1
0
KF2-Dev-Scripts/Engine/Classes/ActorFactoryAI.uc

43 lines
1.5 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class ActorFactoryAI extends ActorFactory
config(Editor)
native;
cpptext
{
virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
/**
* If the ActorFactory thinks it could create an Actor with the current settings.
* Can Used to determine if we should add to context menu or if the factory can be used for drag and drop.
*
* @param OutErrorMsg Receives localized error string name if returning FALSE.
* @param bFromAssetOnly If true, the actor factory will check that a valid asset has been assigned from selection. If the factory always requires an asset to be selected, this param does not matter
* @return True if the actor can be created with this factory
*/
virtual UBOOL CanCreateActor( FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE );
virtual AActor* GetDefaultActor();
};
var() class<AIController> ControllerClass;
var() class<Pawn> PawnClass;
var() string PawnName;
/** whether or not to give the spawned Pawn the default inventory for the gametype being played */
var() bool bGiveDefaultInventory;
/** additional inventory to give the Pawn */
var() array< class<Inventory> > InventoryList;
/** what team to put the AI on */
var() int TeamIndex;
defaultproperties
{
ControllerClass=class'AIController'
TeamIndex=255
bPlaceable=false
}