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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

BeamEmitter

Type: ParticleSystemComponent

Array size: 2

Holds the Emitter for the Beam

BeamSockets

Type: name

Array size: 2

Where to attach the Beam

BeamTemplate

Type: ParticleSystem

Array size: 2

The Particle System Template for the Beam

EndPointParamName

Type: name

The name of the EndPoint parameter

PawnOwner

Type: UTPawn

Quick access to the pawn owner

Subobjects

SkeletalMeshComponent0

Class: Engine.SkeletalMeshComponent

Inherits from: UTWeaponAttachment.SkeletalMeshComponent0

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

Instance functions

AddBeamEmitter

simulated function AddBeamEmitter ()


HideEmitter

simulated function HideEmitter (int Index, bool bHide)


UpdateBeam

simulated function UpdateBeam (byte FireModeNum)


States

CurrentlyAttached

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

CurrentlyAttached.BeginState

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

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)