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UE1:Inventory (UT)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- LadderInventory, Pickup, TrapSpringer, Weapon
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004, UT3
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
The inventory class, the parent class of all objects which can be picked up and carried by actors.
[edit] Properties
[edit] Property group 'Display'
[edit] bAmbientGlow
Type: bool
Default value: True
[edit] Property group 'Inventory'
[edit] AbsorptionPriority
Type: int
Which items absorb damage first (higher=first).
[edit] ActivateSound
Type: Sound
[edit] ArmorAbsorption
Type: int
Percent of damage item absorbs 0-100.
[edit] AutoSwitchPriority
Type: byte
Modifiers: travel
Autoswitch value, 0=never autoswitch.
[edit] bActivatable
Type: bool
Whether item can be activated.
[edit] bDisplayableInv
Type: bool
Item displayed in HUD.
[edit] bInstantRespawn
Type: bool
Can be tagged so this item respawns instantly.
[edit] bIsAnArmor
Type: bool
Item will protect player.
[edit] BobDamping
Type: float
Default value: 0.96
[edit] bRotatingPickup
Type: bool
Rotates when in pickup state.
Default value: True
[edit] Charge
Type: int
Modifiers: travel
Amount of armor or charge if not an armor (charge in time*10).
[edit] DeActivateSound
Type: Sound
[edit] Icon
Type: Texture
[edit] InventoryGroup
Type: byte
The weapon/inventory set, 1-9 (0=none).
[edit] ItemArticle
Type: string
Modifiers: localized
Human readable article (e.g. "a", "an")
Default value: "a"
[edit] ItemMessageClass
Type: class<LocalMessage>
[edit] ItemName
Type: string
Modifiers: localized
Human readable name of item
[edit] M_Activated
Type: string
Modifiers: localized
Default value: " activated."
[edit] M_Deactivated
Type: string
Modifiers: localized
Default value: " deactivated."
[edit] M_Selected
Type: string
Modifiers: localized
Default value: " selected."
[edit] MaxDesireability
Type: float
Maximum desireability this item will ever have.
Default value: 0.0050
[edit] NextArmor
Type: Inventory
[edit] PickupMessage
Type: string
Modifiers: localized
Human readable description when picked up.
Default value: "Snagged an item."
[edit] PickupMessageClass
Type: class<LocalMessage>
[edit] PickupSound
Type: Sound
[edit] PickupViewMesh
Type: Mesh
Mesh to render.
[edit] PickupViewScale
Type: float
Default value: 1.0
[edit] PlayerViewMesh
Type: Mesh
Mesh to render.
[edit] PlayerViewOffset
Type: Object.Vector
Offset from view center.
[edit] PlayerViewScale
Type: float
Mesh scale.
Default value: 1.0
[edit] ProtectionType1
Type: name
Protects against DamageType (None if non-armor).
[edit] ProtectionType2
Type: name
Secondary protection type (None if non-armor).
[edit] RespawnSound
Type: Sound
[edit] RespawnTime
Type: float
Respawn after this time, 0 for instant.
[edit] StatusIcon
Type: Texture
[edit] ThirdPersonMesh
Type: Mesh
Mesh to render.
[edit] ThirdPersonScale
Type: float
Default value: 1.0
[edit] Property group 'MuzzleFlash'
[edit] bMuzzleFlashParticles
Type: bool
[edit] bToggleSteadyFlash
Type: bool
Default value: True
[edit] MuzzleFlashMesh
Type: Mesh
[edit] MuzzleFlashScale
Type: float
[edit] MuzzleFlashStyle
Type: Actor.ERenderStyle
[edit] MuzzleFlashTexture
Type: Texture
[edit] Internal variables
[edit] bActive
Type: bool
Modifiers: travel
Whether item is currently activated.
[edit] bFirstFrame
Type: bool
Default value: True
[edit] bHeldItem
Type: bool
Set once an item has left pickup state.
[edit] bSleepTouch
Type: bool
Set when item is touched when leaving sleep state.
[edit] bSteadyFlash3rd
Type: bool
[edit] bSteadyToggle
Type: bool
[edit] bTossedOut
Type: bool
[edit] FlashCount
Type: byte
[edit] MyMarker
Type: InventorySpot
[edit] OldFlashCount
Type: byte
[edit] PlayerLastTouched
Type: name
[edit] Default values
| Property | Value | ||||
|---|---|---|---|---|---|
| AmbientGlow | 255 | ||||
| bCollideActors | True | ||||
| bFixedRotationDir | True | ||||
| bIsItemGoal | True | ||||
| bTravel | True | ||||
| CollisionHeight | 30.0 | ||||
| CollisionRadius | 30.0 | ||||
| DesiredRotation |
|
||||
| DrawType | DT_Mesh | ||||
| NetPriority | 1.4 | ||||
| NetUpdateFrequency | 10.0 | ||||
| RemoteRole | ROLE_SimulatedProxy | ||||
| RotationRate |
|
||||
| Texture | Texture'Engine.S_Inventory' |
[edit] Functions
[edit] Events
[edit] BotDesireability
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] RenderOverlays
Overrides: Actor.RenderOverlays
[edit] TravelPreAccept
Overrides: Actor.TravelPreAccept
[edit] Other instance functions
[edit] Activate
[edit] ActivateTranslator
[edit] AltFire
[edit] ArmorAbsorbDamage
[edit] ArmorImpactEffect
[edit] ArmorPriority
[edit] BecomeItem
[edit] BecomePickup
[edit] CalcDrawOffset
[edit] ChangedWeapon
[edit] DrawStatusIconAt
[edit] DropFrom
[edit] DropInventory
[edit] Fire
[edit] GetHumanName
Overrides: Actor.GetHumanName
[edit] GiveTo
[edit] HandlePickupQuery
[edit] InventoryCapsFloat
[edit] InventoryCapsString
[edit] OwnerJumped
[edit] PrioritizeArmor
[edit] RecommendWeapon
[edit] ReduceDamage
[edit] SelectNext
[edit] SetOwnerDisplay
[edit] SetRespawn
[edit] SpawnCopy
[edit] Use
[edit] WeaponChange
[edit] States
[edit] Activated
[edit] Activated.BeginState
Overrides: Object.BeginState (global)
[edit] Activated.EndState
Overrides: Object.EndState (global)
[edit] Activated.Activate
Overrides: Activate (global)
[edit] Idle2
[edit] Pickup
Modifiers: auto
[edit] Pickup.BeginState
Overrides: Object.BeginState (global)
[edit] Pickup.EndState
Overrides: Object.EndState (global)
[edit] Pickup.Landed
Overrides: Actor.Landed (global)
[edit] Pickup.Timer
Overrides: Actor.Timer (global)
[edit] Pickup.Touch
Overrides: Actor.Touch (global)
[edit] Pickup.ZoneChange
Overrides: Actor.ZoneChange (global)
[edit] Pickup.CheckTouching
[edit] Pickup.ValidTouch
[edit] Sleeping
[edit] Sleeping.BeginState
Overrides: Object.BeginState (global)
[edit] Sleeping.EndState
Overrides: Object.EndState (global)
