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UE3:Inventory (UDK)

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UDK Object >> Actor >> Inventory
Package: 
Engine
Direct subclasses:
UTInventory, Weapon
This class in other games:
RTNP, U1, UT, UE2Runtime, UT2003, UT2004, U2, U2XMP, UT3

Inventory

Inventory is the parent class of all actors that can be carried by other actors. Inventory items are placed in the holding actor's inventory chain, a linked list of inventory actors. Each inventory class knows what pickup can spawn it (its PickupClass). When tossed out (using the DropFrom() function), inventory items spawn a DroppedPickup actor to hold them.

Properties

Property group 'Inventory'

PickupForce

Type: string


PickupMessage

Type: string

Modifiers: databinding, localized

Human readable description when picked up.

Default value: "Snagged an item."

PickupSound

Type: SoundCue


RespawnTime

Type: float

Respawn after this time, 0 for instant.

Internal variables

bDelayedSpawn

Type: bool


bDropOnDeath

Type: bool

if true, this inventory item should be dropped if the owner dies

bPredictRespawns

Type: bool

high skill bots may predict respawns for this item

bReceiveOwnerEvents

Type: bool

If true, receive Owner events. OwnerEvent() is called.

bRenderOverlays

Type: bool

If true, this inventory item will be given access to HUD Canvas. RenderOverlays() is called.

DroppedPickupClass

Type: class<DroppedPickup>


Default value: Class'Engine.DroppedPickup'

DroppedPickupMesh

Type: PrimitiveComponent


DroppedPickupParticles

Type: ParticleSystemComponent


Inventory

Type: Inventory

Next Inventory in Linked List

InvManager

Type: InventoryManager


ItemName

Type: string

Modifiers: databinding, localized


MaxDesireability

Type: float

Maximum desireability this item will ever have.

Default value: 0.1

PickupFactoryMesh

Type: PrimitiveComponent


Default values

Property Value
bHidden True
bOnlyDirtyReplication True
bOnlyRelevantToOwner True
bReplicateMovement False
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
NetPriority 1.4
RemoteRole ROLE_SimulatedProxy

Subobjects

Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None

Functions

Static functions

BotDesireability

static function float BotDesireability (Actor PickupHolder, Pawn P, Controller C)


DetourWeight

static function float DetourWeight (Pawn Other, float PathWeight)


GetLocalString

static function string GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)

Overrides: Actor.GetLocalString


Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


Other instance functions

ActiveRenderOverlays

simulated function ActiveRenderOverlays (HUD H)

Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)

Parameters:

  • HUD - H

AnnouncePickup

function AnnouncePickup (Pawn Other)


ClientGivenTo

reliable client function ClientGivenTo (Pawn NewOwner, bool bDoNotActivate)

This Inventory Item has just been given to this Pawn (owning client only)

Parameters:

  • thisPawn - new Inventory owner
  • bDoNotActivate - If true, this item will not try to activate

DenyPickupQuery

function bool DenyPickupQuery (class<InventoryItemClass, Actor Pickup)

DenyPickupQuery Function which lets existing items in a pawn's inventory prevent the pawn from picking something up.

Parameters:

  • ItemClass - Class of Inventory our Owner is trying to pick up
  • Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)

Returns:

true to abort pickup or if item handles pickup

DropFrom

function DropFrom (Object.Vector StartLocation, Object.Vector StartVelocity)

Drop this item out in to the world

Parameters:

  • StartLocation - The World Location to drop this item from
  • StartVelocity - The initial velocity for the item when dropped

GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GivenTo

function GivenTo (Pawn thisPawn, optional bool bDoNotActivate)

This Inventory Item has just been given to this Pawn (server only)

Parameters:

  • thisPawn - new Inventory owner
  • bDoNotActivate - If true, this item will not try to activate

GiveTo

final function GiveTo (Pawn Other)


ItemRemovedFromInvManager

function ItemRemovedFromInvManager ()

Event called when Item is removed from Inventory Manager. Network: Authority

OwnerEvent

function OwnerEvent (name EventName)


RenderOverlays

simulated function RenderOverlays (HUD H)