I'm a doctor, not a mechanic
UE3:GameTypes structs (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 |
|
||||||||
LocFrequency |
|
||||||||
RotAmplitude |
|
||||||||
RotFrequency |
|
||||||||
ShakeName | |||||||||
TimeDuration | 1.0 |
ShakeParams[edit]
Modifiers: native
DEPRECATED. Shake vector params
- EShakeParam X
- EShakeParam Y
- EShakeParam Z
- 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.