I'm a doctor, not a mechanic

Difference between revisions of "UE3:UTWeaponAttachment (UT3)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Auto-generated page)
 
m (added missing members)
 
(One intermediate revision by one other user not shown)
Line 6: Line 6:
 
}}
 
}}
 
{{autogenerated}}
 
{{autogenerated}}
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
+
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
Line 61: Line 61:
 
! Value
 
! Value
 
|-
 
|-
| 000000,DecalDissolveParamName
+
| DecalDissolveParamName
|  
+
| 'DissolveAmount'
 
|-
 
|-
 
| DurationOfDecal
 
| DurationOfDecal
Line 78: Line 78:
 
! Value
 
! Value
 
|-
 
|-
| 000000,DecalDissolveParamName
+
| DecalDissolveParamName
|  
+
| 'DissolveAmount'
 
|-
 
|-
 
| DurationOfDecal
 
| DurationOfDecal
Line 89: Line 89:
  
 
When the DistanceFactor for this weapon drops below this, force it into the ref pose (don't do animations etc)
 
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====
 
====FireAnim====
Line 160: Line 162:
  
 
How long the Muzzle Flash should be there
 
How long the Muzzle Flash should be there
 +
 +
'''Default value:''' 0.3
  
 
====MuzzleFlashLight====
 
====MuzzleFlashLight====
Line 401: Line 405:
  
 
<!-- enter function description -->
 
<!-- enter function description -->
 +
 +
====SplitScreenEffects====
 +
{{code|simulated function '''SplitScreenEffects''' ({{tl|Vector|Object|structs}}&nbsp;'''HitLocation''')}}
 +
 +
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
  
 
====StopFirstPersonFireEffects====
 
====StopFirstPersonFireEffects====

Latest revision as of 07:31, 16 August 2009

UT3 Object >> Actor >> UTWeaponAttachment
Package: 
UTGame
Direct subclasses:
UTAttachment_ShapedCharge, UTAttachment_Avril, UTAttachment_SpiderMineTrap, UTAttachment_BioRifle, UTAttachment_EMPMine, UTAttachment_EnergyShield, UTAttachment_FlakCannon, UTAttachment_ImpactHammer, UTAttachment_InstagibRifle, UTAttachment_Enforcer, UTAttachment_Redeemer, UTAttachment_RocketLauncher, UTAttachment_ShockRifle, UTAttachment_SlowVolume, UTAttachment_Stinger, UTAttachment_Translocator, UTAttachment_SniperRifle, UTBeamWeaponAttachment, UTAttachment_LinkGenerator
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

AltFireAnim[edit]

Type: name

anims to play when firing

AltImpactEffects[edit]

Type: array<UTPhysicalMaterialProperty.MaterialImpactEffect>

impact effects by material type

AttachmentSocket[edit]

Type: name


bAlignToSurfaceNormal[edit]

Type: bool


Default value: True

bMakeSplash[edit]

Type: bool

If true, make splash effect for local player when hit water

bMuzzleFlashPSCLoops[edit]

Type: bool


bSuppressSounds[edit]

Type: bool


BulletWhip[edit]

Type: SoundCue

sound that is played when the bullets go whizzing past your head

DefaultAltImpactEffect[edit]

Type: UTPhysicalMaterialProperty.MaterialImpactEffect

default impact effect to use if a material specific one isn't found

Default value:

Member Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0

DefaultImpactEffect[edit]

Type: UTPhysicalMaterialProperty.MaterialImpactEffect

default impact effect to use if a material specific one isn't found

Default value:

Member Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0

DistFactorForRefPose[edit]

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[edit]

Type: name

anims to play when firing

ImpactEffects[edit]

Type: array<UTPhysicalMaterialProperty.MaterialImpactEffect>

impact effects by material type

MaxDecalRangeSq[edit]

Type: float


Default value: 1.6E7

MaxFireEffectDistance[edit]

Type: float


Default value: 5000.0

MaxImpactEffectDistance[edit]

Type: float


Default value: 4000.0

Mesh[edit]

Type: SkeletalMeshComponent

Weapon SkelMesh

Default value: SkeletalMeshComponent'SkeletalMeshComponent0'

MuzzleFlashAltPSCTemplate[edit]

Type: ParticleSystem


MuzzleFlashColor[edit]

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 255

MuzzleFlashDuration[edit]

Type: float

How long the Muzzle Flash should be there

Default value: 0.3

MuzzleFlashLight[edit]

Type: UTExplosionLight


MuzzleFlashLightClass[edit]

Type: class<UTExplosionLight>

dynamic light

MuzzleFlashPSC[edit]

Type: ParticleSystemComponent

Muzzle flash PSC and Templates

MuzzleFlashPSCTemplate[edit]

Type: ParticleSystem


MuzzleFlashSocket[edit]

