// Ammo.
//=============================================================================
|
| Ammunition |
//=============================================================================
// Ammunition: the base class of weapon ammunition
// CHANGENOTE: All changes to this class since v739 are related to the Weapon code updates.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| AnimEditProps |
//=============================================================================
// Object to facilitate properties editing
//=============================================================================
// Animation / Mesh editor object to expose/shuttle only selected editable
// parameters from UMeshAnim/ UMesh objects back and forth in the editor.
//
|
| Armor |
//-----------------------------------------------------------
//
//-----------------------------------------------------------
|
| ArmorPickup |
| AudioTrigger |
//=============================================================================
// AudioTrigger.
//=============================================================================
|
| AutoLadder |
// AutoLadder - automatically placed at top and bottom of LadderVolume
============================================================================= */ |
| BaseGUIController |
// ====================================================================
// Class: Engine.BaseGUIController
//
// This is just a stub class that should be subclassed to support menus.
//
// Written by Joe Wilcox
// (c) 2002, Epic Games, Inc. All Rights Reserved
// ====================================================================
|
| BeamEmitter |
//=============================================================================
// BeamEmitter: An Unreal Beam Particle Emitter.
//=============================================================================
|
| Bitmap |
| BitmapMaterial |
| BlockingVolume |
//=============================================================================
|
| BroadcastHandler |
//=============================================================================
// BroadcastHandler
//
// Message broadcasting is delegated to BroadCastHandler by the GameInfo.
// The BroadCastHandler handles both text messages (typed by a player) and
// localized messages (which are identified by a LocalMessage class and id).
// GameInfos produce localized messages using their DeathMessageClass and
// GameMessageClass classes.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| Brush |
//=============================================================================
// The brush class.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| Camera |
//=============================================================================
// A camera, used in UnrealEd.
//=============================================================================
|
| Canvas |
//=============================================================================
// Canvas: A drawing canvas.
// This is a built-in Unreal class and it shouldn't be modified.
//
// Notes.
// To determine size of a drawable object, set Style to STY_None,
// remember CurX, draw the thing, then inspect CurX and CurYL.
//=============================================================================
|
| CheatManager |
//=============================================================================
// CheatManager
// Object within playercontroller that manages "cheat" commands
// only spawned in single player mode
//=============================================================================
|
| ClipMarker |
//=============================================================================
// ClipMarker.
//
// These are markers for the brush clip mode. You place 2 or 3 of these in
// the level and that defines your clipping plane.
//
// These should NOT be manually added to the level. The editor adds and
// deletes them on it's own.
//
//=============================================================================
|
| ColorModifier |
| Combiner |
| Console |
//=============================================================================
|
| ConstantColor |
| ConstantMaterial |
| Controller |
//=============================================================================
// Controller, the base class of players or AI.
//
// Controllers are non-physical actors that can be attached to a pawn to control
// its actions. PlayerControllers are used by human players to control pawns, while
// AIControFllers implement the artificial intelligence for the pawns they control.
// Controllers take control of a pawn using their Possess() method, and relinquish
// control of the pawn by calling UnPossess().
//
// Controllers receive notifications for many of the events occuring for the Pawn they
// are controlling. This gives the controller the opportunity to implement the behavior
// in response to this event, intercepting the event and superceding the Pawn's default
// behavior.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| Crushed |
| Cubemap |
| DamageType |
//=============================================================================
// DamageType, the base class of all damagetypes.
// this and its subclasses are never spawned, just used as information holders
//=============================================================================
|
| Decal |
| Decoration |
//=============================================================================
// Decoration.
//=============================================================================
|
| DefaultPhysicsVolume |
//=============================================================================
// DefaultPhysicsVolume: the default physics volume for areas of the level with
// no physics volume specified
//=============================================================================
|
| DemoRecSpectator |
//=============================================================================
// DemoRecSpectator - spectator for demo recordings to replicate ClientMessages
//=============================================================================
|
| Door |
/*=============================================================================
Door.
Used to mark a door on the Navigation network (a door is a mover that may act
as an obstruction).
=============================================================================
*/ |
| Effects |
//=============================================================================
// Effects, the base class of all gratuitous special effects.
//
//=============================================================================
|
| Emitter |
//=============================================================================
// Emitter: An Unreal Emitter Actor.
