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Probe Function

Probe functions are functions that can be enabled (via Object.Enable() function), disabled (via Object.Disable() function) or ignored in states.

By default all these functions are enabled. When disabled or when the object is in a state that ignores a probe function, that particular function will not be called by the engine when its corresponding event occurs. Ignored or disabled probe functions can still be called from UnrealScript code.

Probe Functions

Object subclasses (all classes)

  • BeginState
  • EndState

Actor subclasses

  • AnimEnd
  • Attach
  • BaseChange
  • Bump
  • Destroyed
  • Detach
  • EncroachedBy
  • EncroachingOn
  • EndedRotation
  • Expired
  • Falling
  • GainedChild
  • HitWall
  • InterpolateEnd
  • KillCredit
  • Landed
  • LostChild
  • Spawned
  • SpecialHandling
  • Tick
  • Timer
  • Touch
  • Trigger
  • UnTouch
  • UnTrigger
  • ZoneChange

Additional Probe Functions in UnrealEngine1

ZoneInfo subclasses

  • ActorEntered
  • ActorLeaving

Pawn (UT) subclasses

  • FootZoneChange
  • HeadZoneChange
  • PainTimer
  • SpeechTimer
  • MayFall
  • Die
  • SeePlayer
  • EnemyNotVisible
  • HearNoise
  • UpdateEyeHeight
  • SeeMonster
  • SeeFriend

PlayerPawn subclasses

  • PlayerTick

Inventory (UT) subclasses

  • BotDesireability

Additional Probe Functions in UnrealEngine2

TODO These are probably similar to the functions in UT, but may be in different classes (e.g. PlayerTick is in PlayerController)

Related Topics

Discussion

StarWeaver: Is this all the information anyone has on this? I tried looking up what enable() does while looking at weapon code and this is pretty much what's given for that function. I take it that there is a short list of functions that this feature is used for in the native code somewhere, and enable/disable only works on those?


Category To Do – find out additional probe functions for UT200x

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