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UTGame.UTWeaponAttachment

Extends
Actor
Modifiers
abstract dependson ( UTPhysicalMaterialProperty )

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

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

Direct Known Subclasses:

UTAttachment_Avril, UTAttachment_BioRifle, UTAttachment_EMPMine, UTAttachment_EnergyShield, UTAttachment_Enforcer, UTAttachment_FlakCannon, UTAttachment_ImpactHammer, UTAttachment_InstagibRifle, UTAttachment_LinkGenerator, UTAttachment_Redeemer, UTAttachment_RocketLauncher, UTAttachment_ShapedCharge, UTAttachment_ShockRifle, UTAttachment_SlowVolume, UTAttachment_SniperRifle, UTAttachment_SpiderMineTrap, UTAttachment_Stinger, UTAttachment_Translocator, UTBeamWeaponAttachment

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
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
nameAltFireAnim
array<MaterialImpactEffect>AltImpactEffects
NameAttachmentSocket
boolbAlignToSurfaceNormal
boolbMakeSplash
boolbMuzzleFlashPSCLoops
boolbSuppressSounds
SoundCueBulletWhip
MaterialImpactEffectDefaultAltImpactEffect
MaterialImpactEffectDefaultImpactEffect
floatDistFactorForRefPose
nameFireAnim
array<MaterialImpactEffect>ImpactEffects
floatMaxDecalRangeSq
floatMaxFireEffectDistance
floatMaxImpactEffectDistance
SkeletalMeshComponentMesh
ParticleSystemMuzzleFlashAltPSCTemplate
colorMuzzleFlashColor
floatMuzzleFlashDuration
UTExplosionLightMuzzleFlashLight
class<UTExplosionLight>MuzzleFlashLightClass
ParticleSystemComponentMuzzleFlashPSC
ParticleSystemMuzzleFlashPSCTemplate
nameMuzzleFlashSocket
SkeletalMeshComponentOverlayMesh
SkeletalMeshComponentOwnerMesh
class<Actor>SplashEffect
EWeapAnimTypeWeapAnimType
class<UTWeapon>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
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EWeapAnimType
EWAT_Default, EWAT_Pistol, EWAT_DualPistols, EWAT_ShoulderRocket, EWAT_Stinger
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
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionbool AllowImpactEffects (Actor HitActor, vector HitLocation, vector HitNormal))
function AttachTo (UTPawn OwnerPawn))
function CauseMuzzleFlash ()))
function ChangeVisibility (bool bIsVisible))
function CheckBulletWhip (vector FireDir, vector HitLocation))
function CheckToForceRefPose ()))
function CreateOverlayMesh ()))
function DetachFrom (SkeletalMeshComponent MeshCpnt ))
functionbool EffectIsRelevant (vector SpawnLocation, bool bForceDedicated, optional float CullDistance ))
function FireModeUpdated (byte FiringMode, bool bViaReplication)
function FirstPersonFireEffects (Weapon PawnWeapon, vector HitLocation))
functionvector GetEffectLocation ()))
functionMaterialImpactEffect GetImpactEffect (PhysicalMaterial HitMaterial))
function MuzzleFlashTimer ()))
function PlayImpactEffects (vector HitLocation))
event PostBeginPlay ()))
function SetDualWielding (bool bNowDual)
function SetImpactedActor (Actor HitActor, vector HitLocation, vector HitNormal)
function SetMuzzleFlashParams (ParticleSystemComponent PSC))
function SetPuttingDownWeapon (bool bNowPuttingDown)
function SetSkin (Material NewMaterial))
function SetWeaponOverlayFlags (UTPawn OwnerPawn))
function SplitScreenEffects (vector HitLocation))
function StopFirstPersonFireEffects (Weapon PawnWeapon))
function StopMuzzleFlash ()))
event StopThirdPersonFireEffects ()))
function ThirdPersonFireEffects (vector HitLocation))
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
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=

States Summary
CurrentlyAttached Source code
state CurrentlyAttached
/** When an attachment is attached to a pawn, it enters the CurrentlyAttached state. */


