My program doesn't have bugs. It just develops random features.
UE3:UTPickupFactory (UDK)
Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory |
Contents
- 1 Properties
- 1.1 BaseBrightEmissive
- 1.2 BaseDimEmissive
- 1.3 BaseEmissive
- 1.4 BaseMaterialInstance
- 1.5 BaseMaterialParamName
- 1.6 BaseMesh
- 1.7 BasePulseRate
- 1.8 BasePulseTime
- 1.9 BaseTargetEmissive
- 1.10 bDoVisibilityFadeIn
- 1.11 bFloatingPickup
- 1.12 bHasLocationSpeech
- 1.13 bIsDisabled
- 1.14 bIsRespawning
- 1.15 BobBaseOffset
- 1.16 BobOffset
- 1.17 BobSpeed
- 1.18 BobTimer
- 1.19 bPulseBase
- 1.20 bRandomStart
- 1.21 bRotatingPickup
- 1.22 bUpdatingPickup
- 1.23 Glow
- 1.24 GlowEmissiveParam
- 1.25 LastSeekNotificationTime
- 1.26 LightEnvironment
- 1.27 LocationSpeech
- 1.28 MIC_Visibility
- 1.29 MIC_VisibilitySecondMaterial
- 1.30 PickupReadySound
- 1.31 PickupStatName
- 1.32 PickUpWaveForm
- 1.33 PivotTranslation
- 1.34 PulseThreshold
- 1.35 RespawnSound
- 1.36 TeamOwner
- 1.37 VisibilityParamName
- 1.38 YawRotationRate
- 1.39 Default values
- 1.40 Subobjects
- 2 Functions
- 3 States
- Package:
- UTGame
- Direct subclasses:
- UTItemPickupFactory, UTPowerupPickupFactory, UTWeaponLocker, UTWeaponPickupFactory
- This class in other games:
- UT3
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Properties[edit]
BaseBrightEmissive[edit]
Type: Object.LinearColor
The baseline material colors
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BaseDimEmissive[edit]
Type: Object.LinearColor
When the pickup isn't on the base
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BaseEmissive[edit]
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BaseMaterialInstance[edit]
Type: MaterialInstanceConstant
Used to pulse the emissive on the base
BaseMaterialParamName[edit]
Type: name
This material instance parameter for adjusting the emissive
Default value: 'BaseEmissiveControl'
BaseMesh[edit]
Type: StaticMeshComponent
Modifiers: transient
pickup base mesh
BasePulseRate[edit]
Type: float
How fast does the base pulse
Default value: 0.5
BasePulseTime[edit]
Type: float
How much time left in the current pulse
BaseTargetEmissive[edit]
Type: Object.LinearColor
The TargetEmissive Color
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
bDoVisibilityFadeIn[edit]
Type: bool
This determines whether this health pickup fades in or not.
NOTE: need to move this up to the highest pickup factory so all items will fade in
Default value: True
bFloatingPickup[edit]
Type: bool
if true, the pickup mesh floats (bobs) slightly
bHasLocationSpeech[edit]
Type: bool
bIsDisabled[edit]
Type: bool
Modifiers: repnotify
In disabled state
bIsRespawning[edit]
Type: bool
Modifiers: repnotify
BobBaseOffset[edit]
Type: float
The base offset (Translation.Y) cached
BobOffset[edit]
Type: float
How far to bob. It will go from +/- this number
BobSpeed[edit]
Type: float
How fast should it bob
BobTimer[edit]
Type: float
Tracks the bob time. Used to create the position
bPulseBase[edit]
Type: bool
Modifiers: repnotify
When set to true, this base will begin pulsing it's emissive
bRandomStart[edit]
Type: bool
if true, this pickup will start at a random height
bRotatingPickup[edit]
Type: bool
if true, the pickup mesh rotates
bUpdatingPickup[edit]
Type: bool
whether this pickup is updating
Glow[edit]
Type: ParticleSystemComponent
the glowing effect that comes from the base on spawn
GlowEmissiveParam[edit]
Type: name
Default value: 'LightStrength'
LastSeekNotificationTime[edit]
Type: float
LightEnvironment[edit]
Type: DynamicLightEnvironmentComponent
The pickup's light environment
Default value: DynamicLightEnvironmentComponent'PickupLightEnvironment'
LocationSpeech[edit]
Type: array<SoundNodeWave>
MIC_Visibility[edit]
Type: MaterialInstanceConstant
holds the pickups material so parameters can be set *
MIC_VisibilitySecondMaterial[edit]
Type: MaterialInstanceConstant
holds the pickups 2nd material so parameters can be set *
PickupReadySound[edit]
Type: AudioComponent
Sound played on base while available to pickup
PickupStatName[edit]
Type: name
Name used for the stats system
PickUpWaveForm[edit]
Type: ForceFeedbackWaveform
Default value: ForceFeedbackWaveform'UTGame.Default__UTPickupFactory:ForceFeedbackWaveformPickUp'
PivotTranslation[edit]
Type: Object.Vector
Translation of pivot point
PulseThreshold[edit]
Type: float
This pickup base will begin pulsing when there are PulseThreshold seconds left before respawn.
