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UE3:UTBot internal variables (UT3)
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| Object >> Actor >> Controller >> AIController >> UTBot (internal variables) |
- UTBot internal variables in other games:
- UDK
- Other member categories for this class:
- events, instance functions, states
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Internal variables
[edit] Accuracy
Type: float
-1 to 1 (0 is default, higher is more accurate)
[edit] AcquireTime
Type: float
time at which current enemy was acquired
[edit] AcquisitionYawRate
Type: int
Default value: 20000
[edit] Aggression
Type: float
[edit] Aggressiveness
Type: float
0.0 to 1.0 (typically)
Default value: 0.4
[edit] AimUpdateFrequency
Type: float
Default value: 0.2
[edit] bAllowedToImpactJump
Type: bool
[edit] bAllowedToTranslocate
Type: bool
[edit] bAllowRouteReuse
Type: bool
if true, when pathfinding to the same RouteGoal as the last time, use old RouteCache if it's still valid and all paths on it usable
Default value: True
[edit] BaseAggressiveness
Type: float
0 to 1 (0.3 default, higher is more aggressive)
Default value: 0.4
[edit] BaseAlertness
Type: float
[edit] BaseTrackingReactionTime
Type: float
How far back in time is bots model of enemy position based on
Default value: 0.25
[edit] bBetrayTeam
Type: bool
[edit] bCanFire
Type: bool
used by TacticalMove and Charging states
[edit] bChangeDir
Type: bool
tactical move boolean
[edit] bCheckDriverPickups
Type: bool
Modifiers: transient
transient flag that indicates inventory search is for vehicle driver, not Pawn
[edit] bDirectHunt
Type: bool
if set bot ignores Squad recommendation of spots to look for enemy while hunting
[edit] bEnemyAcquired
Type: bool
[edit] bEnemyInfoValid
Type: bool
false when change enemy, true when LastSeenPos etc updated
[edit] bEnemyIsVisible
Type: bool
Who the enemy was for the last LineOfSightTo() check
[edit] bExecutingWhatToDoNext
Type: bool
set when in ExecuteWhatToDoNext() so we can detect bugs where it calls WhatToDoNext() again and causes decision-making to happen every tick
[edit] bFinalStretch
Type: bool
set when bot is done waiting at gather point for more attackers
[edit] bFireSuccess
Type: bool
[edit] bForcedDirection
Type: bool
[edit] bForceNoDetours
Type: bool
[edit] bForceRefreshRoute
Type: bool
used with route reuse to force the next route finding attempt to do the full path search
[edit] bForceTranslocateAbility
Type: bool
[edit] bFrustrated
Type: bool
[edit] bHasFired
Type: bool
[edit] bHasSuperWeapon
Type: bool
[edit] bHasTranslocator
Type: bool
[edit] bHuntPlayer
Type: bool
Last time a warning about a shot being fired at my pawn was accepted.
