My program doesn't have bugs. It just develops random features.
UE3:UTPowerupPickupFactory (UDK)
Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTPowerupPickupFactory |
- Package:
- UTGame
- Direct subclasses:
- UTPickupFactory_Berserk, UTPickupFactory_JumpBoots, UTPickupFactory_UDamage
- This class in other games:
- UT3
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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]
adds weapon overlay material this powerup uses (if any) to the GRI in the correct spot
See: UTPawn.WeaponOverlayFlags, UTWeapon::SetWeaponOverlayFlags
SetPickupHidden[edit]
Overrides: UTPickupFactory.SetPickupHidden
SetPickupVisible[edit]
Overrides: UTPickupFactory.SetPickupVisible
SpawnCopyFor[edit]
Overrides: PickupFactory.SpawnCopyFor