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UE3:UTWeaponAttachment (UT3)

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UT3 Object >> Actor >> UTWeaponAttachment

Contents

Package: 
UTGame
Direct subclasses:
UTAttachment_Avril, UTAttachment_BioRifle, UTAttachment_EMPMine, UTAttachment_EnergyShield, UTAttachment_Enforcer, UTAttachment_FlakCannon, UTAttachment_ImpactHammer, UTAttachment_InstagibRifle, UTAttachment_LinkGenerator, UTAttachment_Redeemer, UTAttachment_RocketLauncher, UTAttachment_ShapedCharge, UTAttachment_ShockRifle, UTAttachment_SlowVolume, UTAttachment_SniperRifle, UTAttachment_SpiderMineTrap, UTAttachment_Stinger, UTAttachment_Translocator, UTBeamWeaponAttachment
This class in other games:
UDK

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

[edit] Properties

[edit] AltFireAnim

Type: name

anims to play when firing

[edit] AltImpactEffects

Type: array<UTPhysicalMaterialProperty.MaterialImpactEffect>

impact effects by material type

[edit] AttachmentSocket

Type: name


[edit] bAlignToSurfaceNormal

Type: bool


Default value: True

[edit] bMakeSplash

Type: bool

If true, make splash effect for local player when hit water

[edit] bMuzzleFlashPSCLoops

Type: bool


[edit] bSuppressSounds

Type: bool


[edit] BulletWhip

Type: SoundCue

sound that is played when the bullets go whizzing past your head

[edit] DefaultAltImpactEffect

Type: UTPhysicalMaterialProperty.MaterialImpactEffect

default impact effect to use if a material specific one isn't found

Default value:

Member Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0

[edit] DefaultImpactEffect

Type: UTPhysicalMaterialProperty.MaterialImpactEffect

default impact effect to use if a material specific one isn't found

Default value:

Member Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0

[edit] DistFactorForRefPose

Type: float

When the DistanceFactor for this weapon drops below this, force it into the ref pose (don't do animations etc)

Default value: 0.14

[edit] FireAnim

Type: name

anims to play when firing

[edit] ImpactEffects

Type: array<UTPhysicalMaterialProperty.MaterialImpactEffect>

impact effects by material type

[edit] MaxDecalRangeSq

Type: float


Default value: 1.6E7

[edit] MaxFireEffectDistance

Type: float


Default value: 5000.0

[edit] MaxImpactEffectDistance

Type: float


Default value: 4000.0

[edit] Mesh

Type: SkeletalMeshComponent

Weapon SkelMesh

Default value: SkeletalMeshComponent'SkeletalMeshComponent0'

[edit] MuzzleFlashAltPSCTemplate

Type: ParticleSystem


[edit] MuzzleFlashColor

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 255

[edit] MuzzleFlashDuration

Type: float

How long the Muzzle Flash should be there

Default value: 0.3

[edit] MuzzleFlashLight

Type: UTExplosionLight


[edit] MuzzleFlashLightClass

Type: class<UTExplosionLight>

dynamic light

[edit] MuzzleFlashPSC

Type: ParticleSystemComponent

Muzzle flash PSC and Templates

[edit] MuzzleFlashPSCTemplate

Type: ParticleSystem


[edit] MuzzleFlashSocket

Type: name

Holds the name of the socket to attach a muzzle flash too

[edit] OverlayMesh

Type: SkeletalMeshComponent

Modifiers: protected

mesh for overlay - Each weapon will need to add it's own overlay mesh in it's default props

[edit] OwnerMesh

Type: SkeletalMeshComponent

TEMP for guns with no muzzleflash socket

[edit] SplashEffect

Type: class<Actor>

Animations and Sounds

[edit] WeapAnimType

Type: EWeapAnimType

Anim

[edit] WeaponClass

Type: class<UTWeapon>


[edit] Default values

Property Value
bReplicateInstigator True
CollisionType COLLIDE_CustomDefault
NetUpdateFrequency 10.0
TickGroup TG_DuringAsyncWork

