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UE3:Inventory (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclasses:
- UTInventory, Weapon
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004
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Inventory
Inventory is the parent class of all actors that can be carried by other actors. Inventory items are placed in the holding actor's inventory chain, a linked list of inventory actors. Each inventory class knows what pickup can spawn it (its PickupClass). When tossed out (using the DropFrom() function), inventory items spawn a DroppedPickup actor to hold them.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'Inventory'
[edit] PickupForce
Type: string
[edit] PickupMessage
Type: string
Modifiers: databinding, localized
Human readable description when picked up.
Default value: "Snagged an item."
[edit] PickupSound
Type: SoundCue
[edit] RespawnTime
Type: float
Respawn after this time, 0 for instant.
[edit] Internal variables
[edit] bDelayedSpawn
Type: bool
[edit] bDropOnDeath
Type: bool
if true, this inventory item should be dropped if the owner dies
[edit] bPredictRespawns
Type: bool
high skill bots may predict respawns for this item
[edit] bReceiveOwnerEvents
Type: bool
If true, receive Owner events. OwnerEvent() is called.
[edit] bRenderOverlays
Type: bool
If true, this inventory item will be given access to HUD Canvas. RenderOverlays() is called.
[edit] DroppedPickupClass
Type: class<DroppedPickup>
Default value: Class'Engine.DroppedPickup'
[edit] DroppedPickupMesh
Type: PrimitiveComponent
[edit] DroppedPickupParticles
Type: ParticleSystemComponent
[edit] Inventory
Type: Inventory
Next Inventory in Linked List
[edit] InvManager
Type: InventoryManager
[edit] ItemName
Type: string
Modifiers: databinding, localized
[edit] MaxDesireability
Type: float
Maximum desireability this item will ever have.
Default value: 0.1
[edit] PickupFactoryMesh
Type: PrimitiveComponent
[edit] Default values
| Property | Value |
|---|---|
| bHidden | True |
| bOnlyDirtyReplication | True |
| bOnlyRelevantToOwner | True |
| bReplicateMovement | False |
| CollisionType | COLLIDE_CustomDefault |
| Components[0] | SpriteComponent'Sprite' |
| NetPriority | 1.4 |
| RemoteRole | ROLE_SimulatedProxy |
[edit] Subobjects
[edit] Sprite
Class: Engine.SpriteComponent
| Property | Value |
|---|---|
| AlwaysLoadOnClient | False |
| AlwaysLoadOnServer | False |
| HiddenGame | True |
[edit] Functions
[edit] Static functions
[edit] BotDesireability
[edit] DetourWeight
[edit] GetLocalString
Overrides: Actor.GetLocalString
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] Other instance functions
[edit] ActiveRenderOverlays
Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)
Parameters:
- HUD - H
[edit] AnnouncePickup
[edit] ClientGivenTo
This Inventory Item has just been given to this Pawn (owning client only)
Parameters:
- thisPawn - new Inventory owner
- bDoNotActivate - If true, this item will not try to activate
[edit] DenyPickupQuery
DenyPickupQuery Function which lets existing items in a pawn's inventory prevent the pawn from picking something up.
Parameters:
- ItemClass - Class of Inventory our Owner is trying to pick up
- Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
Returns:
- true to abort pickup or if item handles pickup
[edit] DropFrom
Drop this item out in to the world
Parameters:
- StartLocation - The World Location to drop this item from
- StartVelocity - The initial velocity for the item when dropped
[edit] GetHumanReadableName
Overrides: Actor.GetHumanReadableName
[edit] GivenTo
This Inventory Item has just been given to this Pawn (server only)
Parameters:
- thisPawn - new Inventory owner
- bDoNotActivate - If true, this item will not try to activate
[edit] GiveTo
[edit] ItemRemovedFromInvManager
Event called when Item is removed from Inventory Manager. Network: Authority
