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UE3:PickupFactory (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> NavigationPoint >> PickupFactory |
- Package:
- Engine
- Direct subclass:
- UTPickupFactory
- This class in other games:
- 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. |
PickupFactory. Produces pickups when active and touched by valid toucher Combines functionality of old Pickup and InventorySpot classes Pickup class now just used for dropped/individual items
[edit] Properties
[edit] bIsSuperItem
Type: bool
[edit] bOnlyReplicateHidden
Type: bool
only replicate changes in bPickupHidden and bHidden
Default value: True
[edit] bPickupHidden
Type: bool
Modifiers: repnotify
Whether the pickup mesh should be hidden
[edit] bPredictRespawns
Type: bool
high skill bots may predict respawns for this item
[edit] bRespawnPaused
Type: bool
set when the respawn process has been paused because DelayRespawn() is returning true
[edit] InventoryType
Modifiers: repnotify
[edit] MaxDesireability
Type: float
[edit] OriginalFactory
Type: PickupFactory
similarly, set this property on the replacement to point to the original so that it can optimally anchor itself on the path network
[edit] PickupMesh
Type: PrimitiveComponent
Modifiers: transient
[edit] ReplacementFactory
Type: PickupFactory
when replacing a pickup factory with another (e.g. mutators), set this property on the original to point to the replacement so that AI queries can be redirected to the right one
[edit] RespawnEffectTime
Type: float
[edit] Default values
| Property | Value |
|---|---|
| bAlwaysRelevant | True |
| bCollideActors | True |
| bCollideWhenPlacing | False |
| bIgnoreEncroachers | True |
| bStatic | False |
| NetUpdateFrequency | 1.0 |
| RemoteRole | ROLE_SimulatedProxy |
| SupportedEvents[4] | Class'Engine.SeqEvent_PickupStatusChange' |
| TickGroup | TG_DuringAsyncWork |
[edit] Subobjects
[edit] Arrow
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
| Property | Value |
|---|---|
| CollideActors | True |
| CollisionHeight | 80.0 |
| CollisionRadius | 40.0 |
| ReplacementPrimitive | None |
[edit] PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Sprite2
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Functions
[edit] Static functions
[edit] StaticPrecache
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] DetourWeight
Overrides: NavigationPoint.DetourWeight
[edit] PreBeginPlay
Overrides: Actor.PreBeginPlay
[edit] ReplicatedEvent
Overrides: Actor.ReplicatedEvent
[edit] Reset
Overrides: Actor.Reset
[edit] SetInitialState
Overrides: Actor.SetInitialState
[edit] ShutDown
Overrides: NavigationPoint.ShutDown
ShutDown an actor.
[edit] Other instance functions
[edit] CheckForErrors
Overrides: Actor.CheckForErrors
[edit] DelayRespawn
[edit] GetRespawnTime
[edit] GiveTo
give pickup to player
[edit] InitializePickup
[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] ReadyToPickup
[edit] RecheckValidTouch
[edit] RespawnEffect
[edit] SetPickupHidden
[edit] SetPickupMesh
[edit] SetPickupVisible
[edit] SetRespawn
[edit] SpawnCopyFor
[edit] StartSleeping
[edit] States
[edit] Disabled
[edit] Disabled.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] Disabled.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] Disabled.Reset
Overrides: Reset (global)
[edit] Disabled.SetInitialState
Overrides: SetInitialState (global)
[edit] Disabled.ReadyToPickup
Overrides: ReadyToPickup (global)
[edit] Disabled.StartSleeping
Overrides: StartSleeping (global)
[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.DetourWeight
Overrides: DetourWeight (global)
[edit] Pickup.Touch
Overrides: Actor.Touch (global)
[edit] Pickup.CheckTouching
[edit] Pickup.ReadyToPickup
Overrides: ReadyToPickup (global)
[edit] Pickup.RecheckValidTouch
Overrides: RecheckValidTouch (global)
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed
[edit] Pickup.ValidTouch
[edit] Sleeping
[edit] Sleeping.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] Sleeping.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] Sleeping.ReadyToPickup
Overrides: ReadyToPickup (global)
[edit] Sleeping.StartSleeping
Overrides: StartSleeping (global)
[edit] WaitingForMatch
[edit] WaitingForMatch.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] WaitingForMatch.MatchStarting
Overrides: Actor.MatchStarting (global)
