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UE3:UTWeapon internal variables (UDK)

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UDK Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon (internal variables)

Contents

UTWeapon internal variables in other games:
UT3
Other member categories for this class:
instance functions

Internal variables

AdditionalHintString

Type: string

Modifiers: localized


AimError

Type: float

How much error to add to each shot

Default value: 525.0

AimingHelpRadius

Type: float

Array size: 2

Distance from target collision box to accept near miss when aiming help is enabled

Default value, index 0: 20.0

Default value, index 1: 20.0

AmmoCount

Type: int

Modifiers: repnotify

Current ammo count

AmmoDisplayType

Type: AmmoWidgetDisplayStyle


AmmoPickupClass

Type: class<UTAmmoPickupFactory>

Ammo / Pickups / Inventory

AttachmentClass

Type: class<UTWeaponAttachment>

The class of the attachment to spawn

bAllowFiringWithoutController

Type: bool

whether to allow this weapon to fire by uncontrolled pawns

bCanDestroyBarricades

Type: bool

This weapon can be used to destroy barricades

bConsiderProjectileAcceleration

Type: bool

Whether should consider projectile acceleration when leading targets

Default value: True

bDebugWeapon

Type: bool


bExportMenuData

Type: bool

if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file (abstract classes are skipped even if this flag is set)

Default value: True

bFastRepeater

Type: bool

Whether bots should consider this a spray/fast firing weapon

bForceHidden

Type: bool


bHasLocationSpeech

Type: bool


bLeadTarget

Type: bool

Lead targets with this weapon (true by default, ignored for instant hit - set false for special cases like targeting with AVRiL

Default value: True

bLockedAimWhileFiring

Type: bool

set for weapons that lock weapon rotation while firing, so bots know to retarget after each shot when shooting moving targets

bMuzzleFlashAttached

Type: bool

Whether muzzleflash has been initialized

bMuzzleFlashPSCLoops

Type: bool

Set this to true if you want the flash to loop (for a rapid fire weapon like a minigun)

bNeverForwardPendingFire

Type: bool

If true, this will will never accept a forwarded pending fire

bPendingShow

Type: bool

If true, will be un-hidden on the next setPosition call.

bRecommendSplashDamage

Type: bool


bShowAltMuzzlePSCWhenWeaponHidden

Type: bool

If true, always show the muzzle flash even when the weapon is hidden.

bSmallWeapons

Type: bool

Modifiers: globalconfig, databinding

If true, use smaller 1st person weapons

bSniping

Type: bool


bSplashJump

Type: bool

AI Hints

bSuperWeapon

Type: bool

If true, this weapon is a super weapon. Super Weapons have longer respawn times a different pickup base and never respect weaponstay

bSuppressSounds

Type: bool

Animations and Sounds

bUseCustomCoordinates

Type: bool

Modifiers: config


bUsingAimingHelp

Type: bool

Set for ProcessInstantHit based on whether aiminghelp was used for this shot

bWasLocked

Type: bool


bZoomedFireMode

Type: array<byte>

If set to non-zero, this fire mode will zoom the weapon.

CrosshairColor

Type: Object.Color

Modifiers: config

color to use when drawing the crosshair

Default value:

Member Value
A 255
B 255
G 255
R 255

CrossHairCoordinates

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 192.0
UL 64.0
V 64.0
VL 64.0

CrosshairImage

Type: Texture2D

Holds the image to use for the crosshair.

Default value: Texture2D'UI_HUD.HUD.UTCrossHairs'

CrosshairScaling

Type: float


Default value: 1.0

CrouchHintString

Type: string

Modifiers: localized


CurrentLockedScale

Type: float

Locked indicator current scale

Default value: 1.0

CurrentRating

Type: float

Most recently calculated rating

Default value: 0.5

CustomCrosshairCoordinates

Type: UIRoot.TextureCoordinates

Modifiers: config


DroppedPickupOffsetZ

Type: float

offset for dropped pickup mesh

EffectSockets

Type: array<name>


Default value, index 0: 'MuzzleFlashSocket'

Default value, index 1: 'MuzzleFlashSocket'

FinalLockedScale

Type: float

Locked indicator final scale

Default value: 1.0

FireCameraAnim

Type: array<CameraAnim>

camera anim to play when firing (for camera shakes)

GroupWeight

Type: float

position within inventory group. (used by prevweapon and nextweapon)

HiddenWeaponsOffset

Type: Object.Vector

special offset when using hidden weapons, as we need to still place the weapon for e.g. attached beams

Default value:

Member Value
X 0.0
Y -50.0
Z -50.0

HitEnemy

Type: byte

Modifiers: repnotify

Replicated flag set when hitscan hits enemy

IconCoordinates

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 600.0
UL 111.0
V 341.0
VL 58.0

IconHeight

Type: int


Default value: 45

IconWidth

Type: int


Default value: 31

IconX

Type: int


Default value: 458

IconY

Type: int


Default value: 83

InventoryGroup

Type: byte

The weapon/inventory set, 0-9.

