Lecture Topics
- Components
- Role of a component
- Components list on Actor
- Defining component objects in default properties
- StaticMeshComponent
- SkeletalMeshComponent
- Other components
- Collision
- bCollideActors
- bCollideWorld
- Events
- InventoryManager
- AddInventory
- RemoveFromInventory
- FindInventoryType
- CreateInventory
- Inventory
- Weapon/UTWeapon
- Display
- SkeletalMeshComponent
- SkeletalMesh
- AnimSets
- Animations <- AnimNodeSequence
- AnimNodeSequence object
- Mesh
- WeaponIdleAnims[]
- Basics
- FireInterval[]
- WeaponProjectiles[]
- WeaponFireTypes[]
- WeaponFireAnim[]
- Ammunition
- MaxAmmoCount
- AmmoCount
- ShotCost[]
- Logic
- FireAmmunition
- ConsumeAmmo
- AddAmmo
- Instigator
- GetPhysicalFireStartLoc
- GetAdjustedAim
- Pawn.GetAdjustedAimFor
- Pawn.GetViewRotation
- CurrentFiringMode
- FiringStatesArray[]
- Projectile
- Behaviour Properties
- LifeSpan
- AccelRate <- float
- Speed
- MaxSpeed
- Damage
- DamageRadius
- MomentumTransfer
- bRotationFollowsVelocity
- MyDamageType
- bCollideActors
- bCollideWorld
- Display Properties
- Can add any component as display, eg static mesh
- Particle Systems
- ProjFlightTemplate
- ProjExplosionTemplate
- Functions
- Init(Vector direction)
- Explode
- ProjectileHurtRadius
- Events
- Touch/ProcessTouch
- HitWall
- Tracking
- UTDamageType
- Holds information, never spawned
- Useful static functions
- DeathMessage
- SuicideMessage