My program doesn't have bugs. It just develops random features.
UE3:DroppedPickup (UT3)
- Package:
- Engine
- Direct subclass:
- UTDroppedPickup
- This class in other games:
- UDK
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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
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bFadeOut
Type: bool
Modifiers: repnotify
Type: bool
Inventory
Type: Inventory
the dropped inventory item which spawned this pickup
InventoryClass
Modifiers: repnotify
Class of the inventory object to pickup
PickupCache
Type: NavigationPoint
navigationpoint this pickup is attached to
Default values
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
CollisionCylinder
Class: Engine.CylinderComponent
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 20.0 |
CollisionRadius | 30.0 |
Sprite
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
Sprite | Texture2D'EngineResources.S_Inventory' |
Functions
Native functions
Events
Destroyed
Overrides: Actor.Destroyed
EncroachedBy
Overrides: Actor.EncroachedBy
Landed
Overrides: Actor.Landed
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
Reset
Overrides: Actor.Reset
SetPickupMesh
Set Pickup mesh to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.
SetPickupParticles
Set Pickup particles to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.
Other instance functions
DetourWeight
GiveTo
give pickup to player
PickedUpBy
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
States
FadeOut
Extends: Pickup
FadeOut.BeginState
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
Modifiers: auto
Pickup.BeginState
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
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
Overrides: Actor.Timer (global)
Pickup.Touch
Overrides: Actor.Touch (global)
Pickup.CheckTouching
Pickup.RecheckValidTouch
Overrides: RecheckValidTouch (global)
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed