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