Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTWeaponAttachment (UDK)
Contents
- 1 Properties
- 1.1 AltFireAnim
- 1.2 AltImpactEffects
- 1.3 AttachmentSocket
- 1.4 bAlignToSurfaceNormal
- 1.5 bMakeSplash
- 1.6 bMuzzleFlashPSCLoops
- 1.7 bSuppressSounds
- 1.8 BulletWhip
- 1.9 DefaultAltImpactEffect
- 1.10 DefaultImpactEffect
- 1.11 DistFactorForRefPose
- 1.12 FireAnim
- 1.13 ImpactEffects
- 1.14 MaxDecalRangeSq
- 1.15 MaxFireEffectDistance
- 1.16 MaxImpactEffectDistance
- 1.17 Mesh
- 1.18 MuzzleFlashAltPSCTemplate
- 1.19 MuzzleFlashColor
- 1.20 MuzzleFlashDuration
- 1.21 MuzzleFlashLight
- 1.22 MuzzleFlashLightClass
- 1.23 MuzzleFlashPSC
- 1.24 MuzzleFlashPSCTemplate
- 1.25 MuzzleFlashSocket
- 1.26 OverlayMesh
- 1.27 OwnerMesh
- 1.28 SplashEffect
- 1.29 WeapAnimType
- 1.30 WeaponClass
- 1.31 Default values
- 1.32 Subobjects
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 AllowImpactEffects
- 2.2.2 AttachTo
- 2.2.3 CauseMuzzleFlash
- 2.2.4 ChangeVisibility
- 2.2.5 CheckBulletWhip
- 2.2.6 CheckToForceRefPose
- 2.2.7 CreateOverlayMesh
- 2.2.8 DetachFrom
- 2.2.9 EffectIsRelevant
- 2.2.10 FireModeUpdated
- 2.2.11 FirstPersonFireEffects
- 2.2.12 GetEffectLocation
- 2.2.13 GetImpactEffect
- 2.2.14 MuzzleFlashTimer
- 2.2.15 PlayImpactEffects
- 2.2.16 SetImpactedActor
- 2.2.17 SetMuzzleFlashParams
- 2.2.18 SetPuttingDownWeapon
- 2.2.19 SetSkin
- 2.2.20 SetWeaponOverlayFlags
- 2.2.21 SplitScreenEffects
- 2.2.22 StopFirstPersonFireEffects
- 2.2.23 StopMuzzleFlash
- 2.2.24 ThirdPersonFireEffects
- 3 States
- Package:
- UTGame
- Direct subclasses:
- UTAttachment_RocketLauncher, UTAttachment_ShockRifle, UTBeamWeaponAttachment
- This class in other games:
- UT3
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Properties
AltFireAnim
Type: name
anims to play when firing
AltImpactEffects
Type: array<UTPawn.MaterialImpactEffect>
impact effects by material type
AttachmentSocket
Type: name
bAlignToSurfaceNormal
Type: bool
Default value: True
bMakeSplash
Type: bool
If true, make splash effect for local player when hit water
bMuzzleFlashPSCLoops
Type: bool
bSuppressSounds
Type: bool
BulletWhip
Type: SoundCue
sound that is played when the bullets go whizzing past your head
DefaultAltImpactEffect
Type: UTPawn.MaterialImpactEffect
default impact effect to use if a material specific one isn't found
Default value:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
DefaultImpactEffect
Type: UTPawn.MaterialImpactEffect
default impact effect to use if a material specific one isn't found
Default value:
Member | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
DistFactorForRefPose
Type: float
When the DistanceFactor for this weapon drops below this, force it into the ref pose (don't do animations etc)
Default value: 0.14
FireAnim
Type: name
anims to play when firing
ImpactEffects
Type: array<UTPawn.MaterialImpactEffect>
impact effects by material type
MaxDecalRangeSq
Type: float
Default value: 1.6E7
MaxFireEffectDistance
Type: float
Default value: 5000.0
MaxImpactEffectDistance
Type: float
Default value: 4000.0
Mesh
Type: SkeletalMeshComponent
Weapon SkelMesh
Default value: SkeletalMeshComponent'SkeletalMeshComponent0'
MuzzleFlashAltPSCTemplate
Type: ParticleSystem
MuzzleFlashColor
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
MuzzleFlashDuration
Type: float
How long the Muzzle Flash should be there
Default value: 0.3
MuzzleFlashLight
Type: UTExplosionLight
MuzzleFlashLightClass
Type: class<UTExplosionLight>
dynamic light
MuzzleFlashPSC
Type: ParticleSystemComponent
Muzzle flash PSC and Templates
MuzzleFlashPSCTemplate
Type: ParticleSystem
MuzzleFlashSocket
Type: name
Holds the name of the socket to attach a muzzle flash too
OverlayMesh
Type: SkeletalMeshComponent
Modifiers: protected
mesh for overlay - Each weapon will need to add it's own overlay mesh in it's default props
OwnerMesh
Type: SkeletalMeshComponent
TEMP for guns with no muzzleflash socket
SplashEffect
Animations and Sounds
WeapAnimType
Type: UTPawn.EWeapAnimType
WeaponClass
Default values
Property | Value |
---|---|
bReplicateInstigator | True |
CollisionType | COLLIDE_CustomDefault |
NetUpdateFrequency | 10.0 |
TickGroup | TG_DuringAsyncWork |
Subobjects
SkeletalMeshComponent0
Class: Engine.SkeletalMeshComponent
Property | Value |
---|---|
Animations | UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA' |
bForceRefpose | 1 |
bIgnoreControllersWhenNotRendered | True |
bOverrideAttachmentOwnerVisibility | True |
bOwnerNoSee | True |
bUpdateSkelWhenNotRendered | False |
bUseAsOccluder | False |
CachedMaxDrawDistance | 4000.0 |
MaxDrawDistance | 4000.0 |
ReplacementPrimitive | None |
Functions
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
StopThirdPersonFireEffects
Other instance functions
AllowImpactEffects
AttachTo
Called on a client, this function Attaches the WeaponAttachment to the Mesh.
CauseMuzzleFlash
Causes the muzzle flash to turn on and setup a time to turn it back off again.
ChangeVisibility
CheckBulletWhip
CheckToForceRefPose
CreateOverlayMesh
DetachFrom
Detach weapon from skeletal mesh
EffectIsRelevant
Overrides: Actor.EffectIsRelevant
FireModeUpdated
FirstPersonFireEffects
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
GetEffectLocation
Returns:
- the starting location for effects (generally tracers)
GetImpactEffect
returns the impact sound that should be used for hits on the given physical material
MuzzleFlashTimer
Turns the MuzzleFlashlight off
PlayImpactEffects
Spawn any effects that occur at the impact point. It's called from the pawn.
SetImpactedActor
SetMuzzleFlashParams
Allows a child to setup custom parameters on the muzzle flash
SetPuttingDownWeapon
sets whether the weapon is being put away
SetSkin
SetWeaponOverlayFlags
SplitScreenEffects
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
StopFirstPersonFireEffects
StopMuzzleFlash
Stops the muzzle flash
ThirdPersonFireEffects
Spawn all of the effects that will be seen in behindview/remote clients. This function is called from the pawn, and should only be called when on a remote client or if the local client is in a 3rd person mode.
States
CurrentlyAttached
When an attachment is attached to a pawn, it enters the CurrentlyAttached state.