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UE3:InventoryManager (UDK)

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UDK Object >> Actor >> InventoryManager
Package: 
Engine
Direct subclass:
UTInventoryManager
This class in other games:
UT3

InventoryManager Base class to manage Pawn's inventory This provides a simple interface to control and interact with the Pawn's inventory, such as weapons, items and ammunition.

Properties[edit]

bMustHoldWeapon[edit]

Type: bool

if true, don't allow player to put down weapon without switching to another one

InventoryChain[edit]

Type: Inventory

First inventory item in inventory linked list

LastAttemptedSwitchToWeapon[edit]

Type: Weapon


PendingFire[edit]

Type: array<int>

Modifiers: private

Holds the current "Fire" status for both firing modes

PendingWeapon[edit]

Type: Weapon

Player will switch to PendingWeapon, once the current weapon has been put down.

Fixme: laurent -- PendingWeapon should be made protected, because too many bugs result by setting this variable directly. It's only safe to read it, but to change it, SetCurrentWeapon() should be used.

Default values[edit]

Property Value
bHidden True
bOnlyDirtyReplication True
bOnlyRelevantToOwner True
bReplicateInstigator True
bReplicateMovement False
CollisionType COLLIDE_CustomDefault
NetPriority 1.4
RemoteRole ROLE_SimulatedProxy
TickGroup TG_DuringAsyncWork

Functions[edit]

Iterator functions[edit]

InventoryActors[edit]

native final iterator function InventoryActors (class<InventoryBaseClass, out Inventory Inv)

returns all Inventory Actors of class BaseClass

Parameters:

  • BaseClass - Inventory actors returned are of, or childs of, this base class.

Output: Inv Inventory actors returned.

Note: this iterator bails if it encounters more than 100 items, since temporary loops in linked list may sometimes be created on network clients while link pointers are being replicated. For performance reasons you shouldn't have that many inventory items anyway.

Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed

Event called when inventory manager is destroyed, called from Pawn.Destroyed()

DiscardInventory[edit]

simulated event DiscardInventory ()

Discard full inventory, generally because the owner died

FindInventoryType[edit]

simulated event Inventory FindInventoryType (class<InventoryDesiredClass, optional bool bAllowSubclass)

returns the inventory item of the requested class if it exists in this inventory manager.

Parameters:

  • DesiredClass - class of inventory item we're trying to find.
  • bAllowSubclass - whether subclasses of the desired class are acceptable

Returns:

Inventory actor if found, None otherwise.

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions[edit]

See InventoryManager instance functions.