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UE3:UTUIFrontEnd_WeaponReplacementMenu (UT3)

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

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]

Type: array<string>

Modifiers: transient

List of possible weapon classes.

WeaponFriendlyNames[edit]

Type: array<string>

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]

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

Post initialize callback.

SceneActivated[edit]

event SceneActivated (bool bInitialActivation)

Overrides: UTUIFrontEnd.SceneActivated

Actiated event for the scene.

Other instance functions[edit]

BuildWeaponOptions[edit]

function BuildWeaponOptions ()

Builds the weapons option lists.

GetClassFieldName[edit]

function string GetClassFieldName (string ClassName)

Returns:

string Returns a fieldname given a weapon class name.

HandleInputKey[edit]

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[edit]

function OnAccept ()

Callback for when the user accepts the changes.

OnAcceptOptions[edit]

function OnAcceptOptions (UIScreenObject InObj, int PlayerIndex)

Callback for when the option list is accepted.

OnBack[edit]

function OnBack ()

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

OnButtonBar_Accept[edit]

function bool OnButtonBar_Accept (UIScreenObject InButton, int InPlayerIndex)


OnButtonBar_Back[edit]

function bool OnButtonBar_Back (UIScreenObject InButton, int InPlayerIndex)

Buttonbar Callbacks.

SetupButtonBar[edit]

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Sets up the scene's button bar.