Default value: 5.0
RespawnSound[edit]
Type: SoundCue
sound played when the pickup becomes available
Default value: SoundCue'A_Pickups.Generic.Cue.A_Pickups_Generic_ItemRespawn_Cue'
TeamOwner[edit]
Type: Controller
Array size: 4
AI controller currently going after this pickup (for team coordination)
VisibilityParamName[edit]
Type: name
Default value: 'ResIn'
YawRotationRate[edit]
Type: float
Default value: 32768.0
Default values[edit]
Subobjects[edit]
BaseMeshComp[edit]
Class: Engine.StaticMeshComponent
Property | Value |
---|---|
bCastDynamicShadow | False |
bForceDirectLightMap | True |
CachedMaxDrawDistance | 7000.0 |
CastShadow | False |
CollideActors | False |
LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment' |
MaxDrawDistance | 7000.0 |
ReplacementPrimitive | None |
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: PickupFactory.CollisionCylinder
Property | Value |
---|---|
CollisionHeight | 44.0 |
ReplacementPrimitive | None |
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: PickupFactory.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
PickupLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Property | Value |
---|---|
bCastShadows | False |
bDynamic | False |
Functions[edit]
Static functions[edit]
UpdateHUD[edit]
Events[edit]
InitPickupMeshEffects[edit]
split out from SetPickupMesh() for subclasses that don't want to do the base PickupFactory implementation
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
ReplicatedEvent[edit]
Overrides: PickupFactory.ReplicatedEvent
Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly
SetInitialState[edit]
Overrides: PickupFactory.SetInitialState
ShutDown[edit]
Overrides: PickupFactory.ShutDown
ShutDown an actor.
Other instance functions[edit]
DisablePickup[edit]
GetPickupStatName[edit]
Stats
PickedUpBy[edit]
Overrides: PickupFactory.PickedUpBy
(Description copied from Actor.PickedUpBy)
implemented by pickup type Actors to do things following a successful pickup
Parameters:
- P - the Pawn that picked us up
Todo: remove this and fix up the DenyPickupQuery() calls that use this
RespawnEffect[edit]
Overrides: PickupFactory.RespawnEffect
SetPickupHidden[edit]
Overrides: PickupFactory.SetPickupHidden
SetPickupMesh[edit]
Overrides: PickupFactory.SetPickupMesh
SetPickupVisible[edit]
Overrides: PickupFactory.SetPickupVisible
SetResOut[edit]
ShouldCamp[edit]
Returns true if Bot should wait for me
StartPulse[edit]
Pulse to the Brightest point
StopsProjectile[edit]
Overrides: Actor.StopsProjectile
States[edit]
Disabled[edit]
Disabled.BotDesireability[edit]
Pickup[edit]
Inherits from: PickupFactory.Pickup
Modifiers: auto
Pickup.BeginState[edit]
Overrides: PickupFactory.Pickup.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Pickup.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Sleeping[edit]
Sleeping.BeginState[edit]
Overrides: PickupFactory.Sleeping.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Sleeping.EndState[edit]
Overrides: PickupFactory.Sleeping.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.