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UTGame.UTBeamWeaponAttachment

Extends
UTWeaponAttachment

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTWeaponAttachment
      |   
      +-- UTGame.UTBeamWeaponAttachment

Direct Known Subclasses:

UTAttachment_LinkGun

Constants Summary
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
ParticleSystemComponentBeamEmitter[2]
nameBeamSockets[2]
particleSystemBeamTemplate[2]
nameEndPointParamName
UTPawnPawnOwner
Inherited Variables from UTGame.UTWeaponAttachment
AltFireAnim, AltImpactEffects, AttachmentSocket, bAlignToSurfaceNormal, bMakeSplash, bMuzzleFlashPSCLoops, bSuppressSounds, BulletWhip, DefaultAltImpactEffect, DefaultImpactEffect, DistFactorForRefPose, FireAnim, ImpactEffects, MaxDecalRangeSq, MaxFireEffectDistance, MaxImpactEffectDistance, Mesh, MuzzleFlashAltPSCTemplate, MuzzleFlashColor, MuzzleFlashDuration, MuzzleFlashLight, MuzzleFlashLightClass, MuzzleFlashPSC, MuzzleFlashPSCTemplate, MuzzleFlashSocket, OverlayMesh, OwnerMesh, SplashEffect, WeapAnimType, WeaponClass
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 UTGame.UTWeaponAttachment
EWeapAnimType
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

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

Functions Summary
function AddBeamEmitter ()))
function BeginState (Name PreviousStateName))
CurrentlyAttached
function HideEmitter (int Index, bool bHide))
function Tick (float DeltaTime))
CurrentlyAttached
function UpdateBeam (byte FireModeNum))
Inherited Functions from UTGame.UTWeaponAttachment
AllowImpactEffects, AttachTo, CauseMuzzleFlash, ChangeVisibility, CheckBulletWhip, CheckToForceRefPose, CreateOverlayMesh, DetachFrom, EffectIsRelevant, FireModeUpdated, FirstPersonFireEffects, GetEffectLocation, GetImpactEffect, MuzzleFlashTimer, PlayImpactEffects, PostBeginPlay, SetDualWielding, SetImpactedActor, SetMuzzleFlashParams, SetPuttingDownWeapon, SetSkin, SetWeaponOverlayFlags, SplitScreenEffects, StopFirstPersonFireEffects, StopMuzzleFlash, StopThirdPersonFireEffects, ThirdPersonFireEffects
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
CurrentlyAttached Source code
state CurrentlyAttached
BeginState, Tick


Variables Detail

BeamEmitter[2] Source code

var ParticleSystemComponent BeamEmitter[2];
Holds the Emitter for the Beam

BeamSockets[2] Source code

var name BeamSockets[2];
Where to attach the Beam

BeamTemplate[2] Source code

var particleSystem BeamTemplate[2];
The Particle System Template for the Beam

EndPointParamName Source code

var name EndPointParamName;
The name of the EndPoint parameter

PawnOwner Source code

var UTPawn PawnOwner;
Quick access to the pawn owner


Functions Detail

AddBeamEmitter Source code

simulated function AddBeamEmitter ( ) )

BeginState CurrentlyAttached Source code

simulated function BeginState ( Name PreviousStateName) )

HideEmitter Source code

simulated function HideEmitter ( int Index, bool bHide) )

Tick CurrentlyAttached Source code

simulated function Tick ( float DeltaTime) )

UpdateBeam Source code

simulated function UpdateBeam ( byte FireModeNum) )


Defaultproperties

defaultproperties
{
   Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0'
      Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
         ObjectArchetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
      End Object
      Animations=UTAnimNodeSequence'UTGame.Default__UTBeamWeaponAttachment:SkeletalMeshComponent0.MeshSequenceA'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0'
   End Object
   Mesh=SkeletalMeshComponent0
   Name="Default__UTBeamWeaponAttachment"
   ObjectArchetype=UTWeaponAttachment'UTGame.Default__UTWeaponAttachment'
}

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Creation time: sk 18-3-2018 10:00:48.996 - Created with UnCodeX