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UE2:Weapon internal variables (UE2Runtime)

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UE2Runtime Object >> Actor >> Inventory >> Weapon (internal variables)
Weapon internal variables in other games:
U2, U2XMP
Other member categories for this class:
instance functions, states

Internal variables[edit]

AdjustedAim[edit]

Type: Object.Rotator


Affector[edit]

Type: Powerups

powerup chain currently affecting this weapon

AimError[edit]

Type: float

Aim Error for bots (note this value doubled if instant hit weapon)

Default value: 550.0

AIRating[edit]

Type: float


Default value: 0.5

AmmoName[edit]

Type: class<Ammunition>

Type of ammo used.

AmmoType[edit]

Type: Ammunition

Modifiers: travel

Inventory Ammo being used.

AutoSwitchPriority[edit]

Type: int


Default value: 1

bAutoFire[edit]

Type: bool

when changed, draw muzzle flash for current frame

bCanThrow[edit]

Type: bool

if true, player can toss this weapon out

Default value: True

bChangeWeapon[edit]

Type: bool

Used in Active State

bDrawMuzzleFlash[edit]

Type: bool


bForceAltFire[edit]

Type: bool


bForceFire[edit]

Type: bool


bForceReload[edit]

Type: bool


bMeleeWeapon[edit]

Type: bool

Weapon is only a melee weapon

bMuzzleFlash[edit]

Type: bool

if !=0 show first-person muzzle flash

bMuzzleFlashParticles[edit]

Type: bool


bPointing[edit]

Type: bool

Indicates weapon is being pointed

bRapidFire[edit]

Type: bool

used by pawn animations in determining firing animation, and for net replication

bSetFlashTime[edit]

Type: bool

reset FlashTime clock when false

bSniping[edit]

Type: bool

weapon useful for sniping

bSpectated[edit]

Type: bool


bSteadyToggle[edit]

Type: bool


bWeaponUp[edit]

Type: bool

Used in Active State

CrossHair[edit]

Type: Texture


CurrentRating[edit]

Type: float


Default value: 0.5

DisplayFOV[edit]

Type: float


Default value: 85.0

FireAdjust[edit]

Type: float


Default value: 1.0

FireOffset[edit]

Type: Object.Vector

Offset from first person eye position for projectile/trace start

FlashCount[edit]

Type: byte

when incremented, draw muzzle flash for current frame

FlashTime[edit]

Type: float

time when muzzleflash will be cleared (set in RenderOverlays())

LeftHandedMesh[edit]

Type: string

string of name of left-handed view mesh (if different)

MaxRange[edit]

Type: float

max range of weapon for non-trace hit attacks

Default value: 8000.0

MFTexture[edit]

Type: Texture

first-person muzzle flash sprite

MuzzleFlashMesh[edit]

Type: Mesh


MuzzleFlashScale[edit]

Type: float


MuzzleFlashStyle[edit]

Type: Actor.ERenderStyle


MuzzleFlashTexture[edit]

Type: Texture


NameColor[edit]

Type: Object.Color

used when drawing name on HUD

Default value:

Member Value
A 255
B 255
G 255
R 255

OldWeapon[edit]

Type: Weapon


PickupAmmoCount[edit]

Type: int

Amount of ammo initially in pick-up item.

ReloadCount[edit]

Type: byte


ShakeMag[edit]

Type: float


Default value: 300.0

ShakeSpeed[edit]

Type: Object.Vector


Default value:

Member Value
X 100.0
Y 100.0
Z 100.0

ShakeTime[edit]

Type: float


Default value: 0.1

ShakeVert[edit]

Type: Object.Vector


Default value:

Member Value
Z 5.0

StopFiringTime[edit]

Type: float

repeater weapons use this

TraceAccuracy[edit]

Type: float


TraceDist[edit]

Type: float

how far instant hit trace fires go

Default value: 10000.0

WeaponDescription[edit]

Type: string

Modifiers: localized