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UE2:Object structs (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object (structs) |
Contents |
- Object structs in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT3
- Other member categories for this class:
- operators, static native functions
[edit] Structs
[edit] BoundingVolume
Extends: Box
A combination of an axis-aligned bounding box and a bounding sphere.
- Plane Sphere
- The bounding sphere.
[edit] Box
An axis-aligned bounding box.
[edit] Color
- Main article: Color
An RGB color with alpha (opacity) value.
- byte B
- Blue color component.
- byte G
- Green color component.
- byte R
- Red color component.
- byte A
- Alpha value.
[edit] CompressedPosition
A combined player movement state with special handling during replication.
- Vector Location
- Player location.
- Rotator Rotation
- Player rotation, Roll component is not replicated.
- Vector Velocity
- Player velocity.
[edit] Coords
A coordinate system. Usually the X, Y and Z axes are perpendicular to each other so that in the coordinate system X faces forward, Y faces right and Z faces up.
- Vector Origin
- The origin of this coordinate system in global coordinates.
- Vector XAxis
- The coordinate system's X axis.
- Vector YAxis
- The coordinate system's Y axis.
- Vector ZAxis
- The coordinate system's Z axis.
[edit] FloatBox
[edit] Guid
[edit] IntBox
[edit] InterpCurve
- array<InterpCurvePoint> Points
[edit] InterpCurvePoint
[edit] Matrix
A 4x4 matrix.
[edit] Plane
Extends: Vector
Describes a plane using X/Y/Z as normal vector and W as distance from origin or a sphere using X/Y/Z as center location and W as radius. Note that components are rounded for replication, so Plane values actually describing a plane may need their X/Y/Z values multiplied by a larger value prior to replication, similar to vectors.
- float W
[edit] Quat
- Main article: Quaternion
A quaternion.
- float X
- The i component of the quaternion.
- float Y
- The j component of the quaternion.
- float Z
- The k component of the quaternion.
- float W
- The real component of the quaternion.
[edit] Range
A range of float values.
[edit] RangeVector
A 3D vector of ranges.
[edit] Rotator
- Main article: Rotator
A 3D rotation value. Components are applied in the order Yaw, Pitch, Roll.
- int Pitch
- The pitch component. (think nodding for "yes")
- int Yaw
- The yaw component. (think shaking the head for "no")
- int Roll
- The roll component. (think tilting your head left and right for "not sure")
[edit] Scale
- Vector Scale
- float SheerRate
- ESheerAxis SheerAxis
[edit] TMultiMap
A "mirror struct" for native multi-map properties. Maps are not available in UnrealScript.
- pointer FArray_Data
- int FArray_ArrayNum
- int FArray_ArrayMax
- pointer TMapBase_Hash
- int TMapBase_HashCount
[edit] Vector
- Main article: Vector
A 3D vector value.
