Always snap to grid
UE2:Weapon (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- Engine
- Known custom subclass:
- ReloadableWeaponBase
- This class in other games:
- RTNP, U1, UT, U2XMP, UT2004, U2, UT2003, UT3, UDK
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Parent class of all weapons. FIXME - should bReplicateInstigator be true???
Properties
Property group 'MuzzleFlash'
FlashLength
Type: float
How long muzzle flash should be displayed in seconds
Default value: 0.1
FlashOffsetX
Type: float
flash center offset from centered X (as pct. of Canvas X size)
FlashOffsetY
Type: float
flash center offset from centered Y (as pct. of Canvas Y size)
MuzzleFlashSize
Type: float
size of (square) texture
MuzzleScale
Type: float
scaling of muzzleflash
Default value: 1.0
Property group 'Weapon'
FireSound
Type: Sound
MessageNoAmmo
Type: string
Modifiers: localized
Default value: " has no ammo."
SelectSound
Type: Sound
Internal variables
See Weapon internal variables.
Default values
Property | Value | ||||||
---|---|---|---|---|---|---|---|
AttachmentClass | Class'Engine.WeaponAttachment' | ||||||
bReplicateInstigator | True | ||||||
DrawType | DT_Mesh | ||||||
Icon | Texture'Engine.S_Weapon' | ||||||
InventoryGroup | 1 | ||||||
ItemName | "Weapon" | ||||||
PlayerViewOffset |
|
Functions
Events
AnimEnd
simulated event AnimEnd (int Channel)
Overrides: Actor.AnimEnd
Destroyed
event Destroyed ()
Overrides: Inventory.Destroyed
PostNetBeginPlay
simulated event PostNetBeginPlay ()
Overrides: Actor.PostNetBeginPlay
RenderOverlays
simulated event RenderOverlays (Canvas Canvas)
Overrides: Inventory.RenderOverlays
TravelPostAccept
event TravelPostAccept ()
Overrides: Inventory.TravelPostAccept
Other instance functions
See Weapon instance functions.
States
See Weapon states.