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UE3:CoverLink structs (UDK)

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UDK Object >> Actor >> NavigationPoint >> CoverLink (structs)
CoverLink structs in other games:
UT3

Structs[edit]

CoverInfo[edit]

Modifiers: immutablewhencooked, native

Utility struct for referencing cover link slots.

CoverLink Link 
int SlotIdx 

CoverReference[edit]

Extends: Actor.ActorReference

Modifiers: immutablewhencooked, native

int SlotIdx 
Slot referenced in the link
int Direction 
Direction, used for swat/slip

CoverSlot[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

Modifiers: immutablewhencooked, native

CoverLink Link 
Cover link reference
array<int> Slots 
List of relevant slots

SlotMoveRef[edit]

Modifiers: immutablewhencooked, native

Pylon.PolyReference Poly 
Actor.BasedPosition Dest 
int Direction 

TargetInfo[edit]

Modifiers: immutablewhencooked, native

Actor Target 
int SlotIdx 
Used if Target is a CoverLink
int Direction 
-1 -> Left, 0 -> Center, +1 -> Right