Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:UTUIFrontEnd_WeaponReplacementMenu (UDK)

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UDK Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_WeaponReplacementMenu
Package: 
UTGame
This class in other games:
UT3


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

Type: array<string>

Modifiers: transient

List of possible weapon classes.

WeaponFriendlyNames

Type: array<string>

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

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

Post initialize callback.

SceneActivated

event SceneActivated (bool bInitialActivation)

Overrides: UTUIFrontEnd.SceneActivated

Actiated event for the scene.

Other instance functions

BuildWeaponOptions

function BuildWeaponOptions ()

Builds the weapons option lists.

GetClassFieldName

function string GetClassFieldName (string ClassName)

Returns:

string Returns a fieldname given a weapon class name.

HandleInputKey

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

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

function OnAccept ()

Callback for when the user accepts the changes.

OnAcceptOptions

function OnAcceptOptions (UIScreenObject InObj, int PlayerIndex)

Callback for when the option list is accepted.

OnBack

function OnBack ()

Callback for when the user wants to back out of this screen.

OnButtonBar_Accept

function bool OnButtonBar_Accept (UIScreenObject InButton, int InPlayerIndex)


OnButtonBar_Back

function bool OnButtonBar_Back (UIScreenObject InButton, int InPlayerIndex)

Buttonbar Callbacks.

SetupButtonBar

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Sets up the scene's button bar.