UE3:UTBot internal variables (UDK)
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Object >> Actor >> Controller >> AIController >> UTBot (internal variables) |
- UTBot internal variables in other games:
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Internal variables
Accuracy
Type: float
-1 to 1 (0 is default, higher is more accurate)
AcquireTime
Type: float
time at which current enemy was acquired
AcquisitionYawRate
Type: int
Default value: 20000
Aggression
Type: float
Aggressiveness
Type: float
0.0 to 1.0 (typically)
Default value: 0.4
AimUpdateFrequency
Type: float
Default value: 0.2
bAllowedToImpactJump
Type: bool
bAllowRouteReuse
Type: bool
if true, when pathfinding to the same RouteGoal as the last time, use old RouteCache if it's still valid and all paths on it usable
Default value: True
BaseAggressiveness
Type: float
0 to 1 (0.3 default, higher is more aggressive)
Default value: 0.4
BaseAlertness
Type: float
BaseTrackingReactionTime
Type: float
How far back in time is bots model of enemy position based on
Default value: 0.25
bBetrayTeam
Type: bool
bCanFire
Type: bool
used by TacticalMove and Charging states
bChangeDir
Type: bool
tactical move boolean
bCheckDriverPickups
Type: bool
Modifiers: transient
transient flag that indicates inventory search is for vehicle driver, not Pawn
bDirectHunt
Type: bool
if set bot ignores Squad recommendation of spots to look for enemy while hunting
bEnemyAcquired
Type: bool
bEnemyInfoValid
Type: bool
false when change enemy, true when LastSeenPos etc updated
bEnemyIsVisible
Type: bool
Who the enemy was for the last LineOfSightTo() check
bExecutingWhatToDoNext
Type: bool
set when in ExecuteWhatToDoNext() so we can detect bugs where it calls WhatToDoNext() again and causes decision-making to happen every tick
bFinalStretch
Type: bool
set when bot is done waiting at gather point for more attackers
bFireSuccess
Type: bool
bForcedDirection
Type: bool
bForceNoDetours
Type: bool
bForceRefreshRoute
Type: bool
used with route reuse to force the next route finding attempt to do the full path search
bFrustrated
Type: bool
bHasFired
Type: bool
bHasSuperWeapon
Type: bool
bHuntPlayer
Type: bool
Last time a warning about a shot being fired at my pawn was accepted.
bIgnoreEnemyChange
Type: bool
to prevent calling whattodonext() again on enemy change
bInDodgeMove
Type: bool
bInitLifeMessage
Type: bool
bJumpOverWall
Type: bool
true when jumping to clear obstacle
bJustLanded
Type: bool
bLeadTarget
Type: bool
lead target with projectile attack
Default value: True
BlockedAimTarget
Type: Pawn
Iterative aim correction in progress if set
BlockedPath
Type: NavigationPoint
bMustCharge
Type: bool
bNeedDelayedLeaveVehicle
Type: bool
triggers the bot to call DelayedLeaveVehicle() during its next tick - used in the 'non-blocking' case of LeaveVehicle()
bPendingDoubleJump
Type: bool
bPlannedJump
Type: bool
set when doing voluntary jump
bPursuingFlag
Type: bool
bReachedGatherPoint
Type: bool
bRecommendFastMove
Type: bool
bResetCombatTimer
Type: bool
Modifiers: transient
transient flag for TimedFireWeaponAtEnemy() to indicate that the weapon firing code already reset the combat timer
bScriptedFrozen
Type: bool
bScriptSpecialJumpCost
Type: bool
script flags that cause various events to be called to override C++ functionality
bSendFlagMessage
Type: bool
bShortCamp
Type: bool
bSpawnedByKismet
Type: bool
set to true for bots created by Kismet scripts; prevents them from checking for too many bots or unbalanced teams also causes them to be destroyed on death instead of respawning
bStoppedFiring
Type: bool
bStrafeDir
Type: bool
bTacticalDoubleJump
Type: bool
bTargetAlternateLoc
Type: bool
if set pass bRequestAlternateLoc = TRUE to GetTargetLocation() when determining FocalPoint from Focus
bUsePreviousSquadRoute
Type: bool
if true, this bot uses the SquadAI's PreviousObjectiveRouteCache instead (used when the route changes while bot is following it)
bUsingSquadRoute
Type: bool
whether bot is currently using the squad alternate route - if false, FindPathToSquadRoute() just calls FindPathToward(Squad.RouteObjective)
Default value: True
bWasNearObjective
Type: bool
CampTime
Type: float
CombatStyle
Type: float
-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee
Default value: 0.2
CurrentAimError
Type: float
aim error value currently being used
CurrentlyTrackedEnemy
Type: Pawn
Base value, modified by skill to set TrackingReactionTime
DecisionComponent
Type: UTBotDecisionComponent
component that handles delayed calls ExecuteWhatToDoNext() to when triggered
Default value: UTBotDecisionComponent'TheDecider'
DefensePoint
Type: UTDefensePoint
DefensePoint to which bot is assigned (assigned by TeamAI)
