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UE3:UTCustomChar_Data structs (UT3)
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Object >> UTCustomChar_Data (structs) |
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Structs
CharacterInfo
Modifiers: native
Structure defining a pre-made character in the game.
- string CharID
- Short unique string .
- string CharName
- Friendly name for character.
- string Description
- Localized description of the character.
- string PreviewImageMarkup
- Preview image markup for the character.
- string Faction
- Faction to which this character belongs (e.g. IronGuard).
- CustomCharData CharData
- What this character looks like.
- CustomAIData AIData
- AI personality
- string ExtraInfo
- any extra properties of this character (for mod use)
- bool bLocked
- whether this character shows up in menus by default
- bool bRestrictInSinglePlayer
- If true, this character will never be used for a random character in a single player game
CharPortraitSetup
Modifiers: native
Structure defining setup for capturing character portrait bitmap.
- name CenterOnBone
- Name of bone to center view on.
- Object.Vector MeshOffset
- Translation of mesh (applied on top of CenterOnBone alignment.
- Object.Rotator MeshRot
- Rotation of mesh.
- float CamFOV
- FOV of camera.
- Object.Rotator DirLightRot
- Directional light rotation.
- float DirLightBrightness
- Directional light brightness.
- Object.Color DirLightColor
- Directional light color.
- Object.Rotator DirLight2Rot
- Directional light rotation.
- float DirLight2Brightness
- Directional light brightness.
- Object.Color DirLight2Color
- Directional light color.
- Object.Rotator DirLight3Rot
- Directional light rotation.
- float DirLight3Brightness
- Directional light brightness.
- Object.Color DirLight3Color
- Directional light color.
- float SkyBrightness
- Skylight brightness.
- Object.Color SkyColor
- Sky light color
- float SkyLowerBrightness
- Sky lower brightness
- Object.Color SkyLowerColor
- Sky lower colour
- Object.Vector PortraitBackgroundTranslation
- Position of background mesh
- int TextureSize
- Size of texture to render to
CustomAIData
Modifiers: native
information about AI abilities/personality (generally map directly to UTBot properties)
- float Tactics
- float StrafingAbility
- float Accuracy
- float Aggressiveness
- float CombatStyle
- float Jumpiness
- float ReactionTime
- string FavoriteWeapon
- full path to class of bot's favorite weapon
Default values:
Property | Value |
---|---|
Aggressiveness | 0.4 |
CombatStyle | 0.2 |
CustomCharData
Modifiers: native
Structure defining a complete custom character, along with the faction and its name.
- string BasedOnCharID
- Used to find voice-pack etc, and as fallback character setup.
- string FamilyID
- This defines which 'set' of parts we are drawing from.
- string HeadID
- string HelmetID
- string FacemaskID
- string GogglesID
- string TorsoID
- string ShoPadID
- bool bHasLeftShoPad
- bool bHasRightShoPad
- string ArmsID
- string ThighsID
- string BootsID
CustomCharMergeState
Modifiers: native
- bool bMergeInProgress
- bool bInvalidChar
- Indicates that this character will not be valid (missing important part for example).
- bool bPushOutLODTransitions
- If true, this char changes LOD further away - set when using Self or Full texture detail.
- bool bUseKrallRules
- bool bUseNecrisMaleRules
- bool bUseNecrisFemaleRules
- CustomCharData CharData
- string TeamString
- SkeletalMesh UseMesh
- If mesh is created and passed in - this is it - the one to place resulting merge mesh into.
- Texture2DComposite HeadTextures[5]
- Texture2DComposite BodyTextures[5]
- MaterialInstanceConstant DefaultHeadMIC
- MaterialInstanceConstant DefaultBodyMIC
CustomCharPart
Modifiers: native
Structure defining one part of a custom character.
- ECharPart Part
- Which 'slot' this part is for.
- string ObjectName
- Name of actual SkeletalMesh object to find for this part.
- string PartID
- Short ID used within the CustomCharData.
- string FamilyID
- 'Set' to which this part belongs. All parts of a CustomCharData belong to the same family.
- bool bNoGoggles
- If true, do not show goggles when this part is equipped. Only used on Helmets.
- bool bNoFacemask
- If true, do not show facemask when this part is equipped. Only used on Helmets.
- bool bUseNeckStumpForHead
- If true, when using this helmet, use the neck stump mesh instead of real head. Only used on Helmets.
FactionInfo
Modifiers: native
Structure defining information about a particular faction (eg. Ironguard)