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
      • Touch
      • Untouch
      • Bump
  • 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
      • Hint at tracking
  • UTDamageType
    • Holds information, never spawned
    • Useful static functions
      • DeathMessage
      • SuicideMessage