My program doesn't have bugs. It just develops random features.
UE3:DroppedPickup (UDK)
- Package:
- Engine
- Direct subclass:
- UTDroppedPickup
- This class in other games:
- UT3
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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]
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 |
|
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]
[edit]
[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
EncroachedBy[edit]
Overrides: Actor.EncroachedBy
Landed[edit]
Overrides: Actor.Landed
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
SetPickupMesh[edit]
Set Pickup mesh to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.
SetPickupParticles[edit]
Set Pickup particles to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.
Other instance functions[edit]
DetourWeight[edit]
GiveTo[edit]
give pickup to player
PickedUpBy[edit]
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]
States[edit]
FadeOut[edit]
Extends: Pickup
FadeOut.BeginState[edit]
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]
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]
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]
Overrides: Actor.Timer (global)
Pickup.Touch[edit]
Overrides: Actor.Touch (global)
Pickup.CheckTouching[edit]
Pickup.RecheckValidTouch[edit]
Overrides: RecheckValidTouch (global)
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed