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UE3:UTFamilyInfo (UDK)

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UDK Object >> UTFamilyInfo
Package: 
UTGame
Direct subclass:
UTFamilyInfo_Liandri
This class in other games:
UT3

Structure defining information about a particular 'family' (eg. Ironguard Male)

Properties[edit]

AnimSets[edit]

Type: array<AnimSet>

Animation sets to use for a character in this 'family'

ArmMesh[edit]

Type: SkeletalMesh

Name of mesh within ArmMeshPackageName to use for arms.

ArmMeshPackageName[edit]

Type: string

Package to load to find the arm mesh for this char.

ArmSkinPackageName[edit]

Type: string

Package that contains team-skin materials for first-person arms.

BaseMICParent[edit]

Type: MaterialInstanceConstant


BaseTranslationOffset[edit]

Type: float


Default value: 7.0

BioDeathMICParent[edit]

Type: MaterialInstanceConstant


bIsFemale[edit]

Type: bool

Whether these are female characters

BloodEffects[edit]

Type: array<UTPawn.DistanceBasedParticleTemplate>

Hit impact effects. Sprays when you get shot *

BloodEmitterClass[edit]

Type: class<UTEmit_HitEffect>


Default value: Class'UTGame.UTEmit_BloodSpray'

BloodSplatterDecalMaterial[edit]

Type: MaterialInstance

This is the blood splatter effect to use on the walls when this pawn is shot

See: LeaveABloodSplatterDecal *

BlueArmMaterial[edit]

Type: MaterialInterface

Name of blue team material for first-person arms.

CharacterMesh[edit]

Type: SkeletalMesh

Mesh reference for this character

CharacterTeamBodyMaterials[edit]

Type: array<MaterialInterface>

Material applied to the character head/body in team games

CharacterTeamHeadMaterials[edit]

Type: array<MaterialInterface>


DeathMeshBreakableJoints[edit]

Type: array<name>

Which joints we can break when applying damage *

DeathMeshNumMaterialsToSetResident[edit]

Type: int

This is the number of materials on the DeathSkeleton *

DeathMeshPhysAsset[edit]

Type: PhysicsAsset


DeathMeshSkelMesh[edit]

Type: SkeletalMesh

This is the skeleton skel mesh that will replace the character's mesh for various death effects *

DefaultHeadPortrait[edit]

Type: Texture

TODO: hookup character portraits

Default value: Texture2D'CH_IronGuard_Headshot.HUD_Portrait_Liandri'

DefaultMeshScale[edit]

Type: float

Mesh scaling

Default value: 1.075

DefaultTeamHeadPortrait[edit]

Type: array<Texture>


Default value, index 0: Texture2D'CH_IronGuard_Headshot.HUD_Portrait_Liandri'

Default value, index 1: Texture2D'CH_IronGuard_Headshot.HUD_Portrait_Liandri'

DrivingDrawScale[edit]

Type: float

scale for meshes in this family when driving a vehicle

Default value: 1.0

Faction[edit]

Type: string

Faction that this family belongs to.

FamilyEmotes[edit]

Type: array<UTPawn.EmoteInfo>

Set of all emotes for this family.

Default value, index 0:

Member Value
CategoryName 'Taunt'
EmoteAnim 'Taunt_FB_BringItOn'
EmoteName "Bring It On"
EmoteTag 'TauntA'

Default value, index 1:

Member Value
CategoryName 'Taunt'
EmoteAnim 'Taunt_FB_Hoolahoop'
EmoteName "Hoolahoop"
EmoteTag 'TauntB'

Default value, index 2:

Member Value
CategoryName 'Taunt'
EmoteAnim 'Taunt_FB_Pelvic_Thrust_A'
EmoteName "Hip Thrust"
EmoteTag 'TauntC'

Default value, index 3:

Member Value
bTopHalfEmote True
CategoryName 'Taunt'
EmoteAnim 'Taunt_UB_BulletToTheHead'
EmoteName "Bullet To Head"
EmoteTag 'TauntD'

Default value, index 4:

Member Value
bTopHalfEmote True
CategoryName 'Taunt'
EmoteAnim 'Taunt_UB_ComeHere'
EmoteName "Come Here"
EmoteTag 'TauntