Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "UE3:DroppedPickup (UT3)"
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m (added missing members) |
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itself to this pickup, and set the appropriate mesh | itself to this pickup, and set the appropriate mesh | ||
− | Copyright 1998- | + | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. |
==Properties== | ==Properties== | ||
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'''[[Variables#Modifiers|Modifiers]]:''' repnotify | '''[[Variables#Modifiers|Modifiers]]:''' repnotify | ||
+ | |||
+ | <!-- enter variable description --> | ||
+ | |||
+ | ====bNavigationSet==== | ||
+ | '''Type:''' [[bool]] | ||
<!-- enter variable description --> | <!-- enter variable description --> | ||
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| {{tl|NetUpdateFrequency||Actor internal variables}} | | {{tl|NetUpdateFrequency||Actor internal variables}} | ||
| 8.0 | | 8.0 | ||
+ | |- | ||
+ | | {{tl|Physics||Actor}} | ||
+ | | {{tl|EPhysics||Actor|PHYS_Falling}} | ||
|- | |- | ||
| {{tl|RemoteRole||Actor internal variables}} | | {{tl|RemoteRole||Actor internal variables}} |
Latest revision as of 01:49, 16 August 2009
- Package:
- Engine
- Direct subclass:
- UTDroppedPickup
- This class in other games:
- UDK
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. |
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
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bFadeOut[edit]
Type: bool
Modifiers: repnotify
[edit]
Type: bool
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' | ||||||||
DesiredRotation |
|
||||||||
LifeSpan | 16.0 | ||||||||
NetPriority | 1.4 | ||||||||
NetUpdateFrequency | 8.0 | ||||||||
Physics | PHYS_Falling | ||||||||
RemoteRole | ROLE_SimulatedProxy | ||||||||
RotationRate |
|
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 20.0 |
CollisionRadius | 30.0 |
Sprite[edit]
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
Sprite | Texture2D'EngineResources.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