//=============================================================================
|
| Engine |
//=============================================================================
// Engine: The base class of the global application object classes.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| FadeColor |
| Fell |
| FinalBlend |
| ForceFeedbackController |
//-----------------------------------------------------------
//
//-----------------------------------------------------------
|
| Fragment |
//=============================================================================
// Fragment.
//=============================================================================
|
| GameEngine |
//=============================================================================
// GameEngine: The game subsystem.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| GameInfo |
//=============================================================================
// GameInfo.
//
// The GameInfo defines the game being played: the game rules, scoring, what actors
// are allowed to exist in this game type, and who may enter the game. While the
// GameInfo class is the public interface, much of this functionality is delegated
// to several classes to allow easy modification of specific game components. These
// classes include GameInfo, AccessControl, Mutator, BroadcastHandler, and GameRules.
// A GameInfo actor is instantiated when the level is initialized for gameplay (in
// C++ UGameEngine::LoadMap() ). The class of this GameInfo actor is determined by
// (in order) either the DefaultGameType if specified in the LevelInfo, or the
// DefaultGame entry in the game's .ini file (in the Engine.Engine section), unless
// its a network game in which case the DefaultServerGame entry is used.
//
//=============================================================================
|
| GameMessage |
| GameReplicationInfo |
//=============================================================================
// GameReplicationInfo.
//=============================================================================
|
| GameRules |
//=============================================================================
// GameRules.
//
// The GameRules class handles game rule modifications for the GameInfo such as scoring,
// finding player starts, and damage modification.
//
//=============================================================================
|
| Gibbed |
| HUD |
//=============================================================================
// HUD: Superclass of the heads-up display.
//=============================================================================
|
| ImpactEmitter |
//-----------------------------------------------------------
//
//-----------------------------------------------------------
|
| Info |
//=============================================================================
// Info, the root of all information holding classes.
//=============================================================================
|
| Interaction |
// ====================================================================
// Class: Engine.Interaction
//
// Each individual Interaction is a jumping point in UScript. The should
// be the foundatation for any subsystem that requires interaction with
// the player (such as a menu).
//
// Interactions take on two forms, the Global Interaction and the Local
// Interaction. The GI get's to process data before the LI and get's
// render time after the LI, so in essence the GI wraps the LI.
//
// A dynamic array of GI's are stored in the InteractionMaster while
// each Viewport contains an array of LIs.
//
//
// (c) 2001, Epic Games, Inc. All Rights Reserved
// ====================================================================
|
| InteractionMaster |
// ====================================================================
// Class: Engine.InteractionMaster
//
// The InteractionMaster controls the entire interaction system. It's
// job is to take input and Pre/PostRender call and route them to individual
// Interactions and/or viewports.
//
// The stubs here in script are for just the GlobalInteracations as those
// are the only Interactions the IM routes directly too. A new stub is
// created in order to limit the number of C++ -> Uscript switches.
//
// (c) 2001, Epic Games, Inc. All Rights Reserved
// ====================================================================
|
| Interactions |
// ====================================================================
// Class: Engine.Interactions
//
// This is an abstract class for the interaction sub-system. This new
// sub-system is responsible for tunneling input and Pre/Post rendering
// time to individual viewports and interactions.
//
// (c) 2001, Epic Games, Inc. All Rights Reserved
// ====================================================================
|
| InternetInfo |
//=============================================================================
// InternetInfo: Parent class for Internet connection classes
//=============================================================================
|
| InterpolationPoint |
//=============================================================================
// InterpolationPoint.
// Used as destinations to move the camera to in Matinee scenes.
//=============================================================================
|
| Inventory |
//=============================================================================
// Inventory
//
// Inventory is the parent class of all actors that can be carried by other actors.
// Inventory items are placed in the holding actor's inventory chain, a linked list
// of inventory actors. Each inventory class knows what pickup can spawn it (its
// PickupClass). When tossed out (using the DropFrom() function), inventory items
// replace themselves with an actor of their Pickup class.
//
//=============================================================================
|
| InventoryAttachment |
| InventorySpot |
//=============================================================================
// InventorySpot.
//=============================================================================
|
| Keypoint |
//=============================================================================
// Keypoint, the base class of invisible actors which mark things.
