Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:AssaultRifle (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Weapons
- Direct subclass:
- WeaponAutoTurret
- This class in other games:
- UT2003, UT2004
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Properties[edit]
AltMuzzleflash[edit]
Type: ParticleGenerator
Angle[edit]
Type: float
DesiredAngle[edit]
Type: float
LastTimeSeconds[edit]
Type: float
MuzzleflashA[edit]
Type: ParticleGenerator
MuzzleflashB[edit]
Type: ParticleGenerator
ReloadDustA[edit]
Type: ParticleGenerator
ReloadDustB[edit]
Type: ParticleGenerator
ReloadDustC[edit]
Type: ParticleGenerator
VentflashA[edit]
Type: ParticleGenerator
VentflashB[edit]
Type: ParticleGenerator
VentflashC[edit]
Type: ParticleGenerator
Default values[edit]
Functions[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: Weapon.Destroyed
PostBeginPlay[edit]
simulated event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
Other instance functions[edit]
GetCrosshairAngle210[edit]
function interface float GetCrosshairAngle210 ()
GetCrosshairAngle330[edit]
function interface float GetCrosshairAngle330 ()
GetCrosshairAngle90[edit]
function interface float GetCrosshairAngle90 ()
HandleLastRound[edit]
simulated function HandleLastRound ()
HandleTargetDetails[edit]
simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)
Overrides: Weapon.HandleTargetDetails
HandleTraceImpact[edit]
Overrides: Weapon.HandleTraceImpact
PlayFiring[edit]
simulated function PlayFiring ()
Overrides: Weapon.PlayFiring
PlayReloading[edit]
simulated function PlayReloading ()
Overrides: Weapon.PlayReloading
SetupAttachments[edit]
simulated function SetupAttachments ()
UpdateAttachments[edit]
simulated function UpdateAttachments ()
UpdateCrosshair[edit]
simulated function UpdateCrosshair (Canvas Canvas)
Overrides: Weapon.UpdateCrosshair
States[edit]
Firing[edit]
Inherits from: Weapon.Firing
Modifiers: simulated
Firing.EndState[edit]
simulated event EndState ()
Overrides: Weapon.Firing.EndState