Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:PickupFactory (UT3)
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 GetRespawnTime
- 2.3.3 GiveTo
- 2.3.4 InitializePickup
- 2.3.5 PickedUpBy
- 2.3.6 ReadyToPickup
- 2.3.7 RecheckValidTouch
- 2.3.8 RespawnEffect
- 2.3.9 SetPickupHidden
- 2.3.10 SetPickupMesh
- 2.3.11 SetPickupVisible
- 2.3.12 SetRespawn
- 2.3.13 ShouldRespawn
- 2.3.14 SpawnCopyFor
- 2.3.15 StartSleeping
- 3 States
- Package:
- Engine
- Direct subclass:
- UTPickupFactory
- This class in other games:
- UDK
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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 Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bIsSuperItem[edit]
Type: bool
bOnlyReplicateHidden[edit]
Type: bool
only replicate changes in bPickupHidden and bHidden
Default value: True
bPickupHidden[edit]
Type: bool
Modifiers: repnotify
Whether the pickup mesh should be hidden
bPredictRespawns[edit]
Type: bool
high skill bots may predict respawns for this item
InventoryType[edit]
Modifiers: repnotify
MaxDesireability[edit]
Type: float
OriginalFactory[edit]
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[edit]
Type: PrimitiveComponent
Modifiers: transient
ReplacementFactory[edit]
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[edit]
Type: float
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bCollideActors | True |
bCollideWhenPlacing | False |
bIgnoreEncroachers | True |
bStatic | False |
CollisionType | COLLIDE_TouchAll |
NetUpdateFrequency | 1.0 |
RemoteRole | ROLE_SimulatedProxy |
SupportedEvents[3] | Class'Engine.SeqEvent_PickupStatusChange' |
TickGroup | TG_DuringAsyncWork |
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 80.0 |
CollisionRadius | 40.0 |
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
No new values.
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
No new values.
Functions[edit]
Static functions[edit]
StaticPrecache[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
DetourWeight[edit]
Overrides: NavigationPoint.DetourWeight
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
SetInitialState[edit]
Overrides: Actor.SetInitialState
ShutDown[edit]
Overrides: Actor.ShutDown
ShutDown an actor.
Other instance functions[edit]
CheckForErrors[edit]
Overrides: Actor.CheckForErrors
GetRespawnTime[edit]
GiveTo[edit]
give pickup to player
InitializePickup[edit]
PickedUpBy[edit]
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[edit]
RecheckValidTouch[edit]
RespawnEffect[edit]
SetPickupHidden[edit]
SetPickupMesh[edit]
SetPickupVisible[edit]
SetRespawn[edit]
ShouldRespawn[edit]
SpawnCopyFor[edit]
StartSleeping[edit]
States[edit]
Disabled[edit]
Disabled.BeginState[edit]
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.Reset[edit]
Overrides: Reset (global)
Disabled.SetInitialState[edit]
Overrides: SetInitialState (global)
Disabled.ReadyToPickup[edit]
Overrides: ReadyToPickup (global)
Disabled.StartSleeping[edit]
Overrides: StartSleeping (global)
Pickup[edit]
Modifiers: auto
Pickup.BeginState[edit]
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[edit]
Overrides: DetourWeight (global)
Pickup.Touch[edit]
Overrides: Actor.Touch (global)
Pickup.CheckTouching[edit]
Pickup.ReadyToPickup[edit]
Overrides: ReadyToPickup (global)
Pickup.RecheckValidTouch[edit]
Overrides: RecheckValidTouch (global)
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed
Pickup.ValidTouch[edit]
Sleeping[edit]
Sleeping.BeginState[edit]
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[edit]
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[edit]
Overrides: ReadyToPickup (global)
Sleeping.StartSleeping[edit]
Overrides: StartSleeping (global)
WaitingForMatch[edit]
WaitingForMatch.BeginState[edit]
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[edit]
Overrides: Actor.MatchStarting (global)