InventoryWeight

Type: float

The final inventory weight. It's calculated in PostBeginPlay()

JumpHintString

Type: string

Modifiers: localized


LastHitEnemyTime

Type: float

Used to decide whether to red color crosshair

Default value: -1000.0

LastRotation

Type: Object.Rotator

Last Rotation update for this weapon

LastRotUpdate

Type: float

Last Rotation update time for this weapon

LocationSpeech

Type: array<SoundNodeWave>


LockedCrossHairCoordinates

Type: UIRoot.TextureCoordinates

Holds the image to use for the crosshair.

Default value:

Member Value
U 406.0
UL 76.0
V 320.0
VL 77.0

LockedScaleTime

Type: float

Locked indicator scale time

Default value: 0.15

LockedStartTime

Type: float

Lock start time

LockerAmmoCount

Type: int

Initial ammo count if in weapon locker

LockerOffset

Type: Object.Vector


Default value:

Member Value
X 0.0
Y 0.0
Z -15.0

LockerRotation

Type: Object.Rotator

Weapon locker

Default value:

Member Value
Pitch 16384
Roll 0
Yaw 0

MaxAmmoCount

Type: int

Max ammo count

Default value: 1

MaxPitchLag

Type: float

Limit for pitch lead

Default value: 600.0

MaxYawLag

Type: float

Limit for yaw lead

Default value: 800.0

MinReloadPct

Type: array<float>

Holds the min. amount of reload time that has to pass before you can switch

Default value, index 0: 0.6

Default value, index 1: 0.6

MuzzleFlashAltPSCTemplate

Type: ParticleSystem

Normal Fire and Alt Fire Templates

MuzzleFlashColor

Type: Object.Color

UTWeapon looks to set the color via a color parameter in the emitter

MuzzleFlashLight

Type: UTExplosionLight

dynamic light

MuzzleFlashLightClass

Type: class<UTExplosionLight>

dynamic light class

MuzzleFlashPSC

Type: UTParticleSystemComponent

Muzzle flash PSC and Templates

MuzzleFlashPSCTemplate

Type: ParticleSystem

Normal Fire and Alt Fire Templates

MuzzleFlashSocket

Type: name

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

Default value: 'MuzzleFlashSocket'

NeedToPickUpAnnouncement

Type: UTPlayerController.ObjectiveAnnouncementInfo


Default value:

Member Value
AnnouncementText "Grab the Super Weapon!"

OldLeadMag

Type: float

Array size: 2

How far weapon was leading last tick

OldMaxDiff

Type: float

Array size: 2

max lead amount last tick

OldRotDiff

Type: int

Array size: 2

rotation magnitude last tick

OverlayMesh

Type: MeshComponent

Modifiers: protected

mesh for overlay - Each weapon will need to add its own overlay mesh in its default props

PivotTranslation

Type: Object.Vector

Adjust pivot of rotating pickup

Default value:

Member Value
X 0.0
Y -25.0
Z 0.0

PrimaryFireHintString

Type: string

Modifiers: localized

Hint strings

Default value: "triggers the primary fire of this weapon."

ProjectileSpawnOffset

Type: float


Default value: 20.0

QuickPickGroup

Type: int

The index in to the Quick Pick radial menu to use

Default value: -1

QuickPickWeight

Type: float

Used to sort it within a group

ReturnChgSpeed

Type: float

Scaling faster for returning speed

Default value: 3.0

RotChgSpeed

Type: float

Scaling faster for leading speed

Default value: 3.0

SecondaryFireHintString

Type: string

Modifiers: localized


Default value: "triggers the alternate fire of this weapon."

ShotCost

Type: array<int>

Holds the amount of ammo used for a given shot

Default value, index 0: 1

Default value, index 1: 1

SimpleCrossHairCoordinates

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 276.0
UL 22.0
V 84.0
VL 25.0

StartLockedScale

Type: float

Locked indicator start scale

Default value: 2.0

SwitchAbortTime

Type: float

used when aborting a weapon switch (WeaponAbortEquip and WeaponAbortPutDown)

UseHintString

Type: string

Modifiers: localized


WeaponCanvasXPct

Type: float

Percent (from right edge) of screen space taken by weapon on x axis.

Default value: 0.35

WeaponCanvasYPct

Type: float

Percent (from bottom edge) of screen space taken by weapon on y axis.

Default value: 0.35

WeaponColor

Type: Object.Color

The Color used when drawing the Weapon's Name on the Hud

Default value:

Member Value
A 255
B 255
G 255
R 255

WeaponFireWaveForm

Type: ForceFeedbackWaveform

controller rumble to play when firing.

Default value: ForceFeedbackWaveform'UTGame.Default__UTWeapon:ForceFeedbackWaveformShooting1'

WidescreenRotationOffset

Type: Object.Rotator

rotational offset only applied when in widescreen

Default value:

Member Value
Pitch 900
Roll 0
Yaw 0

ZoomedFireModeNum

Type: byte

Holds the fire mode num of the zoom

ZoomedRate

Type: float


ZoomedTargetFOV

Type: float


ZoomFadeTime

Type: float


ZoomInSound

Type: SoundCue

Sounds to play when zooming begins/ends/etc.

Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomIn_Cue'

ZoomOutSound

Type: SoundCue

Sounds to play when zooming begins/ends/etc.

Default value: SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomOut_Cue'