Variables Detail

AltFireAnim Source code

var name AltFireAnim;
anims to play when firing

AltImpactEffects Source code

var array<MaterialImpactEffect> AltImpactEffects;
impact effects by material type

AttachmentSocket Source code

var Name AttachmentSocket;

bAlignToSurfaceNormal Source code

var bool bAlignToSurfaceNormal;

bMakeSplash Source code

var bool bMakeSplash;
If true, make splash effect for local player when hit water

bMuzzleFlashPSCLoops Source code

var bool bMuzzleFlashPSCLoops;

bSuppressSounds Source code

var bool bSuppressSounds;

BulletWhip Source code

var SoundCue BulletWhip;
sound that is played when the bullets go whizzing past your head

DefaultAltImpactEffect Source code

var MaterialImpactEffect DefaultAltImpactEffect;
default impact effect to use if a material specific one isn't found

DefaultImpactEffect Source code

var MaterialImpactEffect DefaultImpactEffect;
default impact effect to use if a material specific one isn't found

DistFactorForRefPose Source code

var float DistFactorForRefPose;
When the DistanceFactor for this weapon drops below this, force it into the ref pose (don't do animations etc)

FireAnim Source code

var name FireAnim;
anims to play when firing

ImpactEffects Source code

var array<MaterialImpactEffect> ImpactEffects;
impact effects by material type

MaxDecalRangeSq Source code

var float MaxDecalRangeSq;

MaxFireEffectDistance Source code

var float MaxFireEffectDistance;

MaxImpactEffectDistance Source code

var float MaxImpactEffectDistance;

Mesh Source code

var SkeletalMeshComponent Mesh;
Weapon SkelMesh

MuzzleFlashAltPSCTemplate Source code

var ParticleSystem MuzzleFlashAltPSCTemplate;

MuzzleFlashColor Source code

var color MuzzleFlashColor;

MuzzleFlashDuration Source code

var float MuzzleFlashDuration;
How long the Muzzle Flash should be there

MuzzleFlashLight Source code

var UTExplosionLight MuzzleFlashLight;

MuzzleFlashLightClass Source code

var class<UTExplosionLight> MuzzleFlashLightClass;
dynamic light

MuzzleFlashPSC Source code

var ParticleSystemComponent MuzzleFlashPSC;
Muzzle flash PSC and Templates

MuzzleFlashPSCTemplate Source code

var ParticleSystem MuzzleFlashPSCTemplate;

MuzzleFlashSocket Source code

var name MuzzleFlashSocket;
Holds the name of the socket to attach a muzzle flash too

OverlayMesh Source code

var protected SkeletalMeshComponent OverlayMesh;
mesh for overlay - Each weapon will need to add it's own overlay mesh in it's default props

OwnerMesh Source code

var SkeletalMeshComponent OwnerMesh;
TEMP for guns with no muzzleflash socket

SplashEffect Source code

var class<Actor> SplashEffect;
Animations and Sounds

WeapAnimType Source code

var EWeapAnimType WeapAnimType;
Anim

WeaponClass Source code

var class<UTWeapon> WeaponClass;


Enumerations Detail

EWeapAnimType Source code

enum EWeapAnimType
{
EWAT_Default, EWAT_Pistol, EWAT_DualPistols, EWAT_ShoulderRocket, EWAT_Stinger
};


Functions Detail

AllowImpactEffects Source code

simulated function bool AllowImpactEffects ( Actor HitActor, vector HitLocation, vector HitNormal) )

AttachTo Source code

simulated function AttachTo ( UTPawn OwnerPawn) )
Called on a client, this function Attaches the WeaponAttachment to the Mesh.

CauseMuzzleFlash Source code

simulated function CauseMuzzleFlash ( ) )
Causes the muzzle flash to turn on and setup a time to turn it back off again.

