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UE3:UTBeamWeaponAttachment (UT3)
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Object >> Actor >> UTWeaponAttachment >> UTBeamWeaponAttachment |
Contents
- Package:
- UTGame
- Direct subclass:
- UTAttachment_LinkGun
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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' |
Instance functions[edit]
AddBeamEmitter[edit]
simulated function AddBeamEmitter ()
HideEmitter[edit]
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)