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UE3:PickupFactory (UDK)
Object >> Actor >> NavigationPoint >> PickupFactory |
Contents
- 1 Properties
- 2 Functions
- 2.1 Static functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 CheckForErrors
- 2.3.2 DelayRespawn
- 2.3.3 GetRespawnTime
- 2.3.4 GiveTo
- 2.3.5 InitializePickup
- 2.3.6 PickedUpBy
- 2.3.7 ReadyToPickup
- 2.3.8 RecheckValidTouch
- 2.3.9 RespawnEffect
- 2.3.10 SetPickupHidden
- 2.3.11 SetPickupMesh
- 2.3.12 SetPickupVisible
- 2.3.13 SetRespawn
- 2.3.14 SpawnCopyFor
- 2.3.15 StartSleeping
- 3 States
- Package:
- Engine
- Direct subclass:
- UTPickupFactory
- This class in other games:
- UT3
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PickupFactory. Produces pickups when active and touched by valid toucher Combines functionality of old Pickup and InventorySpot classes Pickup class now just used for dropped/individual items
Properties
bIsSuperItem
Type: bool
bOnlyReplicateHidden
Type: bool
only replicate changes in bPickupHidden and bHidden
Default value: True
bPickupHidden
Type: bool
Modifiers: repnotify
Whether the pickup mesh should be hidden
bPredictRespawns
Type: bool
high skill bots may predict respawns for this item
bRespawnPaused
Type: bool
set when the respawn process has been paused because DelayRespawn() is returning true
InventoryType
Modifiers: repnotify
MaxDesireability
Type: float
OriginalFactory
Type: PickupFactory
similarly, set this property on the replacement to point to the original so that it can optimally anchor itself on the path network
PickupMesh
Type: PrimitiveComponent
Modifiers: transient
ReplacementFactory
Type: PickupFactory
when replacing a pickup factory with another (e.g. mutators), set this property on the original to point to the replacement so that AI queries can be redirected to the right one
RespawnEffectTime
Type: float
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bCollideActors | True |
bCollideWhenPlacing | False |
bIgnoreEncroachers | True |
bStatic | False |
NetUpdateFrequency | 1.0 |
RemoteRole | ROLE_SimulatedProxy |
SupportedEvents[4] | Class'Engine.SeqEvent_PickupStatusChange' |
TickGroup | TG_DuringAsyncWork |
Subobjects
Arrow
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 80.0 |
CollisionRadius | 40.0 |
ReplacementPrimitive | None |
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite2
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions
Static functions
StaticPrecache
Events
Destroyed
Overrides: Actor.Destroyed
DetourWeight
Overrides: NavigationPoint.DetourWeight
PreBeginPlay
Overrides: Actor.PreBeginPlay
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
Reset
Overrides: Actor.Reset
SetInitialState
Overrides: Actor.SetInitialState
ShutDown
Overrides: NavigationPoint.ShutDown
ShutDown an actor.
Other instance functions
CheckForErrors
Overrides: Actor.CheckForErrors
DelayRespawn
GetRespawnTime
GiveTo
give pickup to player
InitializePickup
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
ReadyToPickup
RecheckValidTouch
RespawnEffect
SetPickupHidden
SetPickupMesh
SetPickupVisible
SetRespawn
SpawnCopyFor
StartSleeping
States
Disabled
Disabled.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).
Disabled.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.
Disabled.Reset
Overrides: Reset (global)
Disabled.SetInitialState
Overrides: SetInitialState (global)
Disabled.ReadyToPickup
Overrides: ReadyToPickup (global)
Disabled.StartSleeping
Overrides: StartSleeping (global)
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.DetourWeight
Overrides: DetourWeight (global)
Pickup.Touch
Overrides: Actor.Touch (global)
Pickup.CheckTouching
Pickup.ReadyToPickup
Overrides: ReadyToPickup (global)
Pickup.RecheckValidTouch
Overrides: RecheckValidTouch (global)
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed
Pickup.ValidTouch
Sleeping
Sleeping.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).
Sleeping.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.
Sleeping.ReadyToPickup
Overrides: ReadyToPickup (global)
Sleeping.StartSleeping
Overrides: StartSleeping (global)
WaitingForMatch
WaitingForMatch.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).
WaitingForMatch.MatchStarting
Overrides: Actor.MatchStarting (global)