[edit] Subobjects

[edit] SkeletalMeshComponent0

Class: Engine.SkeletalMeshComponent

Property Value
Animations UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
bForceRefpose 1
bIgnoreControllersWhenNotRendered True
bOverrideAttachmentOwnerVisibility True
bOwnerNoSee True
bUpdateSkelWhenNotRendered False
bUseAsOccluder False
CachedCullDistance 4000.0
CullDistance 4000.0

[edit] Enums

[edit] EWeapAnimType

Anim

EWAT_Default 
EWAT_Pistol 
EWAT_DualPistols 
EWAT_ShoulderRocket 
EWAT_Stinger 

[edit] Functions

[edit] Events

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] StopThirdPersonFireEffects

simulated event StopThirdPersonFireEffects ()


[edit] Other instance functions

[edit] AllowImpactEffects

simulated function bool AllowImpactEffects (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)


[edit] AttachTo

simulated function AttachTo (UTPawn OwnerPawn)

Called on a client, this function Attaches the WeaponAttachment to the Mesh.

[edit] CauseMuzzleFlash

simulated function CauseMuzzleFlash ()

Causes the muzzle flash to turn on and setup a time to turn it back off again.

[edit] ChangeVisibility

simulated function ChangeVisibility (bool bIsVisible)


[edit] CheckBulletWhip

simulated function CheckBulletWhip (Object.Vector FireDir, Object.Vector HitLocation)


[edit] CheckToForceRefPose

simulated function CheckToForceRefPose ()


[edit] CreateOverlayMesh

simulated function CreateOverlayMesh ()


[edit] DetachFrom

simulated function DetachFrom (SkeletalMeshComponent MeshCpnt)

Detach weapon from skeletal mesh

[edit] EffectIsRelevant

simulated function bool EffectIsRelevant (Object.Vector SpawnLocation, bool bForceDedicated, optional float CullDistance)

Overrides: Actor.EffectIsRelevant


[edit] FireModeUpdated

simulated function FireModeUpdated (byte FiringMode, bool bViaReplication)


[edit] FirstPersonFireEffects

simulated function FirstPersonFireEffects (Weapon PawnWeapon, Object.Vector HitLocation)

The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.

[edit] GetEffectLocation

simulated function Object.Vector GetEffectLocation ()

Returns:

the starting location for effects (generally tracers)

[edit] GetImpactEffect

simulated function UTPhysicalMaterialProperty.MaterialImpactEffect GetImpactEffect (PhysicalMaterial HitMaterial)

returns the impact sound that should be used for hits on the given physical material

[edit] MuzzleFlashTimer

simulated function MuzzleFlashTimer ()

Turns the MuzzleFlashlight off

[edit] PlayImpactEffects

simulated function PlayImpactEffects (Object.Vector HitLocation)

Spawn any effects that occur at the impact point. It's called from the pawn.

[edit] SetDualWielding

simulated function SetDualWielding (bool bNowDual)

sets whether the weapon is being dual wielded

[edit] SetImpactedActor

simulated function SetImpactedActor (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)


[edit] SetMuzzleFlashParams

simulated function SetMuzzleFlashParams (ParticleSystemComponent PSC)

Allows a child to setup custom parameters on the muzzle flash

[edit] SetPuttingDownWeapon

simulated function SetPuttingDownWeapon (bool bNowPuttingDown)

sets whether the weapon is being put away

[edit] SetSkin

function SetSkin (Material NewMaterial)


[edit] SetWeaponOverlayFlags

simulated function SetWeaponOverlayFlags (UTPawn OwnerPawn)


[edit] SplitScreenEffects

simulated function SplitScreenEffects (Object.Vector HitLocation)

Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen

[edit] StopFirstPersonFireEffects

simulated function StopFirstPersonFireEffects (Weapon PawnWeapon)


[edit] StopMuzzleFlash

simulated function StopMuzzleFlash ()

Stops the muzzle flash

[edit] ThirdPersonFireEffects

simulated function ThirdPersonFireEffects (Object.Vector HitLocation)

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.

[edit] States

[edit] CurrentlyAttached

When an attachment is attached to a pawn, it enters the CurrentlyAttached state.

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