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Engine.PickupFactory

Extends
NavigationPoint
Modifiers
abstract placeable native nativereplication

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.PickupFactory

Direct Known Subclasses:

UTPickupFactory

Constants Summary
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
boolbIsSuperItem
boolbOnlyReplicateHidden
boolbPickupHidden
boolbPredictRespawns
class<Inventory>InventoryType
floatMaxDesireability
PickupFactoryOriginalFactory
PrimitiveComponentPickupMesh
PickupFactoryReplacementFactory
floatRespawnEffectTime
Inherited Variables from Engine.NavigationPoint
AnchoredPawn, BadSprite, bAlreadyVisited, bAlwaysUseStrafing, bAutoBuilt, bBlockable, bBlocked, bBlockedForVehicles, bBuildLongPaths, bCanReach, bCanWalkOnToReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForceNoStrafing, bHasCrossLevelPaths, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bMustTouchToReach, bNeverUseStrafing, bNoAutoConnect, bNotBased, bOneWayPath, bPathsChanged, bPreferredVehiclePath, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, Cost, CylinderComponent, EditorForcedPaths, EditorProscribedPaths, ExtraCost, FearCost, GoodSprite, InventoryCache, InventoryDist, LastAnchoredPawnTime, LastDetourWeight, MaxPathSize, NavGuid, NavOctreeObject, NearestObjective, NetworkID, nextNavigationPoint, nextOrdered, ObjectiveDistance, PathCost, PathList, previousPath, prevOrdered, TransientCost, visitedWeight, VolumeList
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.NavigationPoint
NavigationOctreeObject
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
event BeginState (Name PreviousStateName))
Disabled
event BeginState (name PreviousStateName))
Pickup
event BeginState (Name PreviousStateName))
Sleeping
event BeginState (Name PreviousStateName))
WaitingForMatch
functionbool CheckForErrors ()))
function CheckTouching ()))
Pickup
event Destroyed ()))
eventfloat DetourWeight (Pawn Other, float PathWeight))
eventfloat DetourWeight (Pawn Other, loat PathWeight))
Pickup
event EndState (Name NextStateName))
Sleeping
functionfloat GetRespawnTime ()))
function GiveTo (Pawn P ))
function InitializePickup ()))
function MatchStarting ()))
WaitingForMatch
function PickedUpBy (Pawn P))
event PreBeginPlay ()))
functionbool ReadyToPickup (float MaxWait))
functionbool ReadyToPickup (float MaxWait))
Disabled
functionbool ReadyToPickup (float MaxWait))
Pickup
functionbool ReadyToPickup (float MaxWait))
Sleeping
function RecheckValidTouch ()
function RecheckValidTouch ()))
Pickup
event ReplicatedEvent (name VarName))
function Reset ()))
function Reset ()))
Disabled
function RespawnEffect ()
event SetInitialState ()))
event SetInitialState ()))
Disabled
function SetPickupHidden ()))
function SetPickupMesh ()))
function SetPickupVisible ()))
function SetRespawn ()))
functionbool ShouldRespawn ()))
function ShutDown ()))
function SpawnCopyFor (Pawn Recipient ))
function StartSleeping ()))
function StartSleeping ()))
Disabled
function StartSleeping ()))
Sleeping
function StaticPrecache (Worldinfo W)
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
Pickup
functionbool ValidTouch (Pawn Other ))
Pickup
Inherited Functions from Engine.NavigationPoint
Accept, CanTeleport, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsAvailableTo, OnMatchingNetworks, OnToggle, ProceedWithMove, SpecialCost, SuggestMovePreparation
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors

States Summary
Disabled Source code
state Disabled
BeginState, ReadyToPickup, Reset, SetInitialState, StartSleeping
Pickup Source code
auto state Pickup
BeginState, CheckTouching, DetourWeight, ReadyToPickup, RecheckValidTouch, Touch, ValidTouch
Sleeping Source code
state Sleeping
BeginState, EndState, ReadyToPickup, StartSleeping
WaitingForMatch Source code
state WaitingForMatch
BeginState, MatchStarting


Variables Detail

bIsSuperItem Source code

var bool bIsSuperItem;

bOnlyReplicateHidden Source code

var bool bOnlyReplicateHidden;

bPickupHidden Source code

var RepNotify bool bPickupHidden;

bPredictRespawns Source code

var bool bPredictRespawns;

InventoryType Source code

var repnotify class<Inventory> InventoryType;

