Always snap to grid

UE3:PickupFactory (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT3 Object >> Actor >> NavigationPoint >> PickupFactory

Contents

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

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 Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[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] InventoryType

Type: class<Inventory>

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
CollisionType COLLIDE_TouchAll
NetUpdateFrequency 1.0
RemoteRole ROLE_SimulatedProxy
SupportedEvents[3] Class'Engine.SeqEvent_PickupStatusChange'
TickGroup TG_DuringAsyncWork

[edit] Subobjects

[edit] Arrow

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

No new values.

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
CollideActors True
CollisionHeight 80.0
CollisionRadius 40.0

[edit] PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

No new values.

[edit] Sprite

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

No new values.

[edit] Sprite2

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

No new values.

[edit] Functions

[edit] Static functions

[edit] StaticPrecache

static function StaticPrecache (WorldInfo W)


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] DetourWeight

event float DetourWeight (Pawn Other, float PathWeight)

Overrides: NavigationPoint.DetourWeight


[edit] PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


[edit] Reset

event Reset ()

Overrides: Actor.Reset


[edit] SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


[edit] ShutDown

simulated event ShutDown ()

Overrides: Actor.ShutDown

ShutDown an actor.

[edit] Other instance functions

[edit] CheckForErrors

function bool CheckForErrors ()

Overrides: Actor.CheckForErrors


[edit] GetRespawnTime

function float GetRespawnTime ()


[edit] GiveTo

function GiveTo (Pawn P)

give pickup to player

[edit] InitializePickup

simulated function InitializePickup ()


[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] ReadyToPickup

function bool ReadyToPickup (float MaxWait)


[edit] RecheckValidTouch

function RecheckValidTouch ()


[edit] RespawnEffect

function RespawnEffect ()


[edit] SetPickupHidden

simulated function SetPickupHidden ()


[edit] SetPickupMesh

simulated function SetPickupMesh ()


[edit] SetPickupVisible

simulated function SetPickupVisible ()


[edit] SetRespawn

function SetRespawn ()


[edit] ShouldRespawn

function bool ShouldRespawn ()


[edit] SpawnCopyFor

function SpawnCopyFor (Pawn Recipient)


[edit] StartSleeping

function StartSleeping ()


[edit] States

[edit] Disabled

[edit] Disabled.BeginState

simulated 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] Disabled.Reset

event Reset ()

Overrides: Reset (global)


[edit] Disabled.SetInitialState

simulated event SetInitialState ()

Overrides: SetInitialState (global)


[edit] Disabled.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


[edit] Disabled.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)


[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.DetourWeight

event float DetourWeight (Pawn Other, float PathWeight)

Overrides: DetourWeight (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.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


[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)


[edit] Sleeping

Ignores: Touch

[edit] Sleeping.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] Sleeping.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] Sleeping.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: ReadyToPickup (global)


[edit] Sleeping.StartSleeping

function StartSleeping ()

Overrides: StartSleeping (global)


[edit] WaitingForMatch

Ignores: Touch

[edit] WaitingForMatch.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] WaitingForMatch.MatchStarting

function MatchStarting ()

Overrides: Actor.MatchStarting (global)


Personal tools