I was looking at some of the classes in the Starter Platform Game.
I was looking at the dropped health pickup, which for reference is this:
Now as I look at this, I can't find where there is ANYTHING that tells it what mesh to use. There is an archetype, yes, but I don't see anything in here that tells it to use that archetype.Code://============================================================================= // SPG_HealthPickup // // Simple health pick up. // // Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. //============================================================================= class SPG_HealthPickup extends DroppedPickup placeable; // Static mesh used by the pick up var(HealthPickup) const StaticMeshComponent Mesh; // Sound to play when the pick up is picked up by a pawn var(HealthPickup) const SoundCue PickupSound; // How much health to give to the pawn when picked up var(HealthPickup) const int HealthToGive; /** * Called when this pick up should be given to a pawn * * @param P Pawn to give to * @network Server */ function GiveTo(Pawn P) { // Play sound if (PickupSound != None) { PlaySound(PickupSound); } // Add health to the player, but clamp it to the pawn's maximum health P.Health = Min(P.Health + HealthToGive, P.HealthMax); // Handle the rest of pick up PickedUpBy(P); } auto state Pickup { /* * Validate touch (if valid return true to let other pick me up and trigger event). * * @param Other Pawn to validate * @network Server */ function bool ValidTouch(Pawn Other) { // make sure its a live player if (Other == None || !Other.bCanPickupInventory || (Other.DrivenVehicle == None && Other.Controller == None)) { return false; } // make sure thrower doesn't run over own weapon if (Physics == PHYS_Falling && Other == Instigator && Velocity.Z > 0) { return false; } return true; } } defaultproperties { // Remove the sprite component Components.Remove(Sprite); // Add the static mesh component Begin Object Class=StaticMeshComponent Name=MyStaticMeshComponent End Object Mesh=MyStaticMeshComponent Components.Add(MyStaticMeshComponent); }
So I'm confused.
How does this object know what mesh to use?



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