//=============================================================================
|
| Ladder |
// Ladders are associated with the LadderVolume that encompasses them, and provide AI navigation
// support for ladder volumes. Direction should be the direction that climbing pawns
// should face
============================================================================= */ |
| LadderVolume |
// LadderVolumes, when touched, cause ladder supporting actors to use Phys_Ladder.
// note that underwater ladders won't be waterzones (no breathing problems)
============================================================================= */ |
| LevelInfo |
//=============================================================================
// LevelInfo contains information about the current level. There should
// be one per level and it should be actor 0. UnrealEd creates each level's
// LevelInfo automatically so you should never have to place one
// manually.
//
// The ZoneInfo properties in the LevelInfo are used to define
// the properties of all zones which don't themselves have ZoneInfo.
//=============================================================================
|
| LevelSummary |
//=============================================================================
// LevelSummary contains the summary properties from the LevelInfo actor.
// Designed for fast loading.
//=============================================================================
|
| LiftCenter |
//=============================================================================
// LiftCenter.
//=============================================================================
|
| LiftExit |
//=============================================================================
// LiftExit.
//=============================================================================
|
| Light |
//=============================================================================
// The light class.
//=============================================================================
|
| LineOfSightTrigger |
//=============================================================================
// LineOfSightTrigger
// triggers its event when player looks at it from close enough
// ONLY WORKS IN SINGLE PLAYER (or for the local client on a listen server)
// You could implement a multiplayer version using a tick function and PlayerCanSeeMe(),
// but that would have more performance cost
//=============================================================================
|
| LocalMessage |
//=============================================================================
// LocalMessage
//
// LocalMessages are abstract classes which contain an array of localized text.
// The PlayerController function ReceiveLocalizedMessage() is used to send messages
// to a specific player by specifying the LocalMessage class and index. This allows
// the message to be localized on the client side, and saves network bandwidth since
// the text is not sent. Actors (such as the GameInfo) use one or more LocalMessage
// classes to send messages. The BroadcastHandler function BroadcastLocalizedMessage()
// is used to broadcast localized messages to all the players.
//
//=============================================================================
|
| MPClassList |
//-----------------------------------------------------------
//
//-----------------------------------------------------------
|
| MapList |
//=============================================================================
// MapList.
// contains a list of maps to check names in .ini (to allow download new maps)
// Used as STATIC
//=============================================================================
|
| MatchMakingManager |
// This class is the front-end to access the match-making capabilities buried inside the engine.
|
| Material |
//=============================================================================
// Material: Abstract material class
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| MeshEditProps |
//=============================================================================
// Object to facilitate properties editing
//=============================================================================
// Animation / Mesh editor object to expose/shuttle only selected editable
// parameters from UMeshAnim/ UMesh objects back and forth in the editor.
//
|
| MeshEmitter |
//=============================================================================
// Emitter: An Unreal Mesh Particle Emitter.
//=============================================================================
|
| MeshSkinList |
//-----------------------------------------------------------
//
//-----------------------------------------------------------
|
| MessagingSpectator |
//=============================================================================
// MessagingSpectator - spectator base class for game helper spectators which receive messages
//=============================================================================
|
| Modifier |
| Mover |
//=============================================================================
// The moving brush class.
// This is a built-in Unreal class and it shouldn't be modified.
// Note that movers by default have bNoDelete==true. This makes movers and their default properties
// remain on the client side. If a mover subclass has bNoDelete=false, then its default properties must
// be replicated
//=============================================================================
|
| Mutator |
//=============================================================================
// Mutator.
//
// Mutators allow modifications to gameplay while keeping the game rules intact.
// Mutators are given the opportunity to modify player login parameters with
// ModifyLogin(), to modify player pawn properties with ModifyPlayer(), to change
// the default weapon for players with GetDefaultWeapon(), or to modify, remove,
// or replace all other actors when they are spawned with CheckRelevance(), which
// is called from the PreBeginPlay() function of all actors except those (Decals,
// Effects and Projectiles for performance reasons) which have bGameRelevant==true.
//=============================================================================
|
| NavigationPoint |
//=============================================================================
// NavigationPoint.
//
// NavigationPoints are organized into a network to provide AIControllers
// the capability of determining paths to arbitrary destinations in a level
//
//=============================================================================
|
| Note |
//=============================================================================
// A sticky note. Level designers can place these in the level and then
// view them as a batch in the error/warnings window.
