UE2:Inventory (UE2Runtime)
- Package:
- Engine
- Direct subclasses:
- Ammunition, Weapon, Powerups
- This class in other games:
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Inventory
Inventory is the parent class of all actors that can be carried by other actors. Inventory items are placed in the holding actor's inventory chain, a linked list of inventory actors. Each inventory class knows what pickup can spawn it (its PickupClass). When tossed out (using the DropFrom() function), inventory items replace themselves with an actor of their Pickup class.
Properties
Property group 'FirstPerson'
PlayerViewOffset
Type: Object.Vector
Offset from view center.
PlayerViewPivot
Type: Object.Rotator
additive rotation offset for tweaks
Property group 'Inventory'
bDrawingFirstPerson
Type: bool
Charge
Type: int
Modifiers: travel
Internal variables
AttachmentClass
Type: class<InventoryAttachment>
Default value: Class'Engine.InventoryAttachment'
bDisplayableInv
Type: bool
Item displayed in HUD.
BobDamping
Type: float
Default value: 0.96
bTossedOut
Type: bool
true if weapon/inventory was tossed out (so players can't cheat w/ weaponstay)
GroupOffset
Type: byte
position within inventory group. (used by prevweapon and nextweapon)
Icon
Type: Material
InventoryGroup
Type: byte
The weapon/inventory set, 0-9.
ItemName
Type: string
Modifiers: localized
PickupClass
what class of pickup is associated with this inventory item
StatusIcon
Type: Material
Icon used with ammo/charge/power count on HUD.
ThirdPersonActor
Type: Actor
Default values
Property | Value |
---|---|
bClientAnim | True |
bHidden | True |
bOnlyDirtyReplication | True |
bOnlyOwnerSee | True |
bOnlyRelevantToOwner | True |
bReplicateMovement | False |
bTravel | True |
DrawType | DT_None |
NetPriority | 1.4 |
RemoteRole | ROLE_SimulatedProxy |
Functions
Static functions
StaticItemName
Exec functions
updaterelative
Events
Destroyed
Overrides: Actor.Destroyed
RenderOverlays
Overrides: Actor.RenderOverlays
TravelPostAccept
Overrides: Actor.TravelPostAccept
TravelPreAccept
Overrides: Actor.TravelPreAccept
Other instance functions
AttachToPawn
DetachFromPawn
DropFrom
GetHumanReadableName
Overrides: Actor.GetHumanReadableName
GiveTo
HandlePickupQuery
NextWeapon
OwnerEvent
PickupFunction
PrevWeapon
PrioritizeArmor
RecommendWeapon
SelectNext
SetOwnerDisplay
Use
WeaponChange