My program doesn't have bugs. It just develops random features.

UE3:DroppedPickup (UDK)

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UDK Object >> Actor >> DroppedPickup
Package: 
Engine
Direct subclass:
UTDroppedPickup
This class in other games:
UT3

Pickup items.

PickupFactory should be used to place items in the level. This class is for dropped inventory, which should attach itself to this pickup, and set the appropriate mesh

Properties[edit]

bFadeOut[edit]

Type: bool

Modifiers: repnotify


Inventory[edit]

Type: Inventory

the dropped inventory item which spawned this pickup

InventoryClass[edit]

Type: class<Inventory>

Modifiers: repnotify

Class of the inventory object to pickup

PickupCache[edit]

Type: NavigationPoint

navigationpoint this pickup is attached to

Default values[edit]

Property Value
bCollideActors True
bCollideWorld True
bIgnoreRigidBodyPawns True
bOnlyDirtyReplication True
bOrientOnSlope True
bShouldBaseAtStartup True
bUpdateSimulatedPosition True
CollisionComponent CylinderComponent'CollisionCylinder'
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
Components[1] CylinderComponent'CollisionCylinder'
LifeSpan 16.0
NetPriority 1.4
NetUpdateFrequency 8.0
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Pitch 0
Roll 0
Yaw 5000

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Property Value
CollideActors True
CollisionHeight 20.0
CollisionRadius 30.0
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None
Sprite Texture2D'EditorResources.S_Inventory'

Functions[edit]

Native functions[edit]

AddToNavigation[edit]

native final function AddToNavigation ()


RemoveFromNavigation[edit]

native final function RemoveFromNavigation ()


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


Landed[edit]

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


SetPickupMesh[edit]

simulated event SetPickupMesh (PrimitiveComponent PickupMesh)

Set Pickup mesh to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.

SetPickupParticles[edit]

simulated event SetPickupParticles (ParticleSystemComponent PickupParticles)

Set Pickup particles to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.

Other instance functions[edit]

DetourWeight[edit]

function float DetourWeight (Pawn Other, float PathWeight)


GiveTo[edit]

function GiveTo (Pawn P)

give pickup to player

PickedUpBy[edit]

function PickedUpBy (Pawn P)

Overrides: Actor.PickedUpBy

(Description copied from Actor.PickedUpBy)
implemented by pickup type Actors to do things following a successful pickup

Parameters:

  • P - the Pawn that picked us up

Todo: remove this and fix up the DenyPickupQuery() calls that use this

RecheckValidTouch[edit]

function RecheckValidTouch ()


States[edit]

FadeOut[edit]

Extends: Pickup

FadeOut.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Pickup.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Pickup[edit]

Modifiers: auto

Pickup.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Pickup.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Pickup.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Pickup.Touch[edit]

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch (global)


Pickup.CheckTouching[edit]

function CheckTouching ()


Pickup.RecheckValidTouch[edit]

function RecheckValidTouch ()

Overrides: RecheckValidTouch (global)

Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed

Pickup.ValidTouch[edit]

function bool ValidTouch (Pawn Other)