My program doesn't have bugs. It just develops random features.

UE3:UTPowerupPickupFactory (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTPowerupPickupFactory
Package: 
UTGame
Direct subclasses:
UTPickupFactory_Berserk, UTPickupFactory_JumpBoots, UTPickupFactory_UDamage
This class in other games:
UT3


Properties[edit]

ParticleEffects[edit]

Type: UTParticleSystemComponent

extra spinning particles (rotated in C++ when visible)

Spinner[edit]

Type: PrimitiveComponent

extra spinning component (rotated in C++ when visible)

Default values[edit]

Property Value
bIsSuperItem True
bMovable True
bRotatingPickup True
PickUpWaveForm ForceFeedbackWaveform'UTGame.Default__UTPowerupPickupFactory:ForceFeedbackWaveformPickUp'

Subobjects[edit]

BaseMeshComp[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTPickupFactory.BaseMeshComp

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTPickupFactory.CollisionCylinder

Property Value
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTPickupFactory.PathRenderer

Property Value
ReplacementPrimitive None

PickupLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTPickupFactory.PickupLightEnvironment

No new values.

Instance functions[edit]

AddWeaponOverlay[edit]

simulated function AddWeaponOverlay (UTGameReplicationInfo GRI)

adds weapon overlay material this powerup uses (if any) to the GRI in the correct spot

See: UTPawn.WeaponOverlayFlags, UTWeapon::SetWeaponOverlayFlags

SetPickupHidden[edit]

simulated function SetPickupHidden ()

Overrides: UTPickupFactory.SetPickupHidden


SetPickupVisible[edit]

simulated function SetPickupVisible ()

Overrides: UTPickupFactory.SetPickupVisible


SpawnCopyFor[edit]

function SpawnCopyFor (Pawn Recipient)

Overrides: PickupFactory.SpawnCopyFor