Type: name

Holds the name of the socket to attach a muzzle flash too

OverlayMesh[edit]

Type: SkeletalMeshComponent

Modifiers: protected

mesh for overlay - Each weapon will need to add it's own overlay mesh in it's default props

OwnerMesh[edit]

Type: SkeletalMeshComponent

TEMP for guns with no muzzleflash socket

SplashEffect[edit]

Type: class<Actor>

Animations and Sounds

WeapAnimType[edit]

Type: EWeapAnimType

Anim

WeaponClass[edit]

Type: class<UTWeapon>


Default values[edit]

Property Value
bReplicateInstigator True
CollisionType COLLIDE_CustomDefault
NetUpdateFrequency 10.0
TickGroup TG_DuringAsyncWork

Subobjects[edit]

SkeletalMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Property Value
Animations UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
bForceRefpose 1
bIgnoreControllersWhenNotRendered True
bOverrideAttachmentOwnerVisibility True
bOwnerNoSee True
bUpdateSkelWhenNotRendered False
bUseAsOccluder False
CachedCullDistance 4000.0
CullDistance 4000.0

Enums[edit]

EWeapAnimType[edit]

Anim

EWAT_Default 
EWAT_Pistol 
EWAT_DualPistols 
EWAT_ShoulderRocket 
EWAT_Stinger 

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


StopThirdPersonFireEffects[edit]

simulated event StopThirdPersonFireEffects ()


Other instance functions[edit]

AllowImpactEffects[edit]

simulated function bool AllowImpactEffects (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)


AttachTo[edit]

simulated function AttachTo (UTPawn OwnerPawn)

Called on a client, this function Attaches the WeaponAttachment to the Mesh.

CauseMuzzleFlash[edit]

simulated function CauseMuzzleFlash ()

Causes the muzzle flash to turn on and setup a time to turn it back off again.

ChangeVisibility[edit]

simulated function ChangeVisibility (bool bIsVisible)


CheckBulletWhip[edit]

simulated function CheckBulletWhip (Object.Vector FireDir, Object.Vector HitLocation)


CheckToForceRefPose[edit]

simulated function CheckToForceRefPose ()


CreateOverlayMesh[edit]

simulated function CreateOverlayMesh ()


DetachFrom[edit]

simulated function DetachFrom (SkeletalMeshComponent MeshCpnt)

Detach weapon from skeletal mesh

EffectIsRelevant[edit]

simulated function bool EffectIsRelevant (Object.Vector SpawnLocation, bool bForceDedicated, optional float CullDistance)

Overrides: Actor.EffectIsRelevant


FireModeUpdated[edit]

simulated function FireModeUpdated (byte FiringMode, bool bViaReplication)


FirstPersonFireEffects[edit]

simulated function FirstPersonFireEffects (Weapon PawnWeapon, Object.Vector HitLocation)

The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.

GetEffectLocation[edit]

simulated function Object.Vector GetEffectLocation ()

Returns:

the starting location for effects (generally tracers)

GetImpactEffect[edit]

simulated function UTPhysicalMaterialProperty.MaterialImpactEffect GetImpactEffect (PhysicalMaterial HitMaterial)

returns the impact sound that should be used for hits on the given physical material

MuzzleFlashTimer[edit]

simulated function MuzzleFlashTimer ()

Turns the MuzzleFlashlight off

PlayImpactEffects[edit]

simulated function PlayImpactEffects (Object.Vector HitLocation)

Spawn any effects that occur at the impact point. It's called from the pawn.

SetDualWielding[edit]

simulated function SetDualWielding (bool bNowDual)

sets whether the weapon is being dual wielded

SetImpactedActor[edit]

simulated function SetImpactedActor (Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)


SetMuzzleFlashParams[edit]

simulated function SetMuzzleFlashParams (ParticleSystemComponent PSC)

Allows a child to setup custom parameters on the muzzle flash

SetPuttingDownWeapon[edit]

simulated function SetPuttingDownWeapon (bool bNowPuttingDown)

sets whether the weapon is being put away

SetSkin[edit]

function SetSkin (Material NewMaterial)


SetWeaponOverlayFlags[edit]

simulated function SetWeaponOverlayFlags (UTPawn OwnerPawn)


SplitScreenEffects[edit]

simulated function SplitScreenEffects (Object.Vector HitLocation)

Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen

StopFirstPersonFireEffects[edit]

simulated function StopFirstPersonFireEffects (Weapon PawnWeapon)


StopMuzzleFlash[edit]

simulated function StopMuzzleFlash ()

Stops the muzzle flash

ThirdPersonFireEffects[edit]

simulated function ThirdPersonFireEffects (Object.Vector HitLocation)

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[edit]

CurrentlyAttached[edit]

When an attachment is attached to a pawn, it enters the CurrentlyAttached state.