Hi, I'm wondering if it's possible to have an actor placed in the editor that changes its sprite based on a variable set by the LD. Is there a "refresh" function that is called whenever an LD changes a property or moves an actor in the editor?
Hi, I'm wondering if it's possible to have an actor placed in the editor that changes its sprite based on a variable set by the LD. Is there a "refresh" function that is called whenever an LD changes a property or moves an actor in the editor?
AFAIK, this is all hard-coded native stuff.
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by definition, not smart enough to debug it." - Brian W. Kernighan

The UnrealEd doesn't execute any UnrealScript code for actors in the level to edit. It's impossible to add such a feature without access to the engine's native C++ sources.
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Note that your questions via PMs will be ignored if they actually belong in the forum.<elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
<TNSe> nono
<TNSe> its always funny to find code a week later you dont even remember writing
<Pfhoenix> what's worse is when you have a Star Wars moment
<Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
humm depends on what you need, you may be explaining it or wording it wrongly. if you want a sprite to show and hide, you can do that with a custom trigger class, it basically works like this, show while in activation range (ie, the cylinder component) or hide when untouched.
that works for single player trigger icons, you might be able to add more sprites and hide the ones you dont need and such, just make it show the one you need.
Once again Im not sure what the end result your looking for is, but I can promise you this, just cause there isnt a direct or logical way to do something in unreal, doesnt mean you cant come up with a creative solution![]()
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That's completely besides the point. He wants the sprite to automatically change in the editor based on properties the mapper sets, not in the game.
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
- Everything you ever wanted to know about replication (but were afraid to ask) [also in German]
- UnrealScript security considerations
Note that your questions via PMs will be ignored if they actually belong in the forum.<elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
<TNSe> nono
<TNSe> its always funny to find code a week later you dont even remember writing
<Pfhoenix> what's worse is when you have a Star Wars moment
<Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
Right, I'm just looking to do something to help clarify things for mappers. I was guessing it would have to be native, but was just hoping there was some way to do it through script. The inspiration came from watching path nodes change from the apple to the "bad size" icon when they are moved too close to a surface:
What I have is an enemy spawner that creates different baddies based on an enumerator. However, it gets confusing when there's a bunch of spawners in a level and they all look the same, it's difficult to tell at a glance what enemies are actually going to show up. I might just make a subclass of the spawner for each enemy type and give them a unique icon. It hurts some of the flexibility of the actor (if the LD wants to change the enemy, he would have to place another actor instead of just changing a variable), but might be worth it overall.
Thanks for the replies!
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