Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTPickupFactory (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory |
- Package:
- UTGame
- Direct subclasses:
- UTDeployablePickupFactory, UTItemPickupFactory, UTPowerupPickupFactory, UTWeaponLocker, UTWeaponPickupFactory
- This class in other games:
- UDK
| Please help improve this article or section by expanding it. |
The base class for all UT3 pickup factories.
[edit] Properties
[edit] Property group 'floating'
[edit] bRandomStart
Type: bool
For floating pickups (Health Vials and Health Packs), this pickup will start at a random height.
[edit] Internal variables
[edit] BaseBrightEmissive
Type: Object.LinearColor
The baseline material color when the pickup is on the base.
Default value:
| Member | Value |
|---|---|
| A | 1.0 |
| B | 0.0 |
| G | 0.0 |
| R | 0.0 |
[edit] BaseDimEmissive
Type: Object.LinearColor
The baseline material color when the pickup isn't on the base.
Default value:
| Member | Value |
|---|---|
| A | 1.0 |
| B | 0.0 |
| G | 0.0 |
| R | 0.0 |
[edit] BaseEmissive
Type: Object.LinearColor
Default value:
| Member | Value |
|---|---|
| A | 1.0 |
| B | 0.0 |
| G | 0.0 |
| R | 0.0 |
[edit] BaseMaterialInstance
Type: MaterialInstanceConstant
Used to pulse the emissive on the base
[edit] BaseMaterialParamName
Type: name
This material instance parameter for adjusting the emissive
Default value: 'BaseEmissiveControl'
[edit] BaseMesh
Type: StaticMeshComponent
Modifiers: transient
pickup base mesh
[edit] BasePulseRate
Type: float
How fast does the base pulse
Default value: 0.5
[edit] BasePulseTime
Type: float
How much time left in the current pulse
[edit] BaseTargetEmissive
Type: Object.LinearColor
The TargetEmissive Color
Default value:
| Member | Value |
|---|---|
| A | 1.0 |
| B | 0.0 |
| G | 0.0 |
| R | 0.0 |
[edit] bDoVisibilityFadeIn
Type: bool
This determines whether this health pickup fades in or not.
NOTE: need to move this up to the highest pickup factory so all items will fade in
Default value: True
[edit] bFloatingPickup
Type: bool
Whether the pickup mesh floats (bobs) slightly. (e.g. Health Vials and Health Packs)
[edit] bHasLocationSpeech
Type: bool
Whether the factory has a location speech. (e.g. Shaped Charge and Redeemer)
[edit] bIsDisabled
Type: bool
Modifiers: repnotify
In disabled state
[edit] bIsRespawning
Type: bool
Modifiers: repnotify
Whether the pickup is currently respawning. This stays True until the pickup goes back to sleeping state.
[edit] BobBaseOffset
Type: float
The base offset (Translation.Y) cached
[edit] BobOffset
Type: float
How far to bob. It will go from +/- this number
[edit] BobSpeed
Type: float
How fast should it bob
[edit] BobTimer
Type: float
Tracks the bob time. Used to create the position
[edit] bPulseBase
Type: bool
Modifiers: repnotify
When set to true, this base will begin pulsing it's emissive
[edit] bRotatingPickup
Type: bool
if true, the pickup mesh rotates
[edit] bTrackPickup
Type: bool
[edit] bUpdatingPickup
Type: bool
whether this pickup is updating
[edit] Glow
Type: ParticleSystemComponent
the glowing effect that comes from the base on spawn
[edit] GlowEmissiveParam
Type: name
Default value: 'LightStrength'
[edit] LastSeekNotificationTime
Type: float
[edit] LightEnvironment
Type: DynamicLightEnvironmentComponent
The pickup's light environment
Default value: DynamicLightEnvironmentComponent'PickupLightEnvironment'
[edit] LocationSpeech
Type: array<SoundNodeWave>
[edit] MIC_Visibility
Type: MaterialInstanceConstant
holds the pickups material so parameters can be set *
[edit] MIC_VisibilitySecondMaterial
Type: MaterialInstanceConstant
holds the pickups 2nd material so parameters can be set *
[edit] PickupIndex
Type: int
Default value: -1
[edit] PickupReadySound
Type: AudioComponent
Sound played on base while available to pickup
[edit] PickupStatName
Type: name
Name used for the stats system
[edit] PickUpWaveForm
Type: ForceFeedbackWaveform
Default value: ForceFeedbackWaveform'UTGame.Default__UTPickupFactory:ForceFeedbackWaveformPickUp'
[edit] PivotTranslation
Type: Object.Vector
Translation of pivot point
[edit] PulseThreshold
Type: float
This pickup base will begin pulsing when there are PulseThreshold seconds left before respawn.
