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Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide

You're reading from   Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide Create games beyond your imagination with the Unreal Development Kit

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691925
Length 466 pages
Edition 1st Edition
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Author (1):
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Rachel Cordone Rachel Cordone
Author Profile Icon Rachel Cordone
Rachel Cordone
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Table of Contents (18) Chapters Close

Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Project Setup and Test Environments FREE CHAPTER 2. Storing and Manipulating Data 3. Understanding the Class Tree 4. Making Custom Classes 5. Using Functions 6. Using States to Control Behavior 7. Working with Kismet 8. Creating Multiplayer Games 9. Debugging and Optimization 10. Odds and Ends Pop Quiz Answers Index

Time for action – Hidecategories


Let's take a look at our AwesomeWeaponUpgrade actor.

  1. Let's change the top line of our AwesomeWeaponUpgrade actor to the following:

    class AwesomeWeaponUpgrade extends AwesomeActor
        hidecategories(Attachment,Physics,Debug,Object)
        placeable;

    Note that the class declaration line doesn't end until the semicolon, and it's perfectly fine to spread it across a few lines to keep it readable.

  2. Compile the code and take a look at the properties in the editor again.

There are a lot less this time!

What just happened?

The hidecategories modifier should only be used when you're sure that a level designer isn't going to need to change any variables in that category. It doesn't get rid of any variables; it just hides them from the editor. This modifier is inherited, and if we wanted to reverse a hidecategories modifier in a subclass we would use the showcategories modifier, for example this hypothetical subclass:

class SomeOtherUpgrade extends AwesomeWeaponUpgrade
   ...
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