//=============================================================================
|
| Palette |
//=============================================================================
// Palette: A 256-color Unreal palette.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| ParticleEmitter |
//=============================================================================
// ParticleEmitter: Base class for sub- emitters.
//
// make sure to keep structs in sync in UnParticleSystem.h
//=============================================================================
|
| ParticleMaterial |
| PathNode |
//=============================================================================
// PathNode.
//=============================================================================
|
| Pawn |
//=============================================================================
// Pawn, the base class of all actors that can be controlled by players or AI.
//
// Pawns are the physical representations of players and creatures in a level.
// Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds,
// and hold weapons and other inventory. In short, they are responsible for all
// physical interaction between the player or AI and the world.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| PhysicsVolume |
//=============================================================================
// PhysicsVolume: a bounding volume which affects actor physics
// Each Actor is affected at any time by one PhysicsVolume
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| Pickup |
//=============================================================================
// Pickup items.
//
// Pickup is the base class of actors that when touched by an appropriate pawn,
// will create and place an Inventory actor in that pawn's inventory chain. Each
// pickup class has an associated inventory class (its InventoryType). Pickups are
// placed by level designers. Pickups can only interact with pawns when in their
// default Pickup state. Pickups verify that they can give inventory to a pawn by
// calling the GameInfo's PickupQuery() function. After a pickup spawns an inventory
// item for a pawn, it then queries the GameInfo by calling the GameInfo's
// ShouldRespawn() function about whether it should remain active, enter its Sleep
// state and later become active again, or destroy itself.
//
// When navigation paths are built, each pickup has an InventorySpot (a subclass
// of NavigationPoint) placed on it and associated with it
// (the Pickup's MyMarker== the InventorySpot,
// and the InventorySpot's markedItem == the pickup).
//
//=============================================================================
|
| Player |
//=============================================================================
// Player: Corresponds to a real player (a local camera or remote net player).
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| PlayerController |
//=============================================================================
// PlayerController
//
// PlayerControllers are used by human players to control pawns.
//
// This is a built-in Unreal class and it shouldn't be modified.
// CHANGENOTE: All Changes since v739 in this class are related to the Weapon code update, except
// for the change in Possess().
//=============================================================================
|
| PlayerInput |
//=============================================================================
// PlayerInput
// Object within playercontroller that manages player input.
// only spawned on client
//=============================================================================
|
| PlayerReplicationInfo |
//=============================================================================
// PlayerReplicationInfo.
//=============================================================================
|
| PlayerStart |
//=============================================================================
// Player start location.
//=============================================================================
|
| PlayerStats |
//-----------------------------------------------------------
// Server class used to store player stats and updating rank/ladder at logout
//-----------------------------------------------------------
|
| PolyMarker |
//=============================================================================
// PolyMarker.
//
// These are markers for the polygon drawing mode.
//
// These should NOT be manually added to the level. The editor adds and
// deletes them on it's own.
//
//=============================================================================
|
| PotentialClimbWatcher |
| Powerups |
//=============================================================================
// Powerup items - activatable inventory.
//=============================================================================
|
| Projectile |
//=============================================================================
// Projectile.
//
// A delayed-hit projectile that moves around for some time after it is created.
//=============================================================================
|
| Projector |
| ReachSpec |
//=============================================================================
// ReachSpec.
//
// A Reachspec describes the reachability requirements between two NavigationPoints
//
//=============================================================================
|
| RenderTargetMaterial |
| RenderedMaterial |
| ReplicationInfo |
//=============================================================================
// ReplicationInfo.
//=============================================================================
|
| SMActorRotating |
//=============================================================================
// SMActorRotating.
//=============================================================================
|
| SavedMove |
//=============================================================================
// SavedMove is used during network play to buffer recent client moves,
// for use when the server modifies the clients actual position, etc.
// This is a built-in Unreal class and it shouldn't be modified.
// CHANGENOTE: All Changes in this class are related to the Weapon code update.
//=============================================================================
|
| ScoreBoard |
//=============================================================================
// ScoreBoard
//=============================================================================
|
| Scout |
//=============================================================================
// Scout used for path generation.
//=============================================================================
|
| SequEditProps |
//=============================================================================
// Object to facilitate properties editing
//=============================================================================
// Sequence / Mesh editor object to expose/shuttle only selected editable
//
|
| Shader |
| ShadowBitmapMaterial |
| ShadowProjector |
//
// ShadowProjector
//
|
| SinusModifier |
| SkyZoneInfo |
//=============================================================================
// SkyZoneInfo.
