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UE3:CoverLink structs (UDK)
Object >> Actor >> NavigationPoint >> CoverLink (structs) |
- CoverLink structs in other games:
- UT3
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Structs
CoverInfo
Modifiers: immutablewhencooked, native
Utility struct for referencing cover link slots.
CoverReference
Extends: Actor.ActorReference
Modifiers: immutablewhencooked, native
CoverSlot
Modifiers: immutablewhencooked, native
Contains information for a cover slot that a player can occupy
- Pawn SlotOwner
- Current owner of this slot
- float SlotValidAfterTime
- Slot is invalid until world.timeseconds is >= this value (allows temporary disabling of slots)
- ECoverType ForceCoverType
- Gives LDs ability to force the type - CT_None == auto find
- ECoverType CoverType
- Type of cover this slot provides
- Object.Vector LocationOffset
- Offset from node location for this slot
- Object.Rotator RotationOffset
- Offset from node rotation for this slot
- array<ECoverAction> Actions
- List of actions possible from this slot
- array<FireLink> FireLinks
- List of all attackable nodes
- array<FireLink> ForcedFireLinks
- array<FireLink> RejectedFireLinks
- List of coverlinks/slots that couldn't be shot at - used by COVERLINK_DYNAMIC
- array<ExposedLink> ExposedFireLinks
- List of targets that are flanked by this slot
- array<DangerLink> DangerLinks
- List of nav points that are dangerous to path through when this slot is occupied
- array<CoverReference> TurnTarget
- Fixme: can't these be a static 2 element array and eliminate the direction parameter in CoverReference?
- array<SlotMoveRef> SlipRefs
- Info about where cover slip can move to
- array<CoverReference> OverlapClaims
- List of cover slots that should be claimed when this slot is claimed
because they are overlapping
- bool bLeanLeft
- Can we lean left/right to shoot from this slot?
- bool bLeanRight
- Can we lean left/right to shoot from this slot?
- bool bForceCanPopUp
- Can we popup?
- bool bCanPopUp
- bool bCanMantle
- Can we mantle over this cover?
- bool bCanClimbUp
- Can we mantle up?
- bool bForceCanCoverSlip_Left
- Can cover slip at this slot?
- bool bForceCanCoverSlip_Right
- Can cover slip at this slot?
- bool bCanCoverSlip_Left
- bool bCanCoverSlip_Right
- bool bCanSwatTurn_Left
- Can swat turn at this slot?
- bool bCanSwatTurn_Right
- Can swat turn at this slot?
- bool bEnabled
- Is this slot currently enabled?
- bool bAllowPopup
- Is popping up allowed for midlevel/crouching cover?
- bool bAllowMantle
- Is mantling allowed here?
- bool bAllowCoverSlip
- Is cover slip allowed?
- bool bAllowClimbUp
- Is climbing up allowed here?
- bool bAllowSwatTurn
- Is swat turn allowed?
- bool bForceNoGroundAdjust
- if this is on ground adjustments will be skipped
- bool bPlayerOnly
- Slot can only be used by players, not AI
- bool bSelected
- Is this slot currently selected for editing?
- int ExtraCost
- extra AI navigation cost to assign to this slot
- float LeanTraceDist
- How far auto adjust code traces forward from lean fire point
to determine if the lean has a valid fire line
- CoverSlotMarker SlotMarker
- Slot marker to allow the slot to exist on the navigation network
- ECoverLocationDescription LocationDescription
- Per-slot description tag. If _None, fall back to the description in the CoverLink.
- bool bFailedToFindSurface
- Map Error: Cover slot failed to find surface to align to
Default values:
Property | Value |
---|---|
bAllowClimbUp | False |
bAllowCoverSlip | True |
bAllowMantle | True |
bAllowPopup | True |
bAllowSwatTurn | True |
bCanClimbUp | False |
bCanCoverSlip_Left | True |
bCanCoverSlip_Right | True |
bCanMantle | True |
bCanSwatTurn_Left | True |
bCanSwatTurn_Right | True |
bEnabled | True |
LeanTraceDist | 64.0 |
CovPosInfo
Modifiers: immutablewhencooked, native
Utility struct to reference a position in cover
- CoverLink Link
- CoverLink holding cover position
- int LtSlotIdx
- Index of left bounding slot
- int RtSlotIdx
- Index of right bounding slot
- float LtToRtPct
- Pct of distance Location is, between left and right slots
- Object.Vector Location
- Location in cover
- Object.Vector Normal
- Normal vector, used to define direction. Pointing from Location away from Wall.
- Object.Vector Tangent
- Tangent vector, gives alignement of cover. With multiple slots cover, this gives the direction from Left to Right slots.
Default values:
Property | Value |
---|---|
LtSlotIdx | -1 |
LtToRtPct | 0.0 |
RtSlotIdx | -1 |
DangerLink
Modifiers: immutablewhencooked, native
Contains information about navigation points slot poses a threat to
- Actor.ActorReference DangerNav
- Navigation point that is in danger from this slot
- int DangerCost
- Added cost to navigation point
DynamicLinkInfo
Modifiers: immutablewhencooked, native
- Object.Vector LastTargetLocation
- Location of the target when this FireLink was created/updated (Used for tracking CoverLink_Dynamic)
- Object.Vector LastSrcLocation
- Location of the src when this FireLink was created/updated (Used for tracking CoverLink_Dynamic)
ExposedLink
Modifiers: immutablewhencooked, native
Contains information about other cover nodes this node is exposed to (ie flanked by)
- CoverReference TargetActor
- Slot that is dangerous to this link
- byte ExposedScale
- Scale of how dangerous this exposure is
(0,255] -- ~0 = not very dangerous, 255 = extremely dangerous
FireLink
Modifiers: immutablewhencooked, native
Contains information about what other cover nodes this node is capable of firing on.
- CoverReference TargetActor
- Target slot
- array<FireLinkItem> Items
- List of fire link items
- byte DynamicLinkInfoIndex
- index into DynamicLinkInfo array (if this coverlink or targetactor is dynamic)
- byte DynamicLinkInfoIndexHigh
- high byte of index into DynamicLinkInfo array (if this coverlink or targetactor is dynamic)
- bool bDynamicIndexInited
- Whether DynamicLinkInfoIndex has been initialized
- bool bFallbackLink
- Is this link considered a fallback link? (Shouldn't be desired, but is acceptable)
FireLinkItem
Modifiers: immutablewhencooked, native
Contains specific links between SOURCE actions/postures to DEST actions/postures
- ECoverType SrcType
- CT_Standing/CT_MidLevel for source
- ECoverAction SrcAction
- Action for source
- ECoverType DestType
- CT_Standing/CT_MidLevel for source
- ECoverAction DestAction
- Action for source
LinkSlotHelper
Modifiers: immutablewhencooked, native
SlotMoveRef
Modifiers: immutablewhencooked, native
- Pylon.PolyReference Poly
- Actor.BasedPosition Dest
- int Direction
TargetInfo
Modifiers: immutablewhencooked, native