There is no spoon

UE3:UTHUD (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> HUD >> GameHUD >> UTHUD
Package: 
UTGame
Direct subclass:
UTTeamHUD
This class in other games:
UT3

UTHUD UT Heads Up Display

Properties[edit]

Property group 'UTHUD'[edit]

BkgTexColor[edit]

Type: Object.Color


BkgTexCoords[edit]

Type: UIRoot.TextureCoordinates


BkgTexture[edit]

Type: Texture2D


Internal variables[edit]

See UTHUD internal variables.

Default values[edit]

Property Value
MaxHUDAreaMessageCount 2

Structs[edit]

DamageInfo[edit]

Modifiers: native

Holds the various data for each Damage Type

float FadeTime 
float FadeValue 
MaterialInstanceConstant MatConstant 

Functions[edit]

Static native functions[edit]

TranslateBindToFont[edit]

native static function TranslateBindToFont (string InBindStr, out Font DrawFont, out string OutBindStr)

Convert a string with potential escape sequenced data in it to a font and the string that should be displayed

Other static functions[edit]

DrawBackground[edit]

static simulated function DrawBackground (float X, float Y, float Width, float Height, Object.LinearColor DrawColor, Canvas DrawCanvas)


DrawBarGraph[edit]

static simulated function DrawBarGraph (float X, float Y, float Width, float MaxWidth, float Height, Canvas DrawCanvas, Object.Color BarColor, Object.Color BackColor)


DrawBeaconBackground[edit]

static simulated function DrawBeaconBackground (float X, float Y, float Width, float Height, Object.LinearColor DrawColor, Canvas DrawCanvas)


DrawHealth[edit]

static simulated function DrawHealth (float X, float Y, float Width, float MaxWidth, float Height, Canvas DrawCanvas, optional byte Alpha)

Draw a beacon healthbar

Parameters:

  • Width - is the actual health width
  • MaxWidth - corresponds to the max health

FormatTime[edit]

static function string FormatTime (int Seconds)

Creates a string from the time

GetFontSizeIndex[edit]

static function Font GetFontSizeIndex (int FontSize)

Overrides: HUD.GetFontSizeIndex


GetTeamColor[edit]

static simulated function GetTeamColor (int TeamIndex, optional out Object.LinearColor ImageColor, optional out Object.Color TextColor)


Exec functions[edit]

GrowHUD[edit]

exec function GrowHUD ()

Add missing elements to HUD

ReleaseShowScores[edit]

exec function ReleaseShowScores ()


SetShowScores[edit]

exec function SetShowScores (bool bNewValue)

Overrides: HUD.SetShowScores

sets bShowScores to a specific value (not toggle)

ShowAllAI[edit]

exec function ShowAllAI ()


ShowQuickPickMenu[edit]

exec function ShowQuickPickMenu (bool bShow)

Toggle the Quick Pick Menu

ShowSquadRoutes[edit]

exec function ShowSquadRoutes ()


ShrinkHUD[edit]

exec function ShrinkHUD ()

Remove elements from HUD

StartMusic[edit]

exec function StartMusic ()


ToggleHUD[edit]

exec function ToggleHUD ()

Overrides: HUD.ToggleHUD

Misc / Utility functions

Native functions[edit]

DrawGlowText[edit]

native function DrawGlowText (string Text, float X, float Y, optional float MaxHeightInPixels, optional float PulseTime, optional bool bRightJustified)

Draw a glowing string

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: HUD.PostBeginPlay

Create a list of actors needing post renders for. Also Create the Hud Scene

PostRender[edit]

event PostRender ()

Overrides: HUD.PostRender

Perform any value precaching, and set up various safe regions

NOTE: NO DRAWING should ever occur in PostRender. Put all drawing code in DrawHud().

Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

See UTHUD instance functions.