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UTGame.UTClientSideWeaponPawn

Extends
UTWeaponPawn

used on non-owning clients when driving a UTWeaponPawn, as those aren't replicated for performance reasons but lots of code looks for Pawn.DrivenVehicle so we need something there

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- UTGame.UTVehicleBase
               |   
               +-- UTGame.UTWeaponPawn
                  |   
                  +-- UTGame.UTClientSideWeaponPawn

Variables Summary
Inherited Variables from UTGame.UTWeaponPawn
MySeatIndex, MyVehicle, MyVehicleWeapon
Inherited Variables from UTGame.UTVehicleBase
bHasBarGraph, bShouldEject, HudCoords, HudIcons

Functions Summary
function AttachDriver (Pawn P))
function DetachDriver (Pawn P))
function PreBeginPlay ()
function Tick (float DeltaTime))
Inherited Functions from UTGame.UTWeaponPawn
AddVelocity, AdjustCameraScale, ApplyWeaponEffects, AttachDriver, BaseChange, CalcCamera, ClearFlashCount, ClearFlashLocation, Died, DisplayDebug, DisplayHud, DoJump, DriverLeave, DriverLeft, DropToGround, EditUDmgFX, FaceRotation, FixedView, GetCollisionRadius, GetQuickPickCells, GetTargetLocation, GetVehicleDrivingStatName, HoldGameObject, IncrementFlashCount, JumpOffPawn, PlaceExitingDriver, PossessedBy, ProcessViewRotation, QuickPick, ReplicatedEvent, ServerAdjacentSeat, ServerChangeSeat, SetBaseEyeheight, SetFiringMode, SetFlashLocation, SetMovementPhysics, TooCloseToAttack
Inherited Functions from UTGame.UTVehicleBase
AdjacentSeat, ApplyWeaponEffects, BotFire, ChooseFireMode, DetachDriver, DisplayHud, DriverEnter, DriverLeft, DrivingStatusChanged, EjectDriver, GetDamageScaling, GetPowerLevel, GetQuickPickCells, GetVehicleDrivingStatName, HandleDeadVehicleDriver, HoldGameObject, NeedToTurn, QuickPick, ServerAdjacentSeat, ServerChangeSeat, StopFiringWeapon, SwitchWeapon, TakeHeadShot


Functions Detail

AttachDriver Source code

simulated function AttachDriver ( Pawn P) )

DetachDriver Source code

simulated function DetachDriver ( Pawn P) )

PreBeginPlay Source code

simulated function PreBeginPlay ( )

Tick Source code

simulated function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTWeaponPawn:MyStayUprightSetup'
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTWeaponPawn:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTClientSideWeaponPawn:MyStayUprightSetup'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTWeaponPawn:MyStayUprightConstraintInstance'
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTWeaponPawn:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTClientSideWeaponPawn:MyStayUprightConstraintInstance'
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeaponPawn:SVehicleMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeaponPawn:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTWeaponPawn:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTWeaponPawn:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   CollisionComponent=SVehicleMesh
   Name="Default__UTClientSideWeaponPawn"
   ObjectArchetype=UTWeaponPawn'UTGame.Default__UTWeaponPawn'
}

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Creation time: sk 18-3-2018 10:00:49.263 - Created with UnCodeX