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UE3:UTFamilyInfo (UT3)

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UT3 Object >> UTFamilyInfo
Package: 
UTGame
Direct subclasses:
UTFamilyInfo_Human, UTFamilyInfo_Krall, UTFamilyInfo_Liandri
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Structure defining information about a particular 'family' (eg. Ironguard Male)

Properties[edit]

AnimSets[edit]

Type: array<AnimSet>

Animation sets to use for a character in this 'family'

ArmMeshName[edit]

Type: string

Name of mesh within ArmMeshPackageName to use for arms.

ArmMeshPackageName[edit]

Type: string

Package to load to find the arm mesh for this char.

ArmSkinPackageName[edit]

Type: string

Package that contains team-skin materials for first-person arms.

BaseMICParent[edit]

Type: MaterialInstanceConstant


BaseTranslationOffset[edit]

Type: float


Default value: 7.0

BioDeathMICParent[edit]

Type: MaterialInstanceConstant


bIsFemale[edit]

Type: bool

Whether these are female characters

BloodEffects[edit]

Type: array<UTEmitter.DistanceBasedParticleTemplate>

Hit impact effects. Sprays when you get shot *

Default value, index 0:

Member Value
MinDistance 750.0
Template ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Far'

Default value, index 1:

Member Value
MinDistance 350.0
Template ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Mid'

Default value, index 2:

Member Value
Template ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Near'

BloodEmitterClass[edit]

Type: class<UTEmit_HitEffect>


Default value: Class'UTGame.UTEmit_BloodSpray'

BloodSplatterDecalMaterial[edit]

Type: MaterialInstance

This is the blood splatter effect to use on the walls when this pawn is shot

See: LeaveABloodSplatterDecal *

Default value: MaterialInstanceTimeVarying'T_FX.DecalMaterials.MITV_FX_BloodDecal_Small01'

BlueArmSkinName[edit]

Type: string

Name of blue team material for first-person arms.

CameraXOffset[edit]

Type: float


Default value: 0.2

CameraYOffset[edit]

Type: float


Default value: -1.0

CharEditorIdleAnimName[edit]

Type: name

Idle animation to use in character editor screen.

DeathCameraEffect[edit]

Type: class<UTEmitCameraEffect>

death camera blood effect

Default value: Class'UTGame.UTEmitCameraEffect_BloodSplatter'

DeathMeshBreakableJoints[edit]

Type: array<name>

Which joints we can break when applying damage *

DeathMeshNumMaterialsToSetResident[edit]

Type: int

This is the number of materials on the DeathSkeleton *

DeathMeshPhysAsset[edit]

Type: PhysicsAsset


DeathMeshSkelMesh[edit]

Type: SkeletalMesh

This is the skeleton skel mesh that will replace the character's mesh for various death effects *

DefaultMeshScale[edit]

Type: float

Mesh scaling

Default value: 1.075

DrivingDrawScale[edit]

Type: float

scale for meshes in this family when driving a vehicle

Default value: 1.0

ExtraCameraZOffset[edit]

Type: float

Camera offsets for Hero

Default value: -10.0

Faction[edit]

Type: string

Faction that this family belongs to.

FamilyEmotes[edit]

Type: array<EmoteInfo>

Set of all emotes for this family.

Default value, index 0:

Member Value
CategoryName 'Taunt'
EmoteAnim 'Taunt_FB_BringItOn'
EmoteName "Bring It On"
EmoteTag 'TauntA'

Default value, index 1:

Member Value
CategoryName 'Taunt'
EmoteAnim 'Taunt_FB_Hoolahoop'
EmoteName "Hoolahoop"
EmoteTag 'TauntB'

Default value, index 2:

Member Value
CategoryName 'Taunt'
EmoteAnim 'Taunt_FB_Pelvic_Thrust_A'
EmoteName "Hip Thrust"
EmoteTag 'TauntC'

Default value, index 3:

Member Value
bTopHalfEmote True
CategoryName 'Taunt'
EmoteAnim 'Taunt_UB_BulletToTheHead'
EmoteName "Bullet To Head"
EmoteTag 'TauntD'

Default value, index 4:

Member Value
bTopHalfEmote True
CategoryName 'Taunt'
EmoteAnim 'Taunt_UB_ComeHere'
EmoteName "Come Here"
EmoteTag 'TauntE'

Default value, index 5:

Member Value
bTopHalfEmote True
CategoryName 'Taunt'
EmoteAnim 'Taunt_UB_Slit_Throat'
EmoteName "Throat Slit"
EmoteTag 'TauntF'

Default value, index 6:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'ATTACK'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Attack"
EmoteTag 'OrderA'

Default value, index 7:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'Defend'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Defend"
EmoteTag 'OrderB'

Default value, index 8:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'Hold'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Hold This Position"
EmoteTag 'OrderC'

Default value, index 9:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'Follow'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Cover Me"
EmoteTag 'OrderD'

Default value, index 10:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'Freelance'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Freelance"
EmoteTag 'OrderE'

Default value, index 11:

Member Value
bTopHalfEmote True
CategoryName 'Order'
Command 'DropFlag'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Drop Flag/Orb"
EmoteTag 'OrderF'

Default value, index 12:

Member Value
bTopHalfEmote True
CategoryName 'UnusedOrder'
Command 'DropOrb'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Drop Orb"
EmoteTag 'OrderG'

Default value, index 13:

Member Value
CategoryName 'SpecialMove'
EmoteAnim 'GroundPound_A'
EmoteTag 'MeleeA'