MaxDesireability Source code

var float MaxDesireability;

OriginalFactory Source code

var PickupFactory OriginalFactory;
similarly, set this property on the replacement to point to the original so that it can optimally anchor itself on the path network

PickupMesh Source code

var transient PrimitiveComponent PickupMesh;

ReplacementFactory Source code

var PickupFactory ReplacementFactory;
when replacing a pickup factory with another (e.g. mutators), set this property on the original to point to the replacement so that AI queries can be redirected to the right one

RespawnEffectTime Source code

var float RespawnEffectTime;


Functions Detail

BeginState Disabled Source code

simulated event BeginState ( Name PreviousStateName) )

BeginState Pickup Source code

event BeginState ( name PreviousStateName) )

BeginState Sleeping Source code

event BeginState ( Name PreviousStateName) )

BeginState WaitingForMatch Source code

event BeginState ( Name PreviousStateName) )

CheckForErrors Source code

function bool CheckForErrors ( ) )

CheckTouching Pickup Source code

function CheckTouching ( ) )

Destroyed Source code

event Destroyed ( ) )

DetourWeight Source code

event float DetourWeight ( Pawn Other, float PathWeight) )

DetourWeight Pickup Source code

event float DetourWeight ( Pawn Other,float PathWeight) )

EndState Sleeping Source code

event EndState ( Name NextStateName) )

GetRespawnTime Source code

function float GetRespawnTime ( ) )

GiveTo Source code

function GiveTo ( Pawn P ) )
give pickup to player

InitializePickup Source code

simulated function InitializePickup ( ) )

MatchStarting WaitingForMatch Source code

function MatchStarting ( ) )

PickedUpBy Source code

function PickedUpBy ( Pawn P) )

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

ReadyToPickup Source code

function bool ReadyToPickup ( float MaxWait) )

ReadyToPickup Disabled Source code

function bool ReadyToPickup ( float MaxWait) )

ReadyToPickup Pickup Source code

function bool ReadyToPickup ( float MaxWait) )

ReadyToPickup Sleeping Source code

function bool ReadyToPickup ( float MaxWait) )

RecheckValidTouch Source code

function RecheckValidTouch ( )

RecheckValidTouch Pickup Source code

function RecheckValidTouch ( ) )
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

Reset Disabled Source code

function Reset ( ) )

RespawnEffect Source code

function RespawnEffect ( )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetInitialState Disabled Source code

simulated event SetInitialState ( ) )

SetPickupHidden Source code

simulated function SetPickupHidden ( ) )

SetPickupMesh Source code

simulated function SetPickupMesh ( ) )

SetPickupVisible Source code

simulated function SetPickupVisible ( ) )

SetRespawn Source code

function SetRespawn ( ) )

ShouldRespawn Source code

function bool ShouldRespawn ( ) )

ShutDown Source code

simulated function ShutDown ( ) )

SpawnCopyFor Source code

function SpawnCopyFor ( Pawn Recipient ) )

StartSleeping Source code

function StartSleeping ( ) )

StartSleeping Disabled Source code

function StartSleeping ( ) )

StartSleeping Sleeping Source code

function StartSleeping ( ) )

StaticPrecache Source code

static function StaticPrecache ( Worldinfo W )

Touch Pickup Source code

event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )

ValidTouch Pickup Source code

function bool ValidTouch ( Pawn Other ) )


Defaultproperties

defaultproperties
{
   bOnlyReplicateHidden=True
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder'
      CollisionHeight=80.000000
      CollisionRadius=40.000000
      CollideActors=True
      ObjectArchetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite'
      ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite2'
      ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite2'
   End Object
   BadSprite=Sprite2
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow'
      ObjectArchetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer'
      ObjectArchetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer'
   End Object
   Components(4)=PathRenderer
   RemoteRole=ROLE_SimulatedProxy
   TickGroup=TG_DuringAsyncWork
   bStatic=False
   bIgnoreEncroachers=True
   bAlwaysRelevant=True
   bCollideWhenPlacing=False
   bCollideActors=True
   NetUpdateFrequency=1.000000
   CollisionComponent=CollisionCylinder
   CollisionType=COLLIDE_TouchAll
   SupportedEvents(3)=Class'Engine.SeqEvent_PickupStatusChange'
   Name="Default__PickupFactory"
   ObjectArchetype=NavigationPoint'Engine.Default__NavigationPoint'
}

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Creation time: sk 18-3-2018 10:00:41.627 - Created with UnCodeX