| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Inventory
UTInventory, Weapon
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| bool | bDelayedSpawn |
| bool | bDropOnDeath |
| bool | bPredictRespawns |
| bool | bReceiveOwnerEvents |
| bool | bRenderOverlays |
| class<DroppedPickup> | DroppedPickupClass |
| PrimitiveComponent | DroppedPickupMesh |
| ParticleSystemComponent | DroppedPickupParticles |
| Inventory | Inventory |
| InventoryManager | InvManager |
| string | ItemName |
| float | MaxDesireability |
| PrimitiveComponent | PickupFactoryMesh |
| Inventory | |
| string | PickupForce |
| string | PickupMessage |
| SoundCue | PickupSound |
| float | RespawnTime |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | ActiveRenderOverlays (HUD H) | |
![]() | AnnouncePickup (Pawn Other)) | |
![]() | float | BotDesireability (Actor PickupHolder, Pawn P, Controller C)) |
![]() | ClientGivenTo (Pawn NewOwner, bool bDoNotActivate)) | |
![]() | bool | DenyPickupQuery (class<Inventory> ItemClass, Actor Pickup)) |
![]() | Destroyed ())) | |
![]() | float | DetourWeight (Pawn Other, loat PathWeight)) |
![]() | DropFrom (vector StartLocation, vector StartVelocity)) | |
![]() | String | GetHumanReadableName ())) |
![]() | string | GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 )) |
![]() | GivenTo (Pawn thisPawn, optional bool bDoNotActivate )) | |
![]() | GiveTo (Pawn Other )) | |
![]() | ItemRemovedFromInvManager () | |
![]() | OwnerEvent (name EventName) | |
![]() | RenderOverlays (HUD H) | |
| Variables Detail |
|---|
if true, this inventory item should be dropped if the owner dies
| Functions Detail |
|---|
ActiveRenderOverlays Source codeAccess to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)
@param HUD H
AnnouncePickup Source code
BotDesireability Source code
ClientGivenTo Source codeThis Inventory Item has just been given to this Pawn (owning client only)
@param thisPawn new Inventory owner
@param bDoNotActivate If true, this item will not try to activate
DenyPickupQuery Source codeDenyPickupQuery Function which lets existing items in a pawn's inventory prevent the pawn from picking something up.
@param ItemClass Class of Inventory our Owner is trying to pick up
@param Pickup the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
@return true to abort pickup or if item handles pickup
Destroyed Source code
DetourWeight Source code
DropFrom Source codeDrop this item out in to the world
@param StartLocation - The World Location to drop this item from
@param StartVelocity - The initial velocity for the item when dropped
GetHumanReadableName Source code
GetLocalString Source code
GivenTo Source codeThis Inventory Item has just been given to this Pawn (server only)
@param thisPawn new Inventory owner
@param bDoNotActivate If true, this item will not try to activate
GiveTo Source code
ItemRemovedFromInvManager Source codeEvent called when Item is removed from Inventory Manager. Network: Authority
OwnerEvent Source code
RenderOverlays Source codeAccess to HUD and Canvas. Set bRenderOverlays=true to receive event. Event called every frame when the item is in the InventoryManager
@param HUD H
| Defaultproperties |
|---|
defaultproperties
{
MaxDesireability=0.100000
PickupMessage="Snagged an item."
DroppedPickupClass=Class'Engine.DroppedPickup'
Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
Name="Sprite"
ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
End Object
Components(0)=Sprite
RemoteRole=ROLE_SimulatedProxy
bHidden=True
bOnlyRelevantToOwner=True
bReplicateMovement=False
bOnlyDirtyReplication=True
NetPriority=1.400000
CollisionType=COLLIDE_CustomDefault
Name="Default__Inventory"
ObjectArchetype=Actor'Engine.Default__Actor'
}
|
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