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UE3:UTDroppedPickup (UDK)

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UDK Object >> Actor >> DroppedPickup >> UTDroppedPickup
Package: 
UTGame
Direct subclasses:
UTDroppedItemPickup, UTRotatingDroppedPickup
This class in other games:
UT3

UT specific modifications to Pickup items.

PickupFactory should be used to place items in the level. This class is for dropped inventory, which should attach itself to this pickup, and set the appropriate mesh

Properties[edit]

Property group 'UTDroppedPickup'[edit]

YawRotationRate[edit]

Type: float


Default value: 32768.0

Internal variables[edit]

bPickupable[edit]

Type: bool

EMP forces a pickup to be unusable until it lands

Default value: True

bRotatingPickup[edit]

Type: bool


MyLightEnvironment[edit]

Type: LightEnvironmentComponent


Default value: DynamicLightEnvironmentComponent'DroppedPickupLightEnvironment'

PickupMesh[edit]

Type: PrimitiveComponent


PickupParticles[edit]

Type: ParticleSystemComponent


StartScale[edit]

Type: float


Default values[edit]

Property Value
bDestroyedByInterpActor True
Components[2] DynamicLightEnvironmentComponent'DroppedPickupLightEnvironment'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: DroppedPickup.CollisionCylinder

Property Value
ReplacementPrimitive None

DroppedPickupLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Property Value
AmbientGlow
Member Value
A 1.0
B 0.2
G 0.2
R 0.2
bCastShadows False
bDynamic False

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: DroppedPickup.Sprite

Property Value
ReplacementPrimitive None

Events[edit]

Landed[edit]

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: DroppedPickup.Landed


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


SetPickupMesh[edit]

simulated event SetPickupMesh (PrimitiveComponent NewPickupMesh)

Overrides: DroppedPickup.SetPickupMesh

Set Pickup mesh to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.

SetPickupParticles[edit]

simulated event SetPickupParticles (ParticleSystemComponent NewPickupParticles)

Overrides: DroppedPickup.SetPickupParticles

Set Pickup particles to use. Replicated through InventoryClass to remote clients using Inventory.DroppedPickup component as default mesh.

States[edit]

FadeOut[edit]

FadeOut.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: DroppedPickup.FadeOut.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Pickup[edit]

Inherits from: DroppedPickup.Pickup

Modifiers: auto

Pickup.Landed[edit]

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Landed (global)


Pickup.ValidTouch[edit]

function bool ValidTouch (Pawn Other)

Overrides: DroppedPickup.Pickup.ValidTouch