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# IGEffectsSystem.AnimNotify_EffectEvent

Extends
  AnimNotify_Scripted
Modifiers
  native

    Core.Object
    |
    +-- Engine.AnimNotify
       |
       +-- Engine.AnimNotify_Scripted
          |
          +-- IGEffectsSystem.AnimNotify_EffectEvent

Variables Summary
AnimNotify_EffectEvent
name | Bone
bool | bTraceOnlyStaticGeometry
name | EffectEvent
float | MaxDistance
EPassAsTag | PassAsTag
bool | PlayerOnly
bool | UnTrigger

Inherited Variables from Engine.AnimNotify
Revision

Enumerations Summary
EPassAsTag PassAsTag_Tag, PassAsTag_StaticMesh, PassAsTag_Mesh

Functions Summary
|  | Notify (Actor Owner)

Inherited Functions from Engine.AnimNotify_Scripted
Notify

Variables Detail

### AnimNotify_EffectEvent

#### Bone Source code

var(AnimNotify_EffectEvent) name Bone;

> If the animation is playing on a Pawn and this Bone is set to the name of a Bone or Socket on the skeleton, then the effect event will be passed the material on the first surface found below this pawn (by tracing downwards in the -Z direction)

#### bTraceOnlyStaticGeometry Source code

var(AnimNotify_EffectEvent) bool bTraceOnlyStaticGeometry;

> If true and Bone is set, then only static geometry will be considered when determining which material is under the specified Bone. Set to true for speed, or to False if you need materials for when walking on dynamic geometry/actors.

#### EffectEvent Source code

var(AnimNotify_EffectEvent) name EffectEvent;

> This is the name of the EffectEvent to be triggered.

#### MaxDistance Source code

var(AnimNotify_EffectEvent) float MaxDistance;

> If this value is greater than zero and the distance between the animating mesh and the listener (the local player's viewtarget) is greater than this value, then the effect will not be triggered. If the value is 0 or less, the event will be trigged as it normally is

#### PassAsTag Source code

var(AnimNotify_EffectEvent) EPassAsTag PassAsTag;

> What piece of information about the animating Actor should be passed to the Effects System in the Tag field (i.e., you can pass the owner's Tag, or the name of its StaticMesh, or the name of its Mesh).

#### PlayerOnly Source code

var(AnimNotify_EffectEvent) bool PlayerOnly;

> Set to true if you only want this notify to run on the player character

#### UnTrigger Source code

var(AnimNotify_EffectEvent) bool UnTrigger;

> Set to true if you want to UnTrigger the effect event instead of Triggering it (ie. stop the effect).

Enumerations Detail

#### EPassAsTag Source code

enum EPassAsTag
{

> PassAsTag_Tag, PassAsTag_StaticMesh, PassAsTag_Mesh

};

Functions Detail

#### Notify Source code

simulated native event Notify ( Actor Owner )

Defaultproperties

    defaultproperties
    {
    	PlayerOnly = true
        bTraceOnlyStaticGeometry=true
    }

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Creation time: st 23.5.2018 00:10:28.184 - Created with UnCodeX