Always snap to grid
UE3:UTHUD instance functions (UDK)
Contents
- 1 Instance functions
- 1.1 CheckCrosshairOnFriendly
- 1.2 DisplayAmmo
- 1.3 DisplayClock
- 1.4 DisplayConsoleMessages
- 1.5 DisplayDamage
- 1.6 DisplayFragCount
- 1.7 DisplayHealth
- 1.8 DisplayHit
- 1.9 DisplayHUDMessage
- 1.10 DisplayLeaderBoard
- 1.11 DisplayLocalMessages
- 1.12 DisplayMap
- 1.13 DisplayMOTD
- 1.14 DisplayPawnDoll
- 1.15 DisplayPortrait
- 1.16 DisplayPowerups
- 1.17 DisplayQuickPickCell
- 1.18 DisplayQuickPickMenu
- 1.19 DisplayScoring
- 1.20 DisplayWeaponBar
- 1.21 DrawAIOverlays
- 1.22 DrawGameHud
- 1.23 DrawHUD
- 1.24 DrawLivingHud
- 1.25 DrawMessageText
- 1.26 DrawMicIcon
- 1.27 DrawNameplateBackground
- 1.28 DrawPostGameHud
- 1.29 DrawShadowedRotatedTile
- 1.30 DrawShadowedStretchedTile
- 1.31 DrawShadowedTile
- 1.32 DrawTileCentered
- 1.33 DrawToolTip
- 1.34 FlashDamage
- 1.35 GetScreenCoords
- 1.36 GetUIController
- 1.37 HidePortrait
- 1.38 Message
- 1.39 OpenScene
- 1.40 QuickPick
- 1.41 ResolveHUDPosition
- 1.42 SetDisplayedOrders
- 1.43 ShowPortrait
- 1.44 SpawnScoreBoard
- 1.45 UpdateDamage
- UTHUD instance functions in other games:
- UT3
- Other member categories for this class:
- internal variables
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Instance functions
CheckCrosshairOnFriendly
DisplayAmmo
DisplayClock
DisplayConsoleMessages
Overrides: HUD.DisplayConsoleMessages
Display current messages
DisplayDamage
DisplayFragCount
DisplayHealth
DisplayHit
Called from various functions. It allows the hud to track when a hit is scored and display any indicators.
Parameters:
- HitDir - The vector to which the hit came at
- Damage - How much damage was done
- DamageType - Type of damage
DisplayHUDMessage
Displays a HUD message
DisplayLeaderBoard
DisplayLocalMessages
Overrides: HUD.DisplayLocalMessages
DisplayMap
Draw the Map
DisplayMOTD
Displays the MOTD Scene
DisplayPawnDoll
DisplayPortrait
Render the character portrait on the screen.
Parameters:
- RenderDelta - How long since the last render
DisplayPowerups
DisplayQuickPickCell
DisplayQuickPickMenu
DisplayScoring
DisplayWeaponBar
DrawAIOverlays
draws AI goal overlays over each AI pawn
DrawGameHud
This function is called to draw the hud while the game is still in progress. You should only draw items here that are always displayed. If you want to draw something that is displayed only when the player is alive use DrawLivingHud().
DrawHUD
Overrides: HUD.DrawHUD
This is the main drawing pump. It will determine which hud we need to draw (Game or PostGame). Any drawing that should occur regardless of the game state should go here.
DrawLivingHud
Anything drawn in this function will be displayed ONLY when the player is living.
DrawMessageText
Overrides: HUD.DrawMessageText
DrawMicIcon
DrawNameplateBackground
DrawPostGameHud
This function is called when we are drawing the hud but the match is over.
DrawShadowedRotatedTile
DrawShadowedStretchedTile
DrawShadowedTile
DrawTileCentered
Draws a textured centered around the current position
DrawToolTip
FlashDamage
Configures a damage directional indicator and makes it appear
Parameters:
- FlashPosition - Where it should appear
GetScreenCoords
Overrides: HUD.GetScreenCoords
GetUIController
Accessors for the UI system for opening scenes (scoreboard/menus/etc)
HidePortrait
If the portrait is visible, this will immediately try and hide it
Message
Overrides: HUD.Message
OpenScene
OpenScene - Opens a UIScene
Parameters:
- Template - The scene template to open
QuickPick
Change the selection in a given QuickPick group
ResolveHUDPosition
Given a default screen position (at 1024x768) this will return the hud position at the current resolution. NOTE: If the default position value is < 0.0f then it will attempt to place the right/bottom face of the "widget" at that offset from the ClipX/Y.
Parameters:
- Position - The default position (in 1024x768 space)
- Width - How wide is this "widget" at 1024x768
- Height - How tall is this "widget" at 1024x768
Returns:
- the hud position
SetDisplayedOrders
ShowPortrait
Given a PRI, show the Character portrait on the screen.
Parameters:
- ShowPRI - The PRI to show
- bOverrideCurrentSpeaker - If true, we will quickly slide off the current speaker and then bring on this guy
SpawnScoreBoard
Overrides: HUD.SpawnScoreBoard
UpdateDamage
Update Damage always needs to be called