I'm a doctor, not a mechanic
UE3:UTAttachment_ImpactHammer (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> UTWeaponAttachment >> UTAttachment_ImpactHammer |
Contents |
- Package:
- UTGame
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] BloodMIC
Type: MaterialInstanceConstant
[edit] ChargedAnim
Type: name
Default value: 'weaponchargedidle'
[edit] IdleAnim
Type: name
Default value: 'WeaponIdle'
[edit] Default values
| Property | Value | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ImpactEffects[0] |
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| ImpactEffects[1] |
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| ImpactEffects[2] |
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| ImpactEffects[3] |
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| MuzzleFlashAltPSCTemplate | ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit' | ||||||||||||||
| MuzzleFlashDuration | 0.33 | ||||||||||||||
| MuzzleFlashPSCTemplate | ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Primary_Hit' | ||||||||||||||
| MuzzleFlashSocket | 'MuzzleFlashSocket' | ||||||||||||||
| WeaponClass | Class'UTGame.UTWeap_ImpactHammer' |
[edit] Subobjects
[edit] SkeletalMeshComponent0
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeaponAttachment.SkeletalMeshComponent0
| Property | Value |
|---|---|
| Animations | UTAnimNodeSequence'UTGame.Default__UTAttachment_ImpactHammer:SkeletalMeshComponent0.MeshSequenceA' |
| AnimSets[0] | AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_3P' |
| bForceRefpose | 0 |
| Scale | 0.8 |
| SkeletalMesh | SkeletalMesh'WP_ImpactHammer.Mesh.SK_WP_Impact_3P_Mid' |
[edit] Instance functions
[edit] AddBlood
[edit] FireModeUpdated
Overrides: UTWeaponAttachment.FireModeUpdated
[edit] FirstPersonFireEffects
Overrides: UTWeaponAttachment.FirstPersonFireEffects
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
[edit] Play3pAnimation
[edit] SetImpactedActor
Overrides: UTWeaponAttachment.SetImpactedActor
[edit] SetSkin
Overrides: UTWeaponAttachment.SetSkin
[edit] SplitScreenEffects
Overrides: UTWeaponAttachment.SplitScreenEffects
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
[edit] StartCharging
[edit] ThirdPersonFireEffects
Overrides: UTWeaponAttachment.ThirdPersonFireEffects
Spawn all of the effects that will be seen in behindview/remote clients. This function is called from the pawn, and should only be called when on a remote client or if the local client is in a 3rd person mode.