[edit] bIgnoreEnemyChange
Type: bool
to prevent calling whattodonext() again on enemy change
[edit] bInDodgeMove
Type: bool
[edit] bInitLifeMessage
Type: bool
[edit] bJumpOverWall
Type: bool
true when jumping to clear obstacle
[edit] bJustLanded
Type: bool
[edit] bLeadTarget
Type: bool
lead target with projectile attack
Default value: True
[edit] BlockedAimTarget
Type: Pawn
Iterative aim correction in progress if set
[edit] BlockedPath
Type: NavigationPoint
[edit] bMustCharge
Type: bool
[edit] bNeedDelayedLeaveVehicle
Type: bool
triggers the bot to call DelayedLeaveVehicle() during its next tick - used in the 'non-blocking' case of LeaveVehicle()
[edit] bPendingDoubleJump
Type: bool
[edit] bPlannedJump
Type: bool
set when doing voluntary jump
[edit] bPursuingFlag
Type: bool
[edit] bReachedGatherPoint
Type: bool
[edit] bRecommendFastMove
Type: bool
[edit] bResetCombatTimer
Type: bool
Modifiers: transient
transient flag for TimedFireWeaponAtEnemy() to indicate that the weapon firing code already reset the combat timer
[edit] bScriptedFrozen
Type: bool
[edit] bScriptSpecialJumpCost
Type: bool
script flags that cause various events to be called to override C++ functionality
[edit] bSendFlagMessage
Type: bool
[edit] bShortCamp
Type: bool
[edit] bSpawnedByKismet
Type: bool
set to true for bots created by Kismet scripts; prevents them from checking for too many bots or unbalanced teams also causes them to be destroyed on death instead of respawning
[edit] bStoppedFiring
Type: bool
[edit] bStrafeDir
Type: bool
[edit] bTacticalDoubleJump
Type: bool
[edit] bTargetAlternateLoc
Type: bool
if set pass bRequestAlternateLoc = TRUE to GetTargetLocation() when determining FocalPoint from Focus
[edit] bTranslocatorHop
Type: bool
[edit] bUsePreviousSquadRoute
Type: bool
if true, this bot uses the SquadAI's PreviousObjectiveRouteCache instead (used when the route changes while bot is following it)
[edit] bUsingSquadRoute
Type: bool
whether bot is currently using the squad alternate route - if false, FindPathToSquadRoute() just calls FindPathToward(Squad.RouteObjective)
Default value: True
[edit] bWasNearObjective
Type: bool
[edit] CampTime
Type: float
[edit] CombatStyle
Type: float
-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee
Default value: 0.2
[edit] ConstructedNode
Type: UTOnslaughtPowernode
Temp holder for sending constructed node messages
[edit] CurrentAimError
Type: float
aim error value currently being used
[edit] CurrentlyTrackedEnemy
Type: Pawn
Base value, modified by skill to set TrackingReactionTime
[edit] DecisionComponent
Type: UTBotDecisionComponent
component that handles delayed calls ExecuteWhatToDoNext() to when triggered
Default value: UTBotDecisionComponent'TheDecider'
[edit] DefensePoint
Type: UTDefensePoint
DefensePoint to which bot is assigned (assigned by TeamAI)
[edit] DefensivePosition
Type: NavigationPoint
[edit] DirectionHint
Type: Object.Vector
used to help pick which side of vehicle to get out of
[edit] DodgeLandZ
Type: float
expected min landing height of dodge
[edit] DodgeToGoalPct
Type: float
[edit] EnemyVisibilityTime
Type: float
[edit] ErrorUpdateFrequency
Type: float
how often aim error is updated when bot has a visible enemy
Default value: 0.45
[edit] FailedHuntEnemy
Type: Pawn
[edit] FailedHuntTime
Type: float
[edit] FavoriteWeapon
[edit] FearSpots
Type: UTAvoidMarker
Array size: 2
avoid these spots when moving - used for very short term stationary hazards like bio goo or sticky grenades
[edit] ForcedFlagDropTime
Type: float
Default value: -1000.0
[edit] GatherTime
Type: float
[edit] GoalString
Type: string
for debugging - used to show what bot is thinking (with 'ShowDebug')
[edit] HearingThreshold
Type: float
Default value: 2800.0
[edit] HidingSpot
Type: Object.Vector
[edit] ImpactJumpZ
Type: float
if > 0, we have an impact hammer and it will give us this much Z speed
[edit] ImpactTarget
Type: Actor
impact hammer properties
[edit] ImpactVelocity
Type: Object.Vector
velocity added while falling (bot tries to correct for it)
[edit] InstantWarningShooter
