Trigger
The Trigger actor is used to trigger events. When a Trigger is activated, it broadcasts its event to all other actors in the level. Any actors whose tag matches this event will be triggered.
The TriggerType of a Trigger specifies what situations will cause a trigger to activate. The possible settings of TriggerType are
TT_PlayerProximity
Trigger is activated by player (or bot)
proximity.
TT_PawnProximity Trigger is activated
by any pawn´s proximity.
TT_ClassProximity Trigger is activated
by actor of the class specified by the Trigger attribute
ClassProximityType.
TT_AnyProximity Trigger is
activated by any actor in proximity.
TT_Shoot,
Trigger is activated
by player shooting it. The optional DamageThreshold attribute
specifies the minimum damage
required for triggering (instantaneous, not cumulative).
The attribute ReTriggerDelay specifies the minimum time before a trigger can be triggered again. The bTriggerOnceOnly attribute, when true, specifies that the trigger should only activated once and then go dormant.
There are several possible states for the Trigger actor. The desired state is set using the InitialState attribute (in the Object section of the Trigger properties). The alternate states are used for Trigger actors that are turned on or off by other triggers, in conjunction with the bInitiallyActive property. If bInitiallyActive is false, the Trigger will be disabled initially. The possible states for the Trigger actor are:
NormalTrigger
Triggering the Trigger has no effect.
OtherTriggerToggles When triggered,
the Trigger will toggle its bInitiallyActive property on and
off.
OtherTriggerTurnsOn When triggered, the
Trigger will turn be come active.
OtherTriggerTurnsOff When triggered, the Trigger
will turn be come inactive.
RepeatTriggerTime, if set to a
value greater than zero, causes the trigger to send out its event at
an interval of RepeatTriggerTime seconds while the triggering actor
remains within the trigger’s radius.