Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTUIFrontEnd_WeaponReplacementMenu (UDK)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_WeaponReplacementMenu |
Contents
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties
AmmoToReplace
Type: array<UTMutator_WeaponReplacement.ReplacementInfo>
Modifiers: transient
MenuItemDataStore
Type: UTUIDataStore_MenuItems
Modifiers: transient
Reference to the menu item datastore.
OptionList
Type: UTUIOptionList
Modifiers: transient
Reference to option list.
OptionsDataStore
Type: UTUIDataStore_Options
Modifiers: transient
Reference to the options datastore.
StringListDataStore
Type: UTUIDataStore_StringList
Modifiers: transient
Reference to the string list datastore.
WeaponClassNames
Modifiers: transient
List of possible weapon classes.
WeaponFriendlyNames
Modifiers: transient
WeaponProviders
Type: array<UTUIDataProvider_Weapon>
Modifiers: transient
WeaponsToReplace
Type: array<UTMutator_WeaponReplacement.ReplacementInfo>
Modifiers: transient
Replacement info.
Subobjects
SceneEventComponent
Class: Engine.UIComp_Event
Inherits from: UTUIFrontEnd.SceneEventComponent
No new values.
Functions
Events
PostInitialize
Overrides: UTUIFrontEnd.PostInitialize
Post initialize callback.
SceneActivated
Overrides: UTUIFrontEnd.SceneActivated
Actiated event for the scene.
Other instance functions
BuildWeaponOptions
Builds the weapons option lists.
GetClassFieldName
Returns:
- string Returns a fieldname given a weapon class name.
HandleInputKey
Overrides: UTUIFrontEnd.HandleInputKey
Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)
Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).
This delegate is called BEFORE kismet is given a chance to process the input.
Parameters:
- EventParms - information about the input event.
Returns:
- TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
OnAccept
Callback for when the user accepts the changes.
OnAcceptOptions
Callback for when the option list is accepted.
OnBack
Callback for when the user wants to back out of this screen.
OnButtonBar_Accept
OnButtonBar_Back
Buttonbar Callbacks.
SetupButtonBar
Overrides: UTUIFrontEnd.SetupButtonBar
Sets up the scene's button bar.