Always snap to grid

Difference between revisions of "UE3:GameTypes (UDK)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
 
m (1 revision: class descriptions for UDK January update (part 2))
 
(One intermediate revision by one other user not shown)
Line 5: Line 5:
 
{{autogenerated}}
 
{{autogenerated}}
 
GameTypes
 
GameTypes
 +
 +
==Constants==
 +
====LOADING_MOVIE====
 +
'''Value:''' "LoadingMovie"
 +
 +
the name of the movie to show while loading
  
 
==Enums==
 
==Enums==
Line 13: Line 19:
  
 
==Structs==
 
==Structs==
===ScreenShakeAnimStruct===
+
See {{cl|GameTypes structs}}.
'''[[Structs#Modifiers|Modifiers]]:''' native
+
 
+
DEPRECATED.  Defines a camera-animation-driven screenshake.
+
; {{cl|CameraAnim}} Anim : <!-- enter variable description -->
+
; [[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.
+
; {{cl|CameraAnim}} Anim_Left : <!-- enter variable description -->
+
; {{cl|CameraAnim}} Anim_Right : <!-- enter variable description -->
+
; {{cl|CameraAnim}} Anim_Rear : <!-- enter variable description -->
+
; [[float]] AnimPlayRate : <!-- enter variable description -->
+
; [[float]] AnimScale : <!-- enter variable description -->
+
; [[float]] AnimBlendInTime : <!-- enter variable description -->
+
; [[float]] AnimBlendOutTime : <!-- enter variable description -->
+
; [[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 : <!-- enter variable description -->
+
; [[bool]] bSingleInstance : TRUE to only allow a single instance of the specified anim to play at any given time.
+
 
+
'''Default values:'''
+
{| class="list defaults"
+
! Property
+
! Value
+
|-
+
| AnimBlendInTime
+
| 0.2
+
|-
+
| AnimBlendOutTime
+
| 0.2
+
|-
+
| AnimPlayRate
+
| 1.0
+
|-
+
| AnimScale
+
| 1.0
+
|}
+
 
+
===ScreenShakeStruct===
+
'''[[Structs#Modifiers|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
+
; {{tl|Vector|Object|structs}} RotAmplitude : view rotation amplitude
+
; {{tl|Vector|Object|structs}} RotFrequency : view rotation frequency
+
; {{tl|Vector|Object|structs}} RotSinOffset : view rotation Sine offset
+
; {{tl|ShakeParams}} RotParam : rotation parameters
+
; {{tl|Vector|Object|structs}} LocAmplitude : view offset amplitude
+
; {{tl|Vector|Object|structs}} LocFrequency : view offset frequency
+
; {{tl|Vector|Object|structs}} LocSinOffset : view offset Sine offset
+
; {{tl|ShakeParams}} LocParam : location parameters
+
; [[float]] FOVAmplitude : FOV amplitude
+
; [[float]] FOVFrequency : FOV frequency
+
; [[float]] FOVSinOffset : FOV Sine offset
+
; {{tl|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:'''
+
{| class="list defaults"
+
! Property
+
! Value
+
|-
+
| FOVAmplitude
+
| 2.0
+
|-
+
| FOVFrequency
+
| 5.0
+
|-
+
| LocAmplitude
+
|
+
{| class="list defaults"
+
! {{tl|Vector||Object structs|Member}}
+
! Value
+
|-
+
| X
+
| 0.0
+
|-
+
| Y
+
| 3.0
+
|-
+
| Z
+
| 5.0
+
|}
+
|-
+
| LocFrequency
+
|
+
{| class="list defaults"
+
! {{tl|Vector||Object structs|Member}}
+
! Value
+
|-
+
| X
+
| 1.0
+
|-
+
| Y
+
| 10.0
+
|-
+
| Z
+
| 20.0
+
|}
+
|-
+
| RotAmplitude
+
|
+
{| class="list defaults"
+
! {{tl|Vector||Object structs|Member}}
+
! Value
+
|-
+
| X
+
| 100.0
+
|-
+
| Y
+
| 100.0
+
|-
+
| Z
+
| 200.0
+
|}
+
|-
+
| RotFrequency
+
|
+
{| class="list defaults"
+
! {{tl|Vector||Object structs|Member}}
+
! Value
+
|-
+
| X
+
| 10.0
+
|-
+
| Y
+
| 10.0
+
|-
+
| Z
+
| 25.0
+
|}
+
|-
+
| ShakeName
+
| ''
+
|-
+
| TimeDuration
+
| 1.0
+
|}
+
 
+
===ShakeParams===
+
'''[[Structs#Modifiers|Modifiers]]:''' native
+
 
+
DEPRECATED.  Shake vector params
+
; {{tl|EShakeParam}} X : <!-- enter variable description -->
+
; {{tl|EShakeParam}} Y : <!-- enter variable description -->
+
; {{tl|EShakeParam}} Z : <!-- enter variable description -->
+
; [[byte]] Padding : <!-- enter variable description -->
+
 
+
===TakeHitInfo===
+
'''[[Structs#Modifiers|Modifiers]]:''' native
+
 
+
replicated information on a hit we've taken
+
; {{tl|Vector|Object|structs}} HitLocation : the location of the hit
+
; {{tl|Vector|Object|structs}} Momentum : how much momentum was imparted
+
; [[class]]<{{cl|DamageType}}> DamageType : the damage type we were hit with
+
; {{cl|Pawn}} InstigatedBy : the weapon that shot us
+
; [[byte]] HitBoneIndex : the bone that was hit on our Mesh (if any)
+
; {{cl|PhysicalMaterial}} PhysicalMaterial : the physical material that was hit on our Mesh (if any)
+
; [[float]] Damage : how much damage was delivered
+
; {{tl|Vector|Object|structs}} RadialDamageOrigin : For radial damage, this is the point of origin. If damage was not radial, will be the same as HitLocation.
+

Latest revision as of 05:39, 17 January 2010

UDK Object >> GameTypes
Package: 
GameFramework
This class in other games:
UT3

GameTypes

Constants[edit]

LOADING_MOVIE[edit]

Value: "LoadingMovie"

the name of the movie to show while loading

Enums[edit]

EShakeParam[edit]

DEPRECATED. Shake start offset parameter

ESP_OffsetRandom 
Start with random offset (default)
ESP_OffsetZero 
Start with zero offset

Structs[edit]

See GameTypes structs.