My program doesn't have bugs. It just develops random features.
UE3:Scout (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclass:
- UTScout
- This class in other games:
- RTNP, U1, UT, UE2Runtime, U2, UT2003, UT2004, U2XMP, UDK
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. |
Scout used for path generation. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
DefaultReachSpecClass
Specifies the default class to use when constructing reachspecs connecting NavigationPoints
Default value: Class'Engine.ReachSpec'
MaxLandingVelocity
Type: float
Modifiers: const
MinNumPlayerStarts
Type: int
Default value: 1
PathSizes
Type: array<PathSizeInfo>
dimensions of reach specs to test for
Default value, index 0:
Member | Value |
---|---|
Desc | 'Human' |
Height | 80.0 |
Radius | 48.0 |
Default value, index 1:
Member | Value |
---|---|
Desc | 'Common' |
Height | 100.0 |
Radius | 72.0 |
Default value, index 2:
Member | Value |
---|---|
Desc | 'Max' |
Height | 120.0 |
Radius | 120.0 |
Default value, index 3:
Member | Value |
---|---|
Desc | 'Vehicle' |
Height | 120.0 |
Radius | 260.0 |
TestFallSpeed
Type: float
Default value: 1200.0
TestGroundSpeed
Type: float
Default value: 600.0
TestJumpZ
Type: float
Default value: 420.0
TestMaxFallSpeed
Type: float
Default value: 2500.0
Default values
Property | Value |
---|---|
AccelRate | 1.0 |
bBlockActors | False |
bCollideActors | False |
bCollideWorld | False |
bPathColliding | True |
bProjTarget | False |
Components[0] | CylinderComponent'CollisionCylinder' |
RemoteRole | ROLE_None |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: Pawn.CollisionCylinder
No new values.
Structs
PathSizeInfo
Modifiers: native
Events
PreBeginPlay
simulated event PreBeginPlay ()
Overrides: Pawn.PreBeginPlay