Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTWeapon internal variables (UT3)
Contents
- 1 Internal variables
- 1.1 AdditionalHintString
- 1.2 AimError
- 1.3 AimingHelpRadius
- 1.4 AmmoCount
- 1.5 AmmoDisplayType
- 1.6 AmmoPickupClass
- 1.7 AttachmentClass
- 1.8 bAllowFiringWithoutController
- 1.9 bCanDestroyBarricades
- 1.10 bConsiderProjectileAcceleration
- 1.11 bDebugWeapon
- 1.12 bExportMenuData
- 1.13 bFastRepeater
- 1.14 bForceHidden
- 1.15 bHasLocationSpeech
- 1.16 bLeadTarget
- 1.17 bLockedAimWhileFiring
- 1.18 bMuzzleFlashAttached
- 1.19 bMuzzleFlashPSCLoops
- 1.20 bNeverForwardPendingFire
- 1.21 bPendingShow
- 1.22 bRecommendSplashDamage
- 1.23 bShowAltMuzzlePSCWhenWeaponHidden
- 1.24 bSmallWeapons
- 1.25 bSniping
- 1.26 bSplashJump
- 1.27 bSuperWeapon
- 1.28 bSuppressSounds
- 1.29 bUseCustomCoordinates
- 1.30 bUsingAimingHelp
- 1.31 bWarnIfInLocker
- 1.32 bWasLocked
- 1.33 bZoomedFireMode
- 1.34 CrosshairColor
- 1.35 CrossHairCoordinates
- 1.36 CrosshairImage
- 1.37 CrosshairScaling
- 1.38 CrouchHintString
- 1.39 CurrentLockedScale
- 1.40 CurrentRating
- 1.41 CustomCrosshairCoordinates
- 1.42 DroppedPickupOffsetZ
- 1.43 EffectSockets
- 1.44 FinalLockedScale
- 1.45 FireCameraAnim
- 1.46 GroupWeight
- 1.47 HiddenWeaponsOffset
- 1.48 HitEnemy
- 1.49 IconCoordinates
- 1.50 IconHeight
- 1.51 IconWidth
- 1.52 IconX
- 1.53 IconY
- 1.54 InventoryGroup
- 1.55 InventoryWeight
- 1.56 JumpHintString
- 1.57 LastHitEnemyTime
- 1.58 LastRotation
- 1.59 LastRotUpdate
- 1.60 LocationSpeech
- 1.61 LockedCrossHairCoordinates
- 1.62 LockedScaleTime
- 1.63 LockedStartTime
- 1.64 LockerAmmoCount
- 1.65 LockerOffset
- 1.66 LockerRotation
- 1.67 MaxAmmoCount
- 1.68 MaxPitchLag
- 1.69 MaxYawLag
- 1.70 MinReloadPct
- 1.71 MuzzleFlashAltPSCTemplate
- 1.72 MuzzleFlashColor
- 1.73 MuzzleFlashLight
- 1.74 MuzzleFlashLightClass
- 1.75 MuzzleFlashPSC
- 1.76 MuzzleFlashPSCTemplate
- 1.77 MuzzleFlashSocket
- 1.78 NeedToPickUpAnnouncement
- 1.79 OldLeadMag
- 1.80 OldMaxDiff
- 1.81 OldRotDiff
- 1.82 OverlayMesh
- 1.83 PivotTranslation
- 1.84 PrimaryFireHintString
- 1.85 ProjectileSpawnOffset
- 1.86 QuickPickGroup
- 1.87 QuickPickWeight
- 1.88 ReturnChgSpeed
- 1.89 RotChgSpeed
- 1.90 SecondaryFireHintString
- 1.91 ShotCost
- 1.92 SimpleCrossHairCoordinates
- 1.93 StartLockedScale
- 1.94 SwitchAbortTime
- 1.95 UseHintString
- 1.96 WeaponCanvasXPct
- 1.97 WeaponCanvasYPct
- 1.98 WeaponColor
- 1.99 WidescreenRotationOffset
- 1.100 ZoomedFireModeNum
- 1.101 ZoomedRate
- 1.102 ZoomedTargetFOV
- 1.103 ZoomFadeTime
- 1.104 ZoomInSound
- 1.105 ZoomOutSound
- UTWeapon internal variables in other games:
- UDK
- Other member categories for this class:
- instance functions
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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: databinding, 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
bWarnIfInLocker
Type: bool
whether having this weapon in a weapon locker should generate a map check warning
bWasLocked
Type: bool
bZoomedFireMode
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
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
Modifiers: databinding
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
Modifiers: databinding
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
Modifiers: databinding
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
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
Modifiers: databinding
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
Modifiers: databinding
The Color used when drawing the Weapon's Name on the Hud
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
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'