Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTWeaponAttachment (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- 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
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} 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] 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
Animations and Sounds
[edit] WeapAnimType
Type: EWeapAnimType
Anim
[edit] WeaponClass
[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
Overrides: Actor.PostBeginPlay
[edit] StopThirdPersonFireEffects
[edit] Other instance functions
[edit] AllowImpactEffects
[edit] AttachTo
Called on a client, this function Attaches the WeaponAttachment to the Mesh.
[edit] CauseMuzzleFlash
Causes the muzzle flash to turn on and setup a time to turn it back off again.
[edit] ChangeVisibility
[edit] CheckBulletWhip
[edit] CheckToForceRefPose
[edit] CreateOverlayMesh
[edit] DetachFrom
Detach weapon from skeletal mesh
[edit] EffectIsRelevant
Overrides: Actor.EffectIsRelevant
[edit] FireModeUpdated
[edit] FirstPersonFireEffects
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
[edit] GetEffectLocation
Returns:
- the starting location for effects (generally tracers)
[edit] GetImpactEffect
returns the impact sound that should be used for hits on the given physical material
[edit] MuzzleFlashTimer
Turns the MuzzleFlashlight off
[edit] PlayImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.
[edit] SetDualWielding
sets whether the weapon is being dual wielded
[edit] SetImpactedActor
[edit] SetMuzzleFlashParams
Allows a child to setup custom parameters on the muzzle flash
[edit] SetPuttingDownWeapon
sets whether the weapon is being put away
[edit] SetSkin
[edit] SetWeaponOverlayFlags
[edit] SplitScreenEffects
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
[edit] StopFirstPersonFireEffects
[edit] StopMuzzleFlash
Stops the muzzle flash
[edit] 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.
[edit] States
[edit] CurrentlyAttached
When an attachment is attached to a pawn, it enters the CurrentlyAttached state.
