Mostly Harmless
UE3:UTUIFrontEnd_WeaponReplacementMenu (UT3)
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. |
null
Properties[edit]
AmmoToReplace[edit]
Type: array<UTMutator_WeaponReplacement.ReplacementInfo>
Modifiers: transient
MenuItemDataStore[edit]
Type: UTUIDataStore_MenuItems
Modifiers: transient
Reference to the menu item datastore.
OptionList[edit]
Type: UTUIOptionList
Modifiers: transient
Reference to option list.
OptionsDataStore[edit]
Type: UTUIDataStore_Options
Modifiers: transient
Reference ot the options datastore.
StringListDataStore[edit]
Type: UTUIDataStore_StringList
Modifiers: transient
Reference to the string list datastore.
WeaponClassNames[edit]
Modifiers: transient
List of possible weapon classes.
WeaponFriendlyNames[edit]
Modifiers: transient
WeaponProviders[edit]
Type: array<UTUIDataProvider_Weapon>
Modifiers: transient
WeaponsToReplace[edit]
Type: array<UTMutator_WeaponReplacement.ReplacementInfo>
Modifiers: transient
Replacement info.
Subobjects[edit]
SceneEventComponent[edit]
Class: Engine.UIComp_Event
Inherits from: UTUIFrontEnd.SceneEventComponent
No new values.
Functions[edit]
Events[edit]
PostInitialize[edit]
Overrides: UTUIFrontEnd.PostInitialize
Post initialize callback.
SceneActivated[edit]
Overrides: UTUIFrontEnd.SceneActivated
Actiated event for the scene.
Other instance functions[edit]
BuildWeaponOptions[edit]
Builds the weapons option lists.
GetClassFieldName[edit]
Returns:
- string Returns a fieldname given a weapon class name.
HandleInputKey[edit]
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[edit]
Callback for when the user accepts the changes.
OnAcceptOptions[edit]
Callback for when the option list is accepted.
OnBack[edit]
Callback for when the user wants to back out of this screen.
OnButtonBar_Accept[edit]
OnButtonBar_Back[edit]
Buttonbar Callbacks.
SetupButtonBar[edit]
Overrides: UTUIFrontEnd.SetupButtonBar
Sets up the scene's button bar.