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UE3:Inventory (UT3)

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UT3 Object >> Actor >> Inventory

Contents

Package: 
Engine
Direct subclasses:
UTInventory, Weapon
This class in other games:
RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004

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

static function float BotDesireability (Actor PickupHolder, Pawn P, Controller C)


[edit] DetourWeight

static function float DetourWeight (Pawn Other, float PathWeight)


[edit] GetLocalString

static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)

Overrides: Actor.GetLocalString


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] Other instance functions

[edit] ActiveRenderOverlays

simulated function ActiveRenderOverlays (HUD H)

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

function AnnouncePickup (Pawn Other)


[edit] ClientGivenTo

reliable client function ClientGivenTo (Pawn NewOwner, bool bDoNotActivate)

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

function bool DenyPickupQuery (class<InventoryItemClass, Actor Pickup)

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

function DropFrom (Object.Vector StartLocation, Object.Vector StartVelocity)

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

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


[edit] GivenTo

function GivenTo (Pawn thisPawn, optional bool bDoNotActivate)

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

final function GiveTo (Pawn Other)


[edit] ItemRemovedFromInvManager

function ItemRemovedFromInvManager ()

Event called when Item is removed from Inventory Manager. Network: Authority

[edit] OwnerEvent

function OwnerEvent (name EventName)


[edit] RenderOverlays

simulated function RenderOverlays (HUD H)


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