Mostly Harmless
UE3:Inventory (UT3)
- Package:
- Engine
- Direct subclasses:
- Weapon, UTInventory
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, UT2004, U2, U2XMP, UDK
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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.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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>
When DropFrom() is called, it will spawn this type of actor.
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 |
Functions
Static functions
BotDesireability
DetourWeight
GetLocalString
Overrides: Actor.GetLocalString
Events
Destroyed
Overrides: Actor.Destroyed
Other instance functions
ActiveRenderOverlays
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
ClientGivenTo
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
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
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
Overrides: Actor.GetHumanReadableName
GivenTo
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
ItemRemovedFromInvManager
Event called when Item is removed from Inventory Manager. Network: Authority