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UE3:DroppedPickup (UT3)

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UT3 Object >> Actor >> DroppedPickup

Contents

Package: 
Engine
Direct subclass:
UTDroppedPickup
This class in other games:
UDK

Pickup items.

PickupFactory should be used to place items in the level. This class is for dropped inventory, which should attach itself to this pickup, and set the appropriate mesh

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] bFadeOut

Type: bool

Modifiers: repnotify


[edit] bNavigationSet

Type: bool


[edit] Inventory

Type: Inventory

the dropped inventory item which spawned this pickup

[edit] InventoryClass

Type: class<Inventory>

Modifiers: repnotify

Class of the inventory object to pickup

[edit] PickupCache

Type: NavigationPoint

navigationpoint this pickup is attached to

[edit] Default values

Property Value
bCollideActors True
bCollideWorld True
bIgnoreRigidBodyPawns True
bOnlyDirtyReplication True
bOrientOnSlope True
bShouldBaseAtStartup True
bUpdateSimulatedPosition True
CollisionComponent CylinderComponent'CollisionCylinder'
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
Components[1] CylinderComponent'CollisionCylinder'
DesiredRotation
Member Value
Pitch 0
Roll 0
Yaw 30000
LifeSpan 16.0
NetPriority 1.4
NetUpdateFrequency 8.0
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Pitch 0
Roll 0
Yaw 5000

[edit] Subobjects

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Property Value
CollideActors True
CollisionHeight 20.0
CollisionRadius 30.0

[edit] Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
Sprite Texture2D'EngineResources.S_Inventory'

[edit] Functions

[edit] Native functions

[edit] AddToNavigation

native final function AddToNavigation ()


[edit] RemoveFromNavigation

native final function RemoveFromNavigation ()


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


[edit] Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


[edit] Reset

event Reset ()

Overrides: Actor.Reset


[edit] SetPickupMesh

simulated event SetPickupMesh (PrimitiveComponent PickupMesh)

Set Pickup mesh to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.

[edit] SetPickupParticles

simulated event SetPickupParticles (ParticleSystemComponent PickupParticles)

Set Pickup particles to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.

[edit] Other instance functions

[edit] DetourWeight

function float DetourWeight (Pawn Other, float PathWeight)


[edit] GiveTo

function GiveTo (Pawn P)

give pickup to player

[edit] PickedUpBy

function PickedUpBy (Pawn P)

Overrides: Actor.PickedUpBy

(Description copied from Actor.PickedUpBy)
implemented by pickup type Actors to do things following a successful pickup

Parameters:

  • P - the Pawn that picked us up

Todo: remove this and fix up the DenyPickupQuery() calls that use this

[edit] RecheckValidTouch

function RecheckValidTouch ()


[edit] States

[edit] FadeOut

Extends: Pickup

[edit] FadeOut.BeginState

simulated event BeginState (name PreviousStateName)

Overrides: Pickup.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] Pickup

Modifiers: auto

[edit] Pickup.BeginState

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] Pickup.EndState

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

[edit] Pickup.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Pickup.Touch

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch (global)


[edit] Pickup.CheckTouching

function CheckTouching ()


[edit] Pickup.RecheckValidTouch

function RecheckValidTouch ()

Overrides: RecheckValidTouch (global)

Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed

[edit] Pickup.ValidTouch

function bool ValidTouch (Pawn Other)