Cogito, ergo sum
UE2:WeaponAttachment (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> InventoryAttachment >> WeaponAttachment |
- Package:
- Engine
- Direct subclass:
- XWeaponAttachment
- This class in other games:
- U2XMP, UE2Runtime, U2, UT2004
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. |
null
Properties
bAutoFire
Type: bool
When set to true.. begin auto fire sequence (used to play looping anims)
FiringMode
Type: byte
replicated to identify what type of firing/reload animations to play
FiringSpeed
Type: float
used by human animations to determine the appropriate speed to play firing animations
Default value: 1.0
FlashCount
Type: byte
when incremented, draw muzzle flash for current frame
mHitLocation
Type: Object.Vector
used for spawning hit effects client side
SpawnHitCount
Type: byte
when incremented, spawn hit effect at mHitLocation
Default values
Property | Value |
---|---|
bActorShadows | True |
bReplicateInstigator | True |
Functions
Events
ThirdPersonEffects
simulated event ThirdPersonEffects ()