UE3:InventoryManager (UDK)

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UDK Object >> Actor >> InventoryManager
Package: 
Engine

InventoryManager Base class to manage Pawn's inventory This provides a simple interface to control and interact with the Pawn's inventory, such as weapons, items and ammunition.

Properties

bMustHoldWeapon

Type: bool

if true, don't allow player to put down weapon without switching to another one

InventoryChain

Type: Inventory

First inventory item in inventory linked list

LastAttemptedSwitchToWeapon

Type: Weapon


PendingFire

Type: array<int>

Modifiers: private

Holds the current "Fire" status for both firing modes

PendingWeapon

Type: Weapon

Player will switch to PendingWeapon, once the current weapon has been put down.

Fixme: laurent -- PendingWeapon should be made protected, because too many bugs result by setting this variable directly. It's only safe to read it, but to change it, SetCurrentWeapon() should be used.

Default values

Property Value
bHidden True
bOnlyDirtyReplication True
bOnlyRelevantToOwner True
bReplicateInstigator True
bReplicateMovement False
CollisionType COLLIDE_CustomDefault
NetPriority 1.4
RemoteRole ROLE_SimulatedProxy
TickGroup TG_DuringAsyncWork

Functions

Iterator functions

InventoryActors

native final iterator function InventoryActors (class<InventoryBaseClass, out Inventory Inv)

returns all Inventory Actors of class BaseClass

Parameters:

  • BaseClass - Inventory actors returned are of, or childs of, this base class.

Output: Inv Inventory actors returned.

Note: this iterator bails if it encounters more than 100 items, since temporary loops in linked list may sometimes be created on network clients while link pointers are being replicated. For performance reasons you shouldn't have that many inventory items anyway.

Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed

Event called when inventory manager is destroyed, called from Pawn.Destroyed()

DiscardInventory

simulated event DiscardInventory ()

Discard full inventory, generally because the owner died

FindInventoryType

simulated event Inventory FindInventoryType (class<InventoryDesiredClass, optional bool bAllowSubclass)

returns the inventory item of the requested class if it exists in this inventory manager.

Parameters:

  • DesiredClass - class of inventory item we're trying to find.
  • bAllowSubclass - whether subclasses of the desired class are acceptable

Returns:

Inventory actor if found, None otherwise.

PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions

See InventoryManager instance functions.