Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:Object structs (UT2004)
Object (structs) |
- Object structs in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
- Other member categories for this class:
- operators, static native functions
Structs[edit]
BoundingVolume[edit]
Extends: Box
A combination of an axis-aligned bounding box and a bounding sphere.
- Plane Sphere
- The bounding sphere.
Box[edit]
An axis-aligned bounding box.
Color[edit]
- 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.
CompressedPosition[edit]
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.
Coords[edit]
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.
FloatBox[edit]
Guid[edit]
IntBox[edit]
InterpCurve[edit]
- array<InterpCurvePoint> Points
InterpCurvePoint[edit]
Matrix[edit]
A 4x4 matrix.
Plane[edit]
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
Quat[edit]
- 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.
Range[edit]
A range of float values.
RangeVector[edit]
A 3D vector of ranges.
Rotator[edit]
- 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")
Scale[edit]
- Vector Scale
- float SheerRate
- ESheerAxis SheerAxis
TMultiMap[edit]
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
Vector[edit]
- Main article: Vector
A 3D vector value.