| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- UTGame.UTWeaponAttachment
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 Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| 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 |
| States Summary |
|---|
| CurrentlyAttached Source code |
|---|
state CurrentlyAttached /** When an attachment is attached to a pawn, it enters the CurrentlyAttached state. */ |
| Variables Detail |
|---|
anims to play when firing
impact effects by material type
If true, make splash effect for local player when hit water
sound that is played when the bullets go whizzing past your head
default impact effect to use if a material specific one isn't found
default impact effect to use if a material specific one isn't found
When the DistanceFactor for this weapon drops below this, force it into the ref pose (don't do animations etc)
anims to play when firing
impact effects by material type
Weapon SkelMesh
How long the Muzzle Flash should be there
dynamic light
Muzzle flash PSC and Templates
Holds the name of the socket to attach a muzzle flash too
mesh for overlay - Each weapon will need to add it's own overlay mesh in it's default props
TEMP for guns with no muzzleflash socket
Animations and Sounds
Anim
| Enumerations Detail |
|---|
EWAT_Default, EWAT_Pistol, EWAT_DualPistols, EWAT_ShoulderRocket, EWAT_Stinger};
| Functions Detail |
|---|
AllowImpactEffects Source code
AttachTo Source codeCalled on a client, this function Attaches the WeaponAttachment to the Mesh.
CauseMuzzleFlash Source codeCauses the muzzle flash to turn on and setup a time to turn it back off again.
ChangeVisibility Source code
CheckBulletWhip Source code
CheckToForceRefPose Source code
CreateOverlayMesh Source code
DetachFrom Source codeDetach weapon from skeletal mesh
EffectIsRelevant Source code
FireModeUpdated Source code
FirstPersonFireEffects Source codeThe Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
GetEffectLocation Source code
@return the starting location for effects (generally tracers)
GetImpactEffect Source codereturns the impact sound that should be used for hits on the given physical material
MuzzleFlashTimer Source codeTurns the MuzzleFlashlight off
PlayImpactEffects Source codeSpawn any effects that occur at the impact point. It's called from the pawn.
PostBeginPlay Source code
SetDualWielding Source codesets whether the weapon is being dual wielded
SetImpactedActor Source code
SetMuzzleFlashParams Source codeAllows a child to setup custom parameters on the muzzle flash
SetPuttingDownWeapon Source codesets whether the weapon is being put away
SetSkin Source code
SetWeaponOverlayFlags Source code
SplitScreenEffects Source codeOptimized equivalent of calling ThirdPersonFireEffects while in splitscreen
StopFirstPersonFireEffects Source code
StopMuzzleFlash Source codeStops the muzzle flash
StopThirdPersonFireEffects Source code
ThirdPersonFireEffects Source codeSpawn 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'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||