UE3:UTBeamWeaponAttachment (UDK)
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Object >> Actor >> UTWeaponAttachment >> UTBeamWeaponAttachment |
- Package:
- UTGame
- Direct subclass:
- UTAttachment_LinkGun
- This class in other games:
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Properties
BeamEmitter
Type: ParticleSystemComponent
Array size: 2
Holds the Emitter for the Beam
BeamSockets
Type: name
Array size: 2
Where to attach the Beam
BeamTemplate
Type: ParticleSystem
Array size: 2
The Particle System Template for the Beam
EndPointParamName
Type: name
The name of the EndPoint parameter
PawnOwner
Type: UTPawn
Quick access to the pawn owner
Subobjects
SkeletalMeshComponent0
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeaponAttachment.SkeletalMeshComponent0
Property | Value |
---|---|
Animations | UTAnimNodeSequence'UTGame.Default__UTBeamWeaponAttachment:SkeletalMeshComponent0.MeshSequenceA' |
ReplacementPrimitive | None |
Instance functions
AddBeamEmitter
simulated function AddBeamEmitter ()
HideEmitter
UpdateBeam
simulated function UpdateBeam (byte FireModeNum)
States
CurrentlyAttached
When an attachment is attached to a pawn, it enters the CurrentlyAttached state.
CurrentlyAttached.BeginState
simulated event BeginState (name PreviousStateName)
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
CurrentlyAttached.Tick
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick (global)