DefensivePosition
Type: NavigationPoint
DirectionHint
Type: Object.Vector
used to help pick which side of vehicle to get out of
DodgeLandZ
Type: float
expected min landing height of dodge
DodgeToGoalPct
Type: float
EnemyVisibilityTime
Type: float
ErrorUpdateFrequency
Type: float
how often aim error is updated when bot has a visible enemy
Default value: 0.45
FailedHuntEnemy
Type: Pawn
FailedHuntTime
Type: float
FavoriteWeapon
FearSpots
Type: UTAvoidMarker
Array size: 2
avoid these spots when moving - used for very short term stationary hazards like bio goo or sticky grenades
ForcedFlagDropTime
Type: float
GatherTime
Type: float
GoalString
Type: string
for debugging - used to show what bot is thinking (with 'ShowDebug')
HearingThreshold
Type: float
Default value: 2800.0
HidingSpot
Type: Object.Vector
ImpactJumpZ
Type: float
if > 0, we have an impact hammer and it will give us this much Z speed
ImpactTarget
Type: Actor
impact hammer properties
ImpactVelocity
Type: Object.Vector
velocity added while falling (bot tries to correct for it)
InstantWarningShooter
Type: Pawn
shooter of instant hit weapon we're trying to dodge (@see DelayedInstantWarning())
Jumpiness
Type: float
0 to 1
KilledVehicleClass
Temp holder for sending killed vehicle messages
LastActionMusicUpdate
Type: float
Last time bot sent an action music event to a player
LastAimUpdateTime
Type: float
LastAttractCheck
Type: float
Default value: -10000.0
LastBlockingVehicle
Type: Vehicle
LastCanAttackCheckTime
Type: float
Last time weapon's CanAttack() was checked for firing again
LastErrorUpdateTime
Type: float
last time aim error was updated
LastFireAttempt
Type: float
LastFireTarget
Type: Actor
last target bot fired at
LastInjuredVoiceMessageTime
Type: float
LastIterativeCheck
Type: float
pct lead for last targeting check
Default value: 1.0
LastKillerPosition
Type: Object.Vector
LastKnownPosition
Type: Object.Vector
LastRespawnTime
Type: float
LastSearchTime
Type: float
Result of last enemy LineOfSightTo() check
Default value: -10000.0
LastSearchWeight
Type: float
LastSeeingPos
Type: Object.Vector
position where I last saw enemy (auto updated if EnemyNotVisible enabled)
LastSeenPos
Type: Object.Vector
enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
LastSeenTime
Type: float
LastTauntIndex
Type: int
Default value: -1
LastTryHoverboardTime
Type: float
last time bot tried to use hoverboard, so we don't get stuck if it fails to spawn for whatever reason
LastUnderFire
Type: float
LastWarningTime
Type: float
LoseEnemyCheckTime
Type: float
MaxSpecialJumpZ
Type: float
maximum jump Z velocity bot can attain using special abilities (jump boots, impact jumping, etc)
MonitoredPawn
Type: Pawn
used by latent function MonitorPawn()
MonitorMaxDistSq
Type: float
MonitorStartLoc
Type: Object.Vector
used by latent function MonitorPawn()
MultiJumpZ
Type: float
jump Z velocity bot can gain using multijumps (not counting first jump)
NextSquadMember
Type: UTBot
linked list of members of this squad
NoVehicleGoal
Type: Actor
if RouteGoal == NoVehicleGoal, don't use a vehicle to get there
NumRandomJumps
Type: int
OldMessageID
Type: int
OldMessageTime
Type: float
to limit frequency of voice messages
Default value: -100.0
OldMessageType
Type: name
OldOrderGiver
Type: Controller
OldOrders
Type: name
ReactionTime
Type: float
RespawnPredictionTime
Type: float
How long ahead to predict inventory respawns
ReTaskTime
Type: float
time when squad will retask bot (delayed to avoid hitches)
RetreatStartTime
Type: float
SavedPositions
Type: array<EnemyPosition>
ScriptedFireMode
Type: byte
if not 255, bot always uses this fire mode
Default value: 255
ScriptedTarget
Type: Actor
if set, bot always shoots at it (for Kismet scripts)
SoakString
Type: string
for debugging - shows problem when soaking
Squad
Type: UTSquadAI
SquadRouteGoal
Type: NavigationPoint
goal along squad's route, used when moving along alternate path via FindPathToSquadRoute()
StartleActor
Type: Actor
StartTacticalTime
Type: float
StopStartTime
Type: float
StrafingAbility
Type: float
-1 to 1 (higher uses strafing more)
Tactics
Type: float
TemporaryFocus
Type: Actor
temporarily look at this actor (for e.g. looking at shock ball for combos) - only used when looking at enemy
TrackedVelocity
Type: Object.Vector
Normally the current enemy. Reset SavedPositions if this changes.
TrackingReactionTime
Type: float
Default value: 0.25
TranslocUse
Type: float
0 to 1 - higher means more likely to use
Default value: 1.0
VisibleEnemy
Type: Pawn
When last enemy LineOfSightTo() check was done
WarningDelay
Type: float
delay before act on firing warning
WarningProjectile
Type: Projectile