ChangeVisibility Source code

simulated function ChangeVisibility ( bool bIsVisible) )

CheckBulletWhip Source code

simulated function CheckBulletWhip ( vector FireDir, vector HitLocation) )

CheckToForceRefPose Source code

simulated function CheckToForceRefPose ( ) )

CreateOverlayMesh Source code

simulated function CreateOverlayMesh ( ) )

DetachFrom Source code

simulated function DetachFrom ( SkeletalMeshComponent MeshCpnt ) )
Detach weapon from skeletal mesh

EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated, optional float CullDistance ) )

FireModeUpdated Source code

simulated function FireModeUpdated ( byte FiringMode, bool bViaReplication )

FirstPersonFireEffects Source code

simulated function FirstPersonFireEffects ( Weapon PawnWeapon, vector HitLocation) )
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.

GetEffectLocation Source code

simulated function vector GetEffectLocation ( ) )

@return the starting location for effects (generally tracers)

GetImpactEffect Source code

simulated function MaterialImpactEffect GetImpactEffect ( PhysicalMaterial HitMaterial) )
returns the impact sound that should be used for hits on the given physical material

MuzzleFlashTimer Source code

simulated function MuzzleFlashTimer ( ) )
Turns the MuzzleFlashlight off

PlayImpactEffects Source code

simulated function PlayImpactEffects ( vector HitLocation) )
Spawn any effects that occur at the impact point. It's called from the pawn.

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

SetDualWielding Source code

simulated function SetDualWielding ( bool bNowDual )
sets whether the weapon is being dual wielded

SetImpactedActor Source code

simulated function SetImpactedActor ( Actor HitActor, vector HitLocation, vector HitNormal )

SetMuzzleFlashParams Source code

simulated function SetMuzzleFlashParams ( ParticleSystemComponent PSC) )
Allows a child to setup custom parameters on the muzzle flash

SetPuttingDownWeapon Source code

simulated function SetPuttingDownWeapon ( bool bNowPuttingDown )
sets whether the weapon is being put away

SetSkin Source code

function SetSkin ( Material NewMaterial) )

SetWeaponOverlayFlags Source code

simulated function SetWeaponOverlayFlags ( UTPawn OwnerPawn) )

SplitScreenEffects Source code

simulated function SplitScreenEffects ( vector HitLocation) )
Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen

StopFirstPersonFireEffects Source code

simulated function StopFirstPersonFireEffects ( Weapon PawnWeapon) )

StopMuzzleFlash Source code

simulated function StopMuzzleFlash ( ) )
Stops the muzzle flash

StopThirdPersonFireEffects Source code

simulated event StopThirdPersonFireEffects ( ) )

ThirdPersonFireEffects Source code

simulated function ThirdPersonFireEffects ( vector HitLocation) )
Spawn all of the effects that will be seen in behindview/remote clients. This function is called from the pawn, and should only be called when on a remote client or if the local client is in a 3rd person mode.


Defaultproperties

defaultproperties
{
   Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTAnimNodeSequence'
         Name="MeshSequenceA"
         ObjectArchetype=UTAnimNodeSequence'UTGame.Default__UTAnimNodeSequence'
      End Object
      Animations=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA'
      bForceRefpose=1
      bUpdateSkelWhenNotRendered=False
      bIgnoreControllersWhenNotRendered=True
      bOverrideAttachmentOwnerVisibility=True
      CullDistance=4000.000000
      CachedCullDistance=4000.000000
      bOwnerNoSee=True
      bUseAsOccluder=False
      Name="SkeletalMeshComponent0"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   Mesh=SkeletalMeshComponent0
   MuzzleFlashColor=(B=255,G=255,R=255,A=255)
   bAlignToSurfaceNormal=True
   MuzzleFlashDuration=0.300000
   DefaultImpactEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount")
   DefaultAltImpactEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount")
   MaxImpactEffectDistance=4000.000000
   MaxFireEffectDistance=5000.000000
   MaxDecalRangeSq=16000000.000000
   DistFactorForRefPose=0.140000
   TickGroup=TG_DuringAsyncWork
   bReplicateInstigator=True
   NetUpdateFrequency=10.000000
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTWeaponAttachment"
   ObjectArchetype=Actor'Engine.Default__Actor'
}

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Creation time: sk 18-3-2018 10:01:02.596 - Created with UnCodeX