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UE3:GameTypes structs (UDK)

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UDK Object >> GameTypes (structs)

Structs[edit]

GameSpecialMoveInfo[edit]

Modifiers: native

Struct to map specialmove label/class and allow overrides via the same label key

name SpecialMoveName 
class<GameSpecialMove> SpecialMoveClass 
GameSpecialMove SpecialMoveInstance 
Instance of the special move class

ScreenShakeAnimStruct[edit]

Modifiers: native

DEPRECATED. Defines a camera-animation-driven screenshake.

CameraAnim Anim 
bool bUseDirectionalAnimVariants 
If TRUE, code will choose which anim to play based on relative location to the player. Anim is treated as "front" in this case.
CameraAnim Anim_Left 
CameraAnim Anim_Right 
CameraAnim Anim_Rear 
float AnimPlayRate 
float AnimScale 
float AnimBlendInTime 
float AnimBlendOutTime 
bool bRandomSegment 
If TRUE, play a random snippet of the animation of length RandomSegmentDuration. Implies bLoop and bRandomStartTime = TRUE.

If FALSE, play the full anim once, non-looped.

float RandomSegmentDuration 
bool bSingleInstance 
TRUE to only allow a single instance of the specified anim to play at any given time.

Default values:

Property Value
AnimBlendInTime 0.2
AnimBlendOutTime 0.2
AnimPlayRate 1.0
AnimScale 1.0

ScreenShakeStruct[edit]

Modifiers: native

DEPRECATED. Defines a code-driven (sinusoidal) screenshake

float TimeToGo 
Time in seconds to go until current screen shake is finished
float TimeDuration 
Duration in seconds of current screen shake
Object.Vector RotAmplitude 
view rotation amplitude
Object.Vector RotFrequency 
view rotation frequency
Object.Vector RotSinOffset 
view rotation Sine offset
ShakeParams RotParam 
rotation parameters
Object.Vector LocAmplitude 
view offset amplitude
Object.Vector LocFrequency 
view offset frequency
Object.Vector LocSinOffset 
view offset Sine offset
ShakeParams LocParam 
location parameters
float FOVAmplitude 
FOV amplitude
float FOVFrequency 
FOV frequency
float FOVSinOffset 
FOV Sine offset
EShakeParam FOVParam 
FOV parameters
name ShakeName 
Unique name for this shake. Only 1 instance of a shake with a particular

name can be playing at once. Subsequent calls to add the shake will simply restart the existing shake with new parameters. This is useful for animating shake parameters.

bool bOverrideTargetingDampening 
True to use TargetingDampening multiplier while player is targeted, False to use global defaults (see TargetingAlpha).
float TargetingDampening 
Amplitude multiplier to apply while player is targeting. Ignored if bOverrideTargetingDampening == FALSE

Default values:

Property Value
FOVAmplitude 2.0
FOVFrequency 5.0
LocAmplitude
Member Value
X 0.0
Y 3.0
Z 5.0
LocFrequency
Member Value
X 1.0
Y 10.0
Z 20.0
RotAmplitude
Member Value
X 100.0
Y 100.0
Z 200.0
RotFrequency
Member Value
X 10.0
Y 10.0
Z 25.0
ShakeName
TimeDuration 1.0

ShakeParams[edit]

Modifiers: native

DEPRECATED. Shake vector params

EShakeParam
EShakeParam
EShakeParam
byte Padding 

SpecialMoveStruct[edit]

Modifiers: native

Container for all special move properties

name SpecialMoveName 
Special Move being performed.
GamePawn InteractionPawn 
Interaction Pawn
int Flags 
Additional Replicated Flags

TakeHitInfo[edit]

Modifiers: native

replicated information on a hit we've taken

Object.Vector HitLocation 
the location of the hit
Object.Vector Momentum 
how much momentum was imparted
class<DamageType> DamageType 
the damage type we were hit with
Pawn InstigatedBy 
the weapon that shot us
byte HitBoneIndex 
the bone that was hit on our Mesh (if any)
PhysicalMaterial PhysicalMaterial 
the physical material that was hit on our Mesh (if any)
float Damage 
how much damage was delivered
Object.Vector RadialDamageOrigin 
For radial damage, this is the point of origin. If damage was not radial, will be the same as HitLocation.