Type: Pawn
shooter of instant hit weapon we're trying to dodge (@see DelayedInstantWarning())
[edit] Jumpiness
Type: float
0 to 1
[edit] KilledVehicleClass
Temp holder for sending killed vehicle messages
[edit] LastActionMusicUpdate
Type: float
Last time bot sent an action music event to a player
[edit] LastAimUpdateTime
Type: float
[edit] LastAttractCheck
Type: float
Default value: -10000.0
[edit] LastBlockingVehicle
Type: Vehicle
[edit] LastCanAttackCheckTime
Type: float
Last time weapon's CanAttack() was checked for firing again
[edit] LastErrorUpdateTime
Type: float
last time aim error was updated
[edit] LastFireAttempt
Type: float
[edit] LastFireTarget
Type: Actor
last target bot fired at
[edit] LastInjuredVoiceMessageTime
Type: float
[edit] LastIterativeCheck
Type: float
pct lead for last targeting check
Default value: 1.0
[edit] LastKillerPosition
Type: Object.Vector
[edit] LastKnownPosition
Type: Object.Vector
[edit] LastRespawnTime
Type: float
[edit] LastSearchTime
Type: float
Result of last enemy LineOfSightTo() check
Default value: -10000.0
[edit] LastSearchWeight
Type: float
[edit] LastSeeingPos
Type: Object.Vector
position where I last saw enemy (auto updated if EnemyNotVisible enabled)
[edit] LastSeenPos
Type: Object.Vector
enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
[edit] LastSeenTime
Type: float
[edit] LastTauntIndex
Type: int
Default value: -1
[edit] LastTryHoverboardTime
Type: float
last time bot tried to use hoverboard, so we don't get stuck if it fails to spawn for whatever reason
[edit] LastUnderFire
Type: float
[edit] LastWarningTime
Type: float
[edit] LoseEnemyCheckTime
Type: float
[edit] MaxSpecialJumpZ
Type: float
maximum jump Z velocity bot can attain using special abilities (jump boots, impact jumping, etc)
[edit] MonitoredPawn
Type: Pawn
used by latent function MonitorPawn()
[edit] MonitorMaxDistSq
Type: float
[edit] MonitorStartLoc
Type: Object.Vector
used by latent function MonitorPawn()
[edit] MultiJumpZ
Type: float
jump Z velocity bot can gain using multijumps (not counting first jump)
[edit] NextSquadMember
Type: UTBot
linked list of members of this squad
[edit] NextTranslocTime
Type: float
[edit] NoVehicleGoal
Type: Actor
if RouteGoal == NoVehicleGoal, don't use a vehicle to get there
[edit] NumRandomJumps
Type: int
[edit] OldMessageID
Type: int
[edit] OldMessageTime
Type: float
to limit frequency of voice messages
Default value: -100.0
[edit] OldMessageType
Type: name
[edit] OldOrderGiver
Type: Controller
[edit] OldOrders
Type: name
[edit] ReactionTime
Type: float
[edit] ReTaskTime
Type: float
time when squad will retask bot (delayed to avoid hitches)
[edit] RetreatStartTime
Type: float
[edit] SavedPositions
Type: array<EnemyPosition>
[edit] ScriptedFireMode
Type: byte
if not 255, bot always uses this fire mode
Default value: 255
[edit] ScriptedTarget
Type: Actor
if set, bot always shoots at it (for Kismet scripts)
[edit] SoakString
Type: string
for debugging - shows problem when soaking
[edit] Squad
Type: UTSquadAI
[edit] SquadRouteGoal
Type: NavigationPoint
goal along squad's route, used when moving along alternate path via FindPathToSquadRoute()
[edit] StartleActor
Type: Actor
[edit] StartTacticalTime
Type: float
[edit] StopStartTime
Type: float
[edit] StrafingAbility
Type: float
-1 to 1 (higher uses strafing more)
[edit] Tactics
Type: float
[edit] TemporaryFocus
Type: Actor
temporarily look at this actor (for e.g. looking at shock ball for combos) - only used when looking at enemy
[edit] TrackedVelocity
Type: Object.Vector
Normally the current enemy. Reset SavedPositions if this changes.
[edit] TrackingReactionTime
Type: float
Default value: 0.25
[edit] TranslocationTarget
Type: Actor
translocator properties
[edit] TranslocFreq
Type: float
[edit] TranslocUse
Type: float
0 to 1 - higher means more likely to use
Default value: 1.0
[edit] VisibleEnemy
Type: Pawn
When last enemy LineOfSightTo() check was done
[edit] WarningDelay
Type: float
delay before act on firing warning
[edit] WarningProjectile
Type: Projectile
