My program doesn't have bugs. It just develops random features.

UE3:UTHeroDamage (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Inventory >> UTInventory >> UTTimedPowerup >> UTHeroDamage
Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

DamageAmbientSound[edit]

Type: SoundCue

ambient sound played while active

Default value: SoundCue'A_Titan_Extras.Powerups.A_Powerup_UDamage_PowerLoopCue'

LastUDamageSoundTime[edit]

Type: float

last time we played that sound, so it isn't too often

OverlayMaterialInstance[edit]

Type: MaterialInterface

overlay material applied to owner

Default value: Material'PICKUPS.UDamage.M_UDamage_Overlay'

UDamageFireSound[edit]

Type: SoundCue

sound played when our owner fires

Default value: SoundCue'A_Titan_Extras.Powerups.A_Powerup_UDamage_FireCue'

VehicleWeaponEffect[edit]

Type: UTGameReplicationInfo.MeshEffect

particle effect played on vehicle weapons

Default value:

Member Value
Material Material'Envy_Effects.Energy.Materials.M_VH_UDamage'
Mesh StaticMesh'Envy_Effects.Mesh.S_VH_Powerups'

Default values[edit]

Property Value
bDropOnDeath False
bDropOnDisrupt False
bReceiveOwnerEvents True
bRenderOverlays True

Subobjects[edit]

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTTimedPowerup.Sprite

No new values.

Functions[edit]

Static functions[edit]

AddWeaponOverlay[edit]

simulated static function AddWeaponOverlay (UTGameReplicationInfo GRI)

Overrides: UTInventory.AddWeaponOverlay

(Description copied from UTInventory.AddWeaponOverlay)
adds weapon overlay material this item uses (if any) to the GRI in the correct spot

See: UTPawn.WeaponOverlayFlags, UTWeapon::SetWeaponOverlayFlags

Instance functions[edit]

DisplayPowerup[edit]

simulated function DisplayPowerup (Canvas Canvas, UTHUD HUD, float ResolutionScale, out float YPos)

Overrides: UTTimedPowerup.DisplayPowerup


GivenTo[edit]

function GivenTo (Pawn NewOwner, optional bool bDoNotActivate)

Overrides: UTTimedPowerup.GivenTo

(Description copied from Inventory.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

ItemRemovedFromInvManager[edit]

function ItemRemovedFromInvManager ()

Overrides: Inventory.ItemRemovedFromInvManager

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

OwnerEvent[edit]

simulated function OwnerEvent (name EventName)

Overrides: Inventory.OwnerEvent


PlayUDamageFadingSound[edit]

function PlayUDamageFadingSound ()