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UE3:DroppedPickup (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclass:
- UTDroppedPickup
- This class in other games:
- UDK
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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
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 |
|
||||||||
| LifeSpan | 16.0 | ||||||||
| NetPriority | 1.4 | ||||||||
| NetUpdateFrequency | 8.0 | ||||||||
| Physics | PHYS_Falling | ||||||||
| RemoteRole | ROLE_SimulatedProxy | ||||||||
| RotationRate |
|
[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
[edit] RemoveFromNavigation
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] EncroachedBy
Overrides: Actor.EncroachedBy
[edit] Landed
Overrides: Actor.Landed
[edit] ReplicatedEvent
Overrides: Actor.ReplicatedEvent
[edit] Reset
Overrides: Actor.Reset
[edit] SetPickupMesh
Set Pickup mesh to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.
[edit] SetPickupParticles
Set Pickup particles to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.
[edit] Other instance functions
[edit] DetourWeight
[edit] GiveTo
give pickup to player
[edit] PickedUpBy
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
[edit] States
[edit] FadeOut
Extends: Pickup
[edit] FadeOut.BeginState
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
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
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
Overrides: Actor.Timer (global)
[edit] Pickup.Touch
Overrides: Actor.Touch (global)
[edit] Pickup.CheckTouching
[edit] Pickup.RecheckValidTouch
Overrides: RecheckValidTouch (global)
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed
