Always snap to grid
UE3:UTWeaponPickupFactory (UT3)
Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTWeaponPickupFactory |
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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTWeaponPickupFactory'
WeaponPickupClass
Internal variables
BaseGlow
Type: ParticleSystemComponent
The glow that emits from the base while the weapon is available
Default value: ParticleSystemComponent'GlowEffect'
bWeaponStay
Type: bool
Default value: True
WeaponPickupScaling
Type: float
Used to scale weapon pickup drawscale
Default value: 1.0
Default values
Property | Value |
---|---|
bBlockActors | True |
bDoVisibilityFadeIn | False |
bRotatingPickup | True |
CollisionType | COLLIDE_CustomDefault |
Components[4] | ParticleSystemComponent'GlowEffect' |
RespawnSound | SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Respawn_Cue' |
Subobjects
BaseMeshComp
Class: Engine.StaticMeshComponent
Inherits from: UTPickupFactory.BaseMeshComp
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
StaticMesh | StaticMesh'PICKUPS.WeaponBase.S_Pickups_WeaponBase' | ||||||||
Translation |
|
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTPickupFactory.CollisionCylinder
Property | Value |
---|---|
BlockZeroExtent | False |
GlowEffect
Class: Engine.ParticleSystemComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
SecondsBeforeInactive | 1.0 | ||||||||
Template | ParticleSystem'PICKUPS.WeaponBase.Effects.P_Pickups_WeaponBase_Glow' | ||||||||
Translation |
|
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: UTPickupFactory.PathRenderer
No new values.
PickupLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTPickupFactory.PickupLightEnvironment
No new values.
Functions
Events
ReplicatedEvent
Overrides: UTPickupFactory.ReplicatedEvent
Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly
Other instance functions
AllowRepeatPickup
CheckForErrors
Overrides: PickupFactory.CheckForErrors
InitializePickup
Overrides: PickupFactory.InitializePickup
PickedUpBy
Overrides: UTPickupFactory.PickedUpBy
(Description copied from Actor.PickedUpBy)
implemented by pickup type Actors to do things following a successful pickup
Parameters:
- P - the Pawn that picked us up
Todo: remove this and fix up the DenyPickupQuery() calls that use this
SetPickupHidden
Overrides: UTPickupFactory.SetPickupHidden
SetPickupMesh
Overrides: UTPickupFactory.SetPickupMesh
SetPickupVisible
Overrides: UTPickupFactory.SetPickupVisible
SetWeaponStay
If our charge is not a super weapon and weaponstay is on, set weapon stay
SpawnCopyFor
Overrides: PickupFactory.SpawnCopyFor
StartSleeping
Overrides: PickupFactory.StartSleeping