Always snap to grid

UE1:HUD (UT)

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UT Object >> Actor >> HUD
Package: 
Engine
Direct subclasses:
ChallengeHUD, UnrealHUD
This class in other games:
RTNP, U1, U2XMP, UE2Runtime, UT3, UDK

HUD: Superclass of the heads-up display.

Properties[edit]

Property group 'HUD'[edit]

HUDConfigWindowType[edit]

Type: string


Default value: "UMenu.UMenuHUDConfigCW"

MainMenuType[edit]

Type: class<Menu>


Internal variables[edit]

Crosshair[edit]

Type: int

Modifiers: globalconfig


HudMode[edit]

Type: int

Modifiers: globalconfig


HUDMutator[edit]

Type: Mutator


MainMenu[edit]

Type: Menu


PlayerOwner[edit]

Type: PlayerPawn

always the actual owner

WhiteColor[edit]

Type: Object.Color


Default value:

Member Value
B 255
G 128

Default values[edit]

Property Value
bHidden True
RemoteRole ROLE_SimulatedProxy

Structs[edit]

HUDLocalizedMessage[edit]

class<LocalMessage> Message 
int Switch 
PlayerReplicationInfo RelatedPRI 
Object OptionalObject 
float EndOfLife 
float LifeTime 
bool bDrawing 
int numLines 
string StringMessage 
Object.Color DrawColor 
Font StringFont 
float XL 
float YL 
float YPos 

Functions[edit]

Events[edit]

PostRender[edit]

simulated event PostRender (Canvas Canvas)


PreRender[edit]

simulated event PreRender (Canvas Canvas)


Other instance functions[edit]

ChangeCrosshair[edit]

simulated function ChangeCrosshair (int d)


ChangeHud[edit]

simulated function ChangeHud (int d)


ClearMessage[edit]

function ClearMessage (out HUDLocalizedMessage M)


CopyMessage[edit]

function CopyMessage (out HUDLocalizedMessage M1, HUDLocalizedMessage M2)


DisplayMessages[edit]

simulated function bool DisplayMessages (Canvas Canvas)


DrawCrossHair[edit]

simulated function DrawCrossHair (Canvas Canvas, int StartX, int StartY)


InputNumber[edit]

simulated function InputNumber (byte F)


LocalizedMessage[edit]

simulated function LocalizedMessage (class<LocalMessageMessage, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional string CriticalString)


Message[edit]

simulated function Message (PlayerReplicationInfo PRI, coerce string Msg, name N)


PlayReceivedMessage[edit]

simulated function PlayReceivedMessage (string S, string PName, ZoneInfo PZone)


ProcessKeyEvent[edit]

function bool ProcessKeyEvent (int Key, int Action, float Delta)