I love the smell of UnrealEd crashing in the morning. – tarquin
Difference between revisions of "UE3:UTWeaponAttachment (UT3)"
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− | Copyright 1998- | + | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. |
==Properties== | ==Properties== | ||
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<!-- enter function description --> | <!-- enter function description --> | ||
+ | |||
+ | ====SplitScreenEffects==== | ||
+ | {{code|simulated function '''SplitScreenEffects''' ({{tl|Vector|Object|structs}} '''HitLocation''')}} | ||
+ | |||
+ | Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen | ||
====StopFirstPersonFireEffects==== | ====StopFirstPersonFireEffects==== |
Latest revision as of 07:31, 16 August 2009
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 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 AllowImpactEffects
- 3.2.2 AttachTo
- 3.2.3 CauseMuzzleFlash
- 3.2.4 ChangeVisibility
- 3.2.5 CheckBulletWhip
- 3.2.6 CheckToForceRefPose
- 3.2.7 CreateOverlayMesh
- 3.2.8 DetachFrom
- 3.2.9 EffectIsRelevant
- 3.2.10 FireModeUpdated
- 3.2.11 FirstPersonFireEffects
- 3.2.12 GetEffectLocation
- 3.2.13 GetImpactEffect
- 3.2.14 MuzzleFlashTimer
- 3.2.15 PlayImpactEffects
- 3.2.16 SetDualWielding
- 3.2.17 SetImpactedActor
- 3.2.18 SetMuzzleFlashParams
- 3.2.19 SetPuttingDownWeapon
- 3.2.20 SetSkin
- 3.2.21 SetWeaponOverlayFlags
- 3.2.22 SplitScreenEffects
- 3.2.23 StopFirstPersonFireEffects
- 3.2.24 StopMuzzleFlash
- 3.2.25 ThirdPersonFireEffects
- 4 States
- 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
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. |
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]
Animations and Sounds
WeapAnimType[edit]
Type: EWeapAnimType
Anim
WeaponClass[edit]
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]
Overrides: Actor.PostBeginPlay
StopThirdPersonFireEffects[edit]
Other instance functions[edit]
AllowImpactEffects[edit]
AttachTo[edit]
Called on a client, this function Attaches the WeaponAttachment to the Mesh.
CauseMuzzleFlash[edit]
Causes the muzzle flash to turn on and setup a time to turn it back off again.
ChangeVisibility[edit]
CheckBulletWhip[edit]
CheckToForceRefPose[edit]
CreateOverlayMesh[edit]
DetachFrom[edit]
Detach weapon from skeletal mesh
EffectIsRelevant[edit]
Overrides: Actor.EffectIsRelevant
FireModeUpdated[edit]
FirstPersonFireEffects[edit]
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
GetEffectLocation[edit]
Returns:
- the starting location for effects (generally tracers)
GetImpactEffect[edit]
returns the impact sound that should be used for hits on the given physical material
MuzzleFlashTimer[edit]
Turns the MuzzleFlashlight off
PlayImpactEffects[edit]
Spawn any effects that occur at the impact point. It's called from the pawn.
SetDualWielding[edit]
sets whether the weapon is being dual wielded
SetImpactedActor[edit]
SetMuzzleFlashParams[edit]
Allows a child to setup custom parameters on the muzzle flash
SetPuttingDownWeapon[edit]
sets whether the weapon is being put away
SetSkin[edit]
SetWeaponOverlayFlags[edit]
SplitScreenEffects[edit]
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen
StopFirstPersonFireEffects[edit]
StopMuzzleFlash[edit]
Stops the muzzle flash
ThirdPersonFireEffects[edit]
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.