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UE3:UTWeapon internal variables (UDK)

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UDK Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon (internal variables)

Contents

UTWeapon internal variables in other games:
UT3
Other member categories for this class:
instance functions

Internal variables[edit]

AdditionalHintString[edit]

Type: string

Modifiers: localized


AimError[edit]

Type: float

How much error to add to each shot

Default value: 525.0

AimingHelpRadius[edit]

Type: float

Array size: 2

Distance from target collision box to accept near miss when aiming help is enabled

Default value, index 0: 20.0

Default value, index 1: 20.0

AmmoCount[edit]

Type: int

Modifiers: repnotify

Current ammo count

AmmoDisplayType[edit]

Type: AmmoWidgetDisplayStyle


AmmoPickupClass[edit]

Type: class<UTAmmoPickupFactory>

Ammo / Pickups / Inventory

AttachmentClass[edit]

Type: class<UTWeaponAttachment>

The class of the attachment to spawn

bAllowFiringWithoutController[edit]

Type: bool

whether to allow this weapon to fire by uncontrolled pawns

bCanDestroyBarricades[edit]

Type: bool

This weapon can be used to destroy barricades

bConsiderProjectileAcceleration[edit]

Type: bool

Whether should consider projectile acceleration when leading targets

Default value: True

bDebugWeapon[edit]

Type: bool


bExportMenuData[edit]

Type: bool

if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file (abstract classes are skipped even if this flag is set)

Default value: True

bFastRepeater[edit]

Type: bool

Whether bots should consider this a spray/fast firing weapon

bForceHidden[edit]

Type: bool


bHasLocationSpeech[edit]

Type: bool


bLeadTarget[edit]

Type: bool

Lead targets with this weapon (true by default, ignored for instant hit - set false for special cases like targeting with AVRiL

Default value: True

bLockedAimWhileFiring[edit]

Type: bool

set for weapons that lock weapon rotation while firing, so bots know to retarget after each shot when shooting moving targets

bMuzzleFlashAttached[edit]

Type: bool

Whether muzzleflash has been initialized

bMuzzleFlashPSCLoops[edit]

Type: bool

Set this to true if you want the flash to loop (for a rapid fire weapon like a minigun)

bNeverForwardPendingFire[edit]

Type: bool

If true, this will will never accept a forwarded pending fire

bPendingShow[edit]

Type: bool

If true, will be un-hidden on the next setPosition call.

bRecommendSplashDamage[edit]

Type: bool


bShowAltMuzzlePSCWhenWeaponHidden[edit]

Type: bool

If true, always show the muzzle flash even when the weapon is hidden.

bSmallWeapons[edit]

Type: bool

Modifiers: globalconfig, databinding

If true, use smaller 1st person weapons

bSniping[edit]

Type: bool


bSplashJump[edit]

Type: bool

AI Hints

bSuperWeapon[edit]

Type: bool

If true, this weapon is a super weapon. Super Weapons have longer respawn times a different pickup base and never respect weaponstay

bSuppressSounds[edit]

Type: bool

Animations and Sounds

bUseCustomCoordinates[edit]

Type: bool

Modifiers: config


bUsingAimingHelp[edit]

Type: bool

Set for ProcessInstantHit based on whether aiminghelp was used for this shot

bWasLocked[edit]

Type: bool


bZoomedFireMode[edit]

Type: array<byte>

If set to non-zero, this fire mode will zoom the weapon.

CrosshairColor[edit]

Type: Object.Color

Modifiers: config

color to use when drawing the crosshair

Default value:

Member Value
A 255
B 255
G 255
R 255

CrossHairCoordinates[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 192.0
UL 64.0
V 64.0
VL 64.0

CrosshairImage[edit]

Type: Texture2D

Holds the image to use for the crosshair.

Default value: Texture2D'UI_HUD.HUD.UTCrossHairs'

CrosshairScaling[edit]

Type: float


Default value: 1.0

CrouchHintString[edit]

Type: string

Modifiers: localized


CurrentLockedScale[edit]

Type: float

Locked indicator current scale

Default value: 1.0

CurrentRating[edit]

Type: float

Most recently calculated rating

Default value: 0.5

CustomCrosshairCoordinates[edit]

Type: UIRoot.TextureCoordinates

Modifiers: config


DroppedPickupOffsetZ[edit]

Type: float

offset for dropped pickup mesh

EffectSockets[edit]

Type: array<name>


Default value, index 0: 'MuzzleFlashSocket'

Default value, index 1: 'MuzzleFlashSocket'

FinalLockedScale[edit]

Type: float

Locked indicator final scale

Default value: 1.0

FireCameraAnim[edit]

Type: array<CameraAnim>

camera anim to play when firing (for camera shakes)

GroupWeight[edit]

Type: float

position within inventory group. (used by prevweapon and nextweapon)

HiddenWeaponsOffset[edit]

Type: Object.Vector

special offset when using hidden weapons, as we need to still place the weapon for e.g. attached beams

Default value:

Member Value
X 0.0
Y -50.0
Z -50.0

HitEnemy[edit]

Type: byte

Modifiers: repnotify

Replicated flag set when hitscan hits enemy

IconCoordinates[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 600.0
UL 111.0
V 341.0
VL 58.0

IconHeight[edit]

Type: int


Default value: 45

IconWidth[edit]

Type: int


Default value: 31

IconX[edit]

Type: int


Default value: 458

IconY[edit]

Type: int


Default value: 83

InventoryGroup[edit]

Type: byte

The weapon/inventory set, 0-9.