Default value, index 14:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Encouragement"
EmoteTag 'ENCOURAGEMENT'

Default value, index 15:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Acknowledged"
EmoteTag 'ACK'

Default value, index 16:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "In Position"
EmoteTag 'InPosition'

Default value, index 17:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Under Attack"
EmoteTag 'UnderAttack'

Default value, index 18:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Area Secure"
EmoteTag 'AreaSecure'

FamilyID[edit]

Type: string

Matches the FamilyID in the CustomCharData

GibExplosionTemplate[edit]

Type: ParticleSystem

When you are gibbed this is the particle effect to play *

Default value: ParticleSystem'T_FX.Effects.P_FX_GibExplode'

Gibs[edit]

Type: array<GibInfo>


HeadGib[edit]

Type: GibInfo

Head gib

HeadShotEffect[edit]

Type: ParticleSystem

The visual effect to play when a headshot gibs a head.

Default value: ParticleSystem'T_FX.Effects.P_FX_HeadShot'

HeadShotGoreSocketName[edit]

Type: name

Name of the HeadShotGoreSocket *

Default value: 'HeadShotGoreSocket'

HeadShotNeckGoreAttachment[edit]

Type: StaticMesh

This is attached to the HeadShotGoreSocket on the pawn if there exists one. Some pawns do no need to have this as their mesh already has gore pieces. But some do not.

Default value: StaticMesh'CH_Gore.S_CH_Headshot_Gore'

HeroFireOffset[edit]

Type: Object.Vector

Projectile offsets for Hero

Default value:

Member Value
X 180.0
Y -10.0
Z -20.0

HeroMeleeAnimSet[edit]

Type: AnimSet

AnimSet for this family's Hero Melee attack

Default value: AnimSet'CH_AnimHuman_Hero.Anims.K_AnimHuman_Hero'

LeftFootBone[edit]

Type: name

Names for specific bones in the skeleton

Default value: 'b_LeftAnkle'

MasterSkeleton[edit]

Type: SkeletalMesh

Contains all bones used by this family - used for animating character on creation screen.

MergeLODsToStrip[edit]

Type: int

When creating this custom char, number of LODs to strip from the source parts.

Default value: 1

MinCameraDistSq[edit]

Type: float


Default value: 1.0

NeckStumpName[edit]

Type: string

Name of 'neck stump' mesh to use if head is enclosed by helmet.

NonTeamEmissiveColor[edit]

Type: Object.LinearColor

When not in a team game, this is the color to use for glowy bits.

Default value:

Member Value
A 1.0
B 0.2
G 0.2
R 10.0

NonTeamTintColor[edit]

Type: Object.LinearColor

When not in a team game, this is the color to tint character at a distance.

Default value:

Member Value
A 1.0
B 0.5
G 2.0
R 4.0

PhysAsset[edit]

Type: PhysicsAsset

Physics Asset to use

PortraitExtraOffset[edit]

Type: Object.Vector

Extra offset to apply to mesh when rendering portrait for this family.

RedArmSkinName[edit]

Type: string

Name of red team material for first-person arms.

RightFootBone[edit]

Type: name


Default value: 'b_RightAnkle'

SkeletonBurnOutMaterials[edit]

Type: array<MaterialInstanceTimeVarying>

These are the materials that the skeleton for this race uses (i.e. some of them have more than one material *

SoundGroupClass[edit]

Type: class<UTPawnSoundGroup>


Default value: Class'UTGame.UTPawnSoundGroup'

SuperHeroFireOffset[edit]

Type: Object.Vector


Default value:

Member Value
X 380.0
Y -10.0
Z -30.0

TakeHitPhysicsFixedBones[edit]

Type: array<name>


Default value, index 0: 'b_LeftAnkle'

Default value, index 1: 'b_RightAnkle'

TrustWorthiness[edit]

Type: float

How likely bot associated with this family is to betray teammates

VoiceClass[edit]

Type: class<UTVoice>


Default value: Class'UTGame.UTVoice_DefaultMale'

Structs[edit]

EmoteInfo[edit]

Modifiers: native

Structure containing information about a specific emote

name CategoryName 
Category to which this emote belongs.
name EmoteTag 
This is a unique tag used to look up this emote
string EmoteName 
Friendly name of this emote (eg for menu)
name EmoteAnim 
Name of animation to play. Should be in AnimSets above.
bool bVictoryEmote 
Indicates that this is a whole body 'victory' emote which should only be offered at the end of the game.
bool bTopHalfEmote 
Emote should only be played on top half of body.
name Command 
The command that goes with this emote
bool bRequiresPlayer 
if true, the command requires a PRI

GibInfo[edit]

Modifiers: native

information on what gibs to spawn and where

name BoneName 
the bone to spawn the gib at
class<UTGib> GibClass 
the gib class to spawn
bool bHighDetailOnly 

Static functions[edit]

GetEmoteGroupCnt[edit]

function static int GetEmoteGroupCnt (name Category)

Returns the # of emotes in a given group

GetEmoteIndex[edit]

function static int GetEmoteIndex (name EmoteTag)

Finds the index of the emote given a tag

GetEmotes[edit]

function static GetEmotes (name Category, out array<stringCaptions, out array<nameEmoteTags)

returns all the Emotes in a group

GetVoiceClass[edit]

static function class<UTVoiceGetVoiceClass (UTCustomChar_Data.CustomCharData CharacterData)