//=============================================================================
|
| SparkEmitter |
//=============================================================================
// Emitter: An Unreal Spark Particle Emitter.
//=============================================================================
|
| SpriteEmitter |
//=============================================================================
// Emitter: An Unreal Sprite Particle Emitter.
//=============================================================================
|
| StatLog |
//=============================================================================
// Logs game events for stat collection
//
// ngLog, ngStats, and ngWorldStats are registered trademarks of
// NetGames USA, Inc. at http://www.netgamesusa.com All rights reserved. A
// ny and all occurrences of code related to supporting their products and
// services appears with their express permission.
//=============================================================================
|
| StatLogFile |
//=============================================================================
// Logs game events for stat collection
//
// Logs to a file.
//=============================================================================
|
| StaticMeshActor |
//=============================================================================
// StaticMeshActor.
// An actor that is drawn using a static mesh(a mesh that never changes, and
// can be cached in video memory, resulting in a speed boost).
//=============================================================================
|
| Suicided |
| TeamInfo |
//=============================================================================
// TeamInfo.
//=============================================================================
|
| Teleporter |
///=============================================================================
// Teleports actors either between different teleporters within a level
// or to matching teleporters on other levels, or to general Internet URLs.
//=============================================================================
|
| TerrainInfo |
| TestInfo |
//=============================================================================
// For internal testing.
//=============================================================================
|
| TestObj |
//=============================================================================
// TestObj: A purely scripted object for internal testing.
//=============================================================================
|
| TexEnvMap |
| TexMatrix |
| TexModifier |
| TexOscillator |
| TexPanner |
| TexRotator |
| TexScaler |
| Texture |
//=============================================================================
// Texture: An Unreal texture map.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| Trail |
//=============================================================================
// Trail: An trail Actor.
// David Fournier
//=============================================================================
|
| Trigger |
//=============================================================================
// Trigger: senses things happening in its proximity and generates
// sends Trigger/UnTrigger to actors whose names match 'EventName'.
//=============================================================================
|
| TriggerParticleEmitter |
//-----------------------------------------------------------
//
//-----------------------------------------------------------
|
| Triggers |
//=============================================================================
// Event.
//=============================================================================
|
| UseTrigger |
//=============================================================================
// UseTrigger: if a player stands within proximity of this trigger, and hits Use,
// it will send Trigger/UnTrigger to actors whose names match 'EventName'.
//=============================================================================
|
| Vehicle |
| VehiclePart |
| VideoPlayer |
//-----------------------------------------------------------
//
//-----------------------------------------------------------
|
| VoicePack |
//=============================================================================
// VoicePack.
//=============================================================================
|
| Volume |
//=============================================================================
// Volume: a bounding volume
// touch() and untouch() notifications to the volume as actors enter or leave it
// enteredvolume() and leftvolume() notifications when center of actor enters the volume
// pawns with bIsPlayer==true cause playerenteredvolume notifications instead of actorenteredvolume()
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| VolumeTimer |
| WarpZoneInfo |
//=============================================================================
// WarpZoneInfo. For making disjoint spaces appear as if they were connected;
// supports both in-level warp zones and cross-level warp zones.
//=============================================================================
|
| WarpZoneMarker |
//=============================================================================
// WarpZoneMarker.
//=============================================================================
|
| WayBeacon |
//=============================================================================
// WayBeacon.
//=============================================================================
|
| Weapon |
//=============================================================================
// Parent class of all weapons.
//=============================================================================
|
| WeaponAttachment |
//-----------------------------------------------------------
//
//-----------------------------------------------------------
|
| WeaponPickup |
// CHANGENOTE: All changes to this class since v739 are related to the Weapon code updates.
|
| XboxLiveManager |
// This class is the front-end to access the xboxlive capabilities buried inside the engine.
|
| ZoneInfo |
//=============================================================================
// ZoneInfo, the built-in Unreal class for defining properties
// of zones. If you place one ZoneInfo actor in a
// zone you have partioned, the ZoneInfo defines the
// properties of the zone.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
|
| ZoneTrigger |
//=============================================================================
// ZoneTrigger.
//=============================================================================
|