UE3:UTAttachment_ImpactHammer (UT3)
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Object >> Actor >> UTWeaponAttachment >> UTAttachment_ImpactHammer |
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
BloodMIC
Type: MaterialInstanceConstant
ChargedAnim
Type: name
Default value: 'weaponchargedidle'
IdleAnim
Type: name
Default value: 'WeaponIdle'
Default values
Property | Value | ||||||||||||||
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ImpactEffects[0] |
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ImpactEffects[1] |
| ||||||||||||||
ImpactEffects[2] |
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ImpactEffects[3] |
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MuzzleFlashAltPSCTemplate | ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit' | ||||||||||||||
MuzzleFlashDuration | 0.33 | ||||||||||||||
MuzzleFlashPSCTemplate | ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Primary_Hit' | ||||||||||||||
MuzzleFlashSocket | 'MuzzleFlashSocket' | ||||||||||||||
WeaponClass | Class'UTGame.UTWeap_ImpactHammer' |
Subobjects
SkeletalMeshComponent0
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeaponAttachment.SkeletalMeshComponent0
Property | Value |
---|---|
Animations | UTAnimNodeSequence'UTGame.Default__UTAttachment_ImpactHammer:SkeletalMeshComponent0.MeshSequenceA' |
AnimSets[0] | AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_3P' |
bForceRefpose | 0 |
Scale | 0.8 |
SkeletalMesh | SkeletalMesh'WP_ImpactHammer.Mesh.SK_WP_Impact_3P_Mid' |
Instance functions
AddBlood
FireModeUpdated
Overrides: UTWeaponAttachment.FireModeUpdated
FirstPersonFireEffects
Overrides: UTWeaponAttachment.FirstPersonFireEffects
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
Play3pAnimation
SetImpactedActor
Overrides: UTWeaponAttachment.SetImpactedActor
SetSkin
Overrides: UTWeaponAttachment.SetSkin
SplitScreenEffects
Overrides: UTWeaponAttachment.SplitScreenEffects
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
StartCharging
ThirdPersonFireEffects
Overrides: UTWeaponAttachment.ThirdPersonFireEffects
Spawn all of the effects that will be seen in behindview/remote clients. This function is called from the pawn, and should only be called when on a remote client or if the local client is in a 3rd person mode.