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UE3:UTBeamWeaponAttachment (UDK)

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UDK Object >> Actor >> UTWeaponAttachment >> UTBeamWeaponAttachment
Package: 
UTGame
Direct subclass:
UTAttachment_LinkGun
This class in other games:
UT3


Properties[edit]

BeamEmitter[edit]

Type: ParticleSystemComponent

Array size: 2

Holds the Emitter for the Beam

BeamSockets[edit]

Type: name

Array size: 2

Where to attach the Beam

BeamTemplate[edit]

Type: ParticleSystem

Array size: 2

The Particle System Template for the Beam

EndPointParamName[edit]

Type: name

The name of the EndPoint parameter

PawnOwner[edit]

Type: UTPawn

Quick access to the pawn owner

Subobjects[edit]

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeaponAttachment.SkeletalMeshComponent0

Property Value
Animations UTAnimNodeSequence'UTGame.Default__UTBeamWeaponAttachment:SkeletalMeshComponent0.MeshSequenceA'
ReplacementPrimitive None

Instance functions[edit]

AddBeamEmitter[edit]

simulated function AddBeamEmitter ()


HideEmitter[edit]

simulated function HideEmitter (int Index, bool bHide)


UpdateBeam[edit]

simulated function UpdateBeam (byte FireModeNum)


States[edit]

CurrentlyAttached[edit]

When an attachment is attached to a pawn, it enters the CurrentlyAttached state.

CurrentlyAttached.BeginState[edit]

simulated event BeginState (name PreviousStateName)

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).

CurrentlyAttached.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)