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UE3:Inventory (UT3)

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Revision as of 10:04, 22 April 2013 by Pbrown (Talk | contribs) (The summary of the class was wrong. I have hopefully made it more accurate.)

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

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. When tossed out (using the DropFrom() function), inventory items spawn a DroppedPickup actor, of type DroppedPickupClass, to represent them.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Inventory'[edit]

PickupForce[edit]

Type: string


PickupMessage[edit]

Type: string

Modifiers: databinding, localized

Human readable description when picked up.

Default value: "Snagged an item."

PickupSound[edit]

Type: SoundCue


RespawnTime[edit]

Type: float

Respawn after this time, 0 for instant.

Internal variables[edit]

bDelayedSpawn[edit]

Type: bool


bDropOnDeath[edit]

Type: bool

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

bPredictRespawns[edit]

Type: bool

high skill bots may predict respawns for this item

bReceiveOwnerEvents[edit]

Type: bool

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

bRenderOverlays[edit]

Type: bool

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

DroppedPickupClass[edit]

Type: class<DroppedPickup>

When DropFrom() is called, it will spawn this type of actor.

Default value: Class'Engine.DroppedPickup'

DroppedPickupMesh[edit]

Type: PrimitiveComponent

When DropFrom is called, the spawned DroppedPickupClass will have this mesh imposed upon it.

DroppedPickupParticles[edit]

Type: ParticleSystemComponent


Inventory[edit]

Type: Inventory

Next Inventory in Linked List

InvManager[edit]

Type: InventoryManager


ItemName[edit]

Type: string

Modifiers: databinding, localized


MaxDesireability[edit]

Type: float

Maximum desireability this item will ever have.

Default value: 0.1

PickupFactoryMesh[edit]

Type: PrimitiveComponent


Default values[edit]

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

Subobjects[edit]

Sprite[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True

Functions[edit]

Static functions[edit]

BotDesireability[edit]

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


DetourWeight[edit]

static function float DetourWeight (Pawn Other, float PathWeight)


GetLocalString[edit]

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

Overrides: Actor.GetLocalString


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


Other instance functions[edit]

ActiveRenderOverlays[edit]

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[edit]

function AnnouncePickup (Pawn Other)


ClientGivenTo[edit]

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[edit]

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[edit]

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

Drop a representation of this item out in to the world. The world will see DroppedPickupItem, which will be associated with this inventory object

Parameters:

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

GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GivenTo[edit]

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[edit]

final function GiveTo (Pawn Other)


ItemRemovedFromInvManager[edit]

function ItemRemovedFromInvManager ()

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

OwnerEvent[edit]

function OwnerEvent (name EventName)


RenderOverlays[edit]

simulated function RenderOverlays (HUD H)