Default value: 5.0
[edit] RespawnSound
Type: SoundCue
sound played when the pickup becomes available
Default value: SoundCue'A_Pickups.Generic.Cue.A_Pickups_Generic_ItemRespawn_Cue'
[edit] TeamOwner
Type: Controller
Array size: 4
AI controller currently going after this pickup (for team coordination)
[edit] VisibilityParamName
Type: name
Default value: 'ResIn'
[edit] YawRotationRate
Type: float
Default value: 32768.0
[edit] Default values
| Property | Value |
|---|---|
| BadSprite | None |
| bMovable | False |
| Components[0] | CylinderComponent'CollisionCylinder' |
| Components[1] | PathRenderingComponent'PathRenderer' |
| Components[2] | DynamicLightEnvironmentComponent'PickupLightEnvironment' |
| Components[3] | StaticMeshComponent'BaseMeshComp' |
| GoodSprite | None |
[edit] Subobjects
[edit] BaseMeshComp
Class: Engine.StaticMeshComponent
| Property | Value | ||||||
|---|---|---|---|---|---|---|---|
| bCastDynamicShadow | False | ||||||
| bForceDirectLightMap | True | ||||||
| bUseAsOccluder | False | ||||||
| CachedCullDistance | 7000.0 | ||||||
| CastShadow | False | ||||||
| CollideActors | False | ||||||
| CullDistance | 7000.0 | ||||||
| LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment' | ||||||
| LightingChannels |
|
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: PickupFactory.CollisionCylinder
| Property | Value |
|---|---|
| CollisionHeight | 44.0 |
[edit] PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: PickupFactory.PathRenderer
No new values.
[edit] PickupLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
| Property | Value | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| AmbientGlow |
|
||||||||||
| bCastShadows | False | ||||||||||
| bDynamic | False |
[edit] Functions
[edit] Static functions
[edit] UpdateHUD
[edit] Events
[edit] InitPickupMeshEffects
split out from SetPickupMesh() for subclasses that don't want to do the base PickupFactory implementation
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] ReplicatedEvent
Overrides: PickupFactory.ReplicatedEvent
Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly
[edit] SetInitialState
Overrides: PickupFactory.SetInitialState
[edit] ShutDown
Overrides: PickupFactory.ShutDown
ShutDown an actor.
[edit] Other instance functions
[edit] DisablePickup
[edit] GetPickupStatName
Stats
[edit] PickedUpBy
Overrides: PickupFactory.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] RespawnEffect
Overrides: PickupFactory.RespawnEffect
[edit] SetPickupHidden
Overrides: PickupFactory.SetPickupHidden
[edit] SetPickupMesh
Overrides: PickupFactory.SetPickupMesh
[edit] SetPickupVisible
Overrides: PickupFactory.SetPickupVisible
[edit] SetResOut
[edit] ShouldCamp
Returns true if Bot should wait for me
[edit] StartPulse
Pulse to the Brightest point
[edit] StopsProjectile
Overrides: Actor.StopsProjectile
[edit] States
[edit] Disabled
[edit] Disabled.BotDesireability
[edit] Pickup
Inherits from: PickupFactory.Pickup
Modifiers: auto
[edit] Pickup.BeginState
Overrides: PickupFactory.Pickup.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] Pickup.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
[edit] Sleeping.BeginState
Overrides: PickupFactory.Sleeping.BeginState
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: PickupFactory.Sleeping.EndState
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.
