UE3:UTPickupFactory (UT3)
Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory |
- Package:
- UTGame
- Direct subclasses:
- UTDeployablePickupFactory, UTItemPickupFactory, UTPowerupPickupFactory, UTWeaponLocker, UTWeaponPickupFactory
- This class in other games:
Please help improve this article or section by expanding it. |
The base class for all UT3 pickup factories.
Properties
Property group 'floating'
bRandomStart
Type: bool
For floating pickups (Health Vials and Health Packs), this pickup will start at a random height.
Internal variables
BaseBrightEmissive
Type: Object.LinearColor
The baseline material color when the pickup is on the base.
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BaseDimEmissive
Type: Object.LinearColor
The baseline material color when the pickup isn't on the base.
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BaseEmissive
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BaseMaterialInstance
Type: MaterialInstanceConstant
Used to pulse the emissive on the base
BaseMaterialParamName
Type: name
This material instance parameter for adjusting the emissive
Default value: 'BaseEmissiveControl'
BaseMesh
Type: StaticMeshComponent
Modifiers: transient
pickup base mesh
BasePulseRate
Type: float
How fast does the base pulse
Default value: 0.5
BasePulseTime
Type: float
How much time left in the current pulse
BaseTargetEmissive
Type: Object.LinearColor
The TargetEmissive Color
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
bDoVisibilityFadeIn
Type: bool
This determines whether this health pickup fades in or not.
NOTE: need to move this up to the highest pickup factory so all items will fade in
Default value: True
bFloatingPickup
Type: bool
Whether the pickup mesh floats (bobs) slightly. (e.g. Health Vials and Health Packs)
bHasLocationSpeech
Type: bool
Whether the factory has a location speech. (e.g. Shaped Charge and Redeemer)
bIsDisabled
Type: bool
Modifiers: repnotify
In disabled state
bIsRespawning
Type: bool
Modifiers: repnotify
Whether the pickup is currently respawning. This stays True until the pickup goes back to sleeping state.
BobBaseOffset
Type: float
The base offset (Translation.Y) cached
BobOffset
Type: float
How far to bob. It will go from +/- this number
BobSpeed
Type: float
How fast should it bob
BobTimer
Type: float
Tracks the bob time. Used to create the position
bPulseBase
Type: bool
Modifiers: repnotify
When set to true, this base will begin pulsing it's emissive
bRotatingPickup
Type: bool
if true, the pickup mesh rotates
bTrackPickup
Type: bool
bUpdatingPickup
Type: bool
whether this pickup is updating
Glow
Type: ParticleSystemComponent
the glowing effect that comes from the base on spawn
GlowEmissiveParam
Type: name
Default value: 'LightStrength'
LastSeekNotificationTime
Type: float
LightEnvironment
Type: DynamicLightEnvironmentComponent
The pickup's light environment
Default value: DynamicLightEnvironmentComponent'PickupLightEnvironment'
LocationSpeech
Type: array<SoundNodeWave>
MIC_Visibility
Type: MaterialInstanceConstant
holds the pickups material so parameters can be set *
MIC_VisibilitySecondMaterial
Type: MaterialInstanceConstant
holds the pickups 2nd material so parameters can be set *
PickupIndex
Type: int
Default value: -1
PickupReadySound
Type: AudioComponent
Sound played on base while available to pickup
PickupStatName
Type: name
Name used for the stats system
PickUpWaveForm
Type: ForceFeedbackWaveform
Default value: ForceFeedbackWaveform'UTGame.Default__UTPickupFactory:ForceFeedbackWaveformPickUp'
PivotTranslation
Type: Object.Vector
Translation of pivot point
PulseThreshold
Type: float
This pickup base will begin pulsing when there are PulseThreshold seconds left before respawn.
Default value: 5.0
RespawnSound
Type: SoundCue
sound played when the pickup becomes available
Default value: SoundCue'A_Pickups.Generic.Cue.A_Pickups_Generic_ItemRespawn_Cue'
TeamOwner
Type: Controller
Array size: 4
AI controller currently going after this pickup (for team coordination)
VisibilityParamName
Type: name
Default value: 'ResIn'
YawRotationRate
Type: float
Default value: 32768.0
Default values
Property | Value |
---|---|
BadSprite | None |
bMovable | False |
Components[0] | CylinderComponent'CollisionCylinder' |
Components[1] | PathRenderingComponent'PathRenderer' |
Components[2] | DynamicLightEnvironmentComponent'PickupLightEnvironment' |
Components[3] | StaticMeshComponent'BaseMeshComp' |
GoodSprite | None |
Subobjects
BaseMeshComp
Class: Engine.StaticMeshComponent
Property | Value | ||||||
---|---|---|---|---|---|---|---|
bCastDynamicShadow | False | ||||||
bForceDirectLightMap | True | ||||||
bUseAsOccluder | False | ||||||
CachedCullDistance | 7000.0 | ||||||
CastShadow | False | ||||||
CollideActors | False | ||||||
CullDistance | 7000.0 | ||||||
LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment' | ||||||
LightingChannels |
|
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: PickupFactory.CollisionCylinder
Property | Value |
---|---|
CollisionHeight | 44.0 |
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: PickupFactory.PathRenderer
No new values.
PickupLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AmbientGlow |
| ||||||||||
bCastShadows | False | ||||||||||
bDynamic | False |
Functions
Static functions
UpdateHUD
Events
InitPickupMeshEffects
split out from SetPickupMesh() for subclasses that don't want to do the base PickupFactory implementation
PostBeginPlay
Overrides: Actor.PostBeginPlay
ReplicatedEvent
Overrides: PickupFactory.ReplicatedEvent
Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly
SetInitialState
Overrides: PickupFactory.SetInitialState
ShutDown
Overrides: PickupFactory.ShutDown
ShutDown an actor.
Other instance functions
DisablePickup
GetPickupStatName
Stats
PickedUpBy
Overrides: PickupFactory.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
RespawnEffect
Overrides: PickupFactory.RespawnEffect
SetPickupHidden
Overrides: PickupFactory.SetPickupHidden
SetPickupMesh
Overrides: PickupFactory.SetPickupMesh
SetPickupVisible
Overrides: PickupFactory.SetPickupVisible
SetResOut
ShouldCamp
Returns true if Bot should wait for me
StartPulse
Pulse to the Brightest point
StopsProjectile
Overrides: Actor.StopsProjectile
States
Disabled
Disabled.BotDesireability
Pickup
Inherits from: PickupFactory.Pickup
Modifiers: auto
Pickup.BeginState
Overrides: PickupFactory.Pickup.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Pickup.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Sleeping
Sleeping.BeginState
Overrides: PickupFactory.Sleeping.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Sleeping.EndState
Overrides: PickupFactory.Sleeping.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Sleeping.PulseThresholdMet