InventoryWeight[edit]

Type: float

The final inventory weight. It's calculated in PostBeginPlay()

JumpHintString[edit]

Type: string

Modifiers: localized


LastHitEnemyTime[edit]

Type: float

Used to decide whether to red color crosshair

Default value: -1000.0

LastRotation[edit]

Type: Object.Rotator

Last Rotation update for this weapon

LastRotUpdate[edit]

Type: float

Last Rotation update time for this weapon

LocationSpeech[edit]

Type: array<SoundNodeWave>


LockedCrossHairCoordinates[edit]

Type: UIRoot.TextureCoordinates

Holds the image to use for the crosshair.

Default value:

Member Value
U 406.0
UL 76.0
V 320.0
VL 77.0

LockedScaleTime[edit]

Type: float

Locked indicator scale time

Default value: 0.15

LockedStartTime[edit]

Type: float

Lock start time

LockerAmmoCount[edit]

Type: int

Initial ammo count if in weapon locker

LockerOffset[edit]

Type: Object.Vector


Default value:

Member Value
X 0.0
Y 0.0
Z -15.0

LockerRotation[edit]

Type: Object.Rotator

Weapon locker

Default value:

Member Value
Pitch 16384
Roll 0
Yaw 0

MaxAmmoCount[edit]

Type: int

Max ammo count

Default value: 1

MaxPitchLag[edit]

Type: float

Limit for pitch lead

Default value: 600.0

MaxYawLag[edit]

Type: float

Limit for yaw lead

Default value: 800.0

MinReloadPct[edit]

Type: array<float>

Holds the min. amount of reload time that has to pass before you can switch

Default value, index 0: 0.6

Default value, index 1: 0.6

MuzzleFlashAltPSCTemplate[edit]

Type: ParticleSystem

Normal Fire and Alt Fire Templates

MuzzleFlashColor[edit]

Type: Object.Color

UTWeapon looks to set the color via a color parameter in the emitter

MuzzleFlashLight[edit]

Type: UTExplosionLight

dynamic light

MuzzleFlashLightClass[edit]

Type: class<UTExplosionLight>

dynamic light class

MuzzleFlashPSC[edit]

Type: UTParticleSystemComponent

Muzzle flash PSC and Templates

MuzzleFlashPSCTemplate[edit]

Type: ParticleSystem

Normal Fire and Alt Fire Templates

MuzzleFlashSocket[edit]

Type: name

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

Default value: 'MuzzleFlashSocket'

NeedToPickUpAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo


Default value:

Member Value
AnnouncementText "Grab the Super Weapon!"

OldLeadMag[edit]

Type: float

Array size: 2

How far weapon was leading last tick

OldMaxDiff[edit]

Type: float

Array size: 2

max lead amount last tick

OldRotDiff[edit]

Type: int

Array size: 2

rotation magnitude last tick

OverlayMesh[edit]

Type: MeshComponent

Modifiers: protected

mesh for overlay - Each weapon will need to add its own overlay mesh in its default props

PivotTranslation[edit]

Type: Object.Vector

Adjust pivot of rotating pickup

Default value:

Member Value
X 0.0
Y -25.0
Z 0.0

PrimaryFireHintString[edit]

Type: string

Modifiers: localized

Hint strings

Default value: "triggers the primary fire of this weapon."

ProjectileSpawnOffset[edit]

Type: float


Default value: 20.0

QuickPickGroup[edit]

Type: int

The index in to the Quick Pick radial menu to use

Default value: -1

QuickPickWeight[edit]

Type: float

Used to sort it within a group

ReturnChgSpeed[edit]

Type: float

Scaling faster for returning speed

Default value: 3.0

RotChgSpeed[edit]

Type: float

Scaling faster for leading speed

Default value: 3.0

SecondaryFireHintString[edit]

Type: string

Modifiers: localized


Default value: "triggers the alternate fire of this weapon."

ShotCost[edit]

Type: array<int>

Holds the amount of ammo used for a given shot

Default value, index 0: 1

Default value, index 1: 1

SimpleCrossHairCoordinates[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 276.0
UL 22.0
V 84.0
VL 25.0

StartLockedScale[edit]

Type: float

Locked indicator start scale

Default value: 2.0

SwitchAbortTime[edit]

Type: float

used when aborting a weapon switch (WeaponAbortEquip and WeaponAbortPutDown)

UseHintString[edit]

Type: string

Modifiers: localized


WeaponCanvasXPct[edit]

Type: float

Percent (from right edge) of screen space taken by weapon on x axis.

Default value: 0.35

WeaponCanvasYPct[edit]

Type: float

Percent (from bottom edge) of screen space taken by weapon on y axis.

Default value: 0.35

WeaponColor[edit]

Type: Object.Color

The Color used when drawing the Weapon's Name on the Hud

Default value:

Member Value
A 255
B 255
G 255
R 255

WeaponFireWaveForm[edit]

Type: ForceFeedbackWaveform

controller rumble to play when firing.

Default value: ForceFeedbackWaveform'UTGame.Default__UTWeapon:ForceFeedbackWaveformShooting1'

WidescreenRotationOffset[edit]

Type: Object.Rotator

rotational offset only applied when in widescreen

Default value:

Member Value
Pitch 900
Roll 0
Yaw 0

ZoomedFireModeNum[edit]

Type: byte

Holds the fire mode num of the zoom

ZoomedRate[edit]

Type: float


ZoomedTargetFOV[edit]

Type: float


ZoomFadeTime[edit]

Type: float


ZoomInSound[edit]

Type: SoundCue

Sounds to play when zooming begins/ends/etc.

Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomIn_Cue'

ZoomOutSound[edit]

Type: SoundCue

Sounds to play when zooming begins/ends/etc.

Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomOut_Cue'