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UE3:UTHUD instance functions (UT3)

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UT3 Object >> Actor >> HUD >> GameHUD >> UTHUD (instance functions)
UTHUD instance functions in other games:
UDK
Other member categories for this class:
properties

Instance functions[edit]

AddPostRenderedActor[edit]

function AddPostRenderedActor (Actor A)

AddPostRenderedActor() add an actor to the PostRenderedActors array

CheckCrosshairOnFriendly[edit]

function bool CheckCrosshairOnFriendly ()


DisplayAmmo[edit]

function DisplayAmmo (UTWeapon Weapon)


DisplayClock[edit]

function DisplayClock ()


DisplayConsoleMessages[edit]

function DisplayConsoleMessages ()

Overrides: HUD.DisplayConsoleMessages

Display current messages

DisplayDamage[edit]

function DisplayDamage ()


DisplayFragCount[edit]

function DisplayFragCount (Object.Vector2D POS)


DisplayHeroMeter[edit]

function DisplayHeroMeter ()


DisplayHit[edit]

function DisplayHit (Object.Vector HitDir, int Damage, class<DamageTypedamageType)

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[edit]

function DisplayHUDMessage (string Message, optional float XOffsetPct, optional float YOffsetPct)

Displays a HUD message

DisplayLeaderBoard[edit]

function DisplayLeaderBoard (Object.Vector2D POS)


DisplayLocalMessages[edit]

function DisplayLocalMessages ()

Overrides: HUD.DisplayLocalMessages


DisplayMap[edit]

function DisplayMap ()

Draw the Map

DisplayMOTD[edit]

function DisplayMOTD ()

Displays the MOTD Scene

DisplayPawnDoll[edit]

function DisplayPawnDoll ()


DisplayPortrait[edit]

simulated function DisplayPortrait (float DeltaTime)

Render the character portrait on the screen.

Parameters:

  • RenderDelta - How long since the last render

DisplayPowerups[edit]

function DisplayPowerups ()


DisplayQuickPickCell[edit]

simulated function DisplayQuickPickCell (UTPawn.QuickPickCell Cell, float Angle, bool bSelected)


DisplayQuickPickMenu[edit]

simulated function DisplayQuickPickMenu ()


DisplayScoring[edit]

function DisplayScoring ()


DrawAIOverlays[edit]

function DrawAIOverlays ()

draws AI goal overlays over each AI pawn

DrawEngineHUD[edit]

function DrawEngineHUD ()

Overrides: HUD.DrawEngineHUD

We override this here so we do not have the copyright screen show up in envyentry or when you skip past a movie *

DrawGameHud[edit]

function 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[edit]

function 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[edit]

function DrawLivingHud ()

Anything drawn in this function will be displayed ONLY when the player is living.

DrawMessageText[edit]

function DrawMessageText (HUD.HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY)

Overrides: HUD.DrawMessageText


DrawMicIcon[edit]

function DrawMicIcon ()


DrawNameplateBackground[edit]

function DrawNameplateBackground (Object.Vector2D Pos, float WordWidth, Object.LinearColor NameplateColor, optional float WordHeight)


DrawPlayerBeacon[edit]

function DrawPlayerBeacon (UTPawn P, Canvas BeaconCanvas, Object.Vector CameraPosition, Object.Vector ScreenLoc)

Draw postrenderfor team beacon for an on-foot player

DrawPostGameHud[edit]

function DrawPostGameHud ()

This function is called when we are drawing the hud but the match is over.

DrawShadowedRotatedTile[edit]

simulated function DrawShadowedRotatedTile (Texture2D Tex, Object.Rotator Rot, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Object.Color TileColor, optional bool bScaleToRes)


DrawShadowedStretchedTile[edit]

simulated function DrawShadowedStretchedTile (Texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Object.Color TileColor, optional bool bScaleToRes)


DrawShadowedTile[edit]

simulated function DrawShadowedTile (Texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Object.Color TileColor, optional bool bScaleToRes)


DrawTileCentered[edit]

function DrawTileCentered (Texture2D Tex, float xl, float yl, float u, float v, float ul, float vl, Object.LinearColor C)

Draws a textured centered around the current position

DrawToolTip[edit]

function DrawToolTip (Canvas Cvs, PlayerController PC, string Command, float X, float Y, float U, float V, float UL, float VL, float ResScale, optional Texture2D IconTexture, optional float Alpha)


DrawVehicleBeacon[edit]

function DrawVehicleBeacon (UTVehicle V, Canvas BeaconCanvas, Object.Vector ScreenLoc, float XL, float YL, float HealthY, float TextXL, float Dist, Object.LinearColor VTeamColor, string ScreenName, Object.Color TextColor)

Draw postrenderfor team beacon for a vehicle

FlashDamage[edit]

function FlashDamage (float FlashPosition)

Configures a damage directional indicator and makes it appear

Parameters:

  • FlashPosition - Where it should appear

GetScreenCoords[edit]

function GetScreenCoords (float PosY, out float ScreenX, out float ScreenY, out HUD.HudLocalizedMessage InMessage)

Overrides: HUD.GetScreenCoords


GetUIController[edit]

function UIInteraction GetUIController (optional out LocalPlayer LP)

Accessors for the UI system for opening scenes (scoreboard/menus/etc)

HidePortrait[edit]

simulated function HidePortrait ()

If the portrait is visible, this will immediately try and hide it

Message[edit]

function Message (PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime)

Overrides: HUD.Message


NotifyLocalPlayerTeamReceived[edit]

simulated function NotifyLocalPlayerTeamReceived ()

Overrides: Actor.NotifyLocalPlayerTeamReceived


OpenScene[edit]

function UTUIScene OpenScene (UTUIScene Template)

OpenScene - Opens a UIScene

Parameters:

  • Template - The scene template to open

QuickPick[edit]

simulated function QuickPick (int Quad)

Change the selection in a given QuickPick group

RemovePostRenderedActor[edit]

function RemovePostRenderedActor (Actor A)

RemovePostRenderedActor() remove an actor from the PostRenderedActors array

ResetHeroTooltipTimeStamp[edit]

function ResetHeroTooltipTimeStamp ()


ResolveHUDPosition[edit]

function Object.Vector2D ResolveHUDPosition (Object.Vector2D Position, float Width, float Height)

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[edit]

function SetDisplayedOrders (string OrderText)


ShowPortrait[edit]

simulated function ShowPortrait (UTPlayerReplicationInfo ShowPRI, optional float PortraitDuration, optional bool bOverrideCurrentSpeaker)

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[edit]

function SpawnScoreBoard (class<ScoreBoardScoringType)

Overrides: HUD.SpawnScoreBoard


UpdateCTFFlagVisibility[edit]

simulated function UpdateCTFFlagVisibility (UTCTFFlag CTFFlag)


UpdateDamage[edit]

function UpdateDamage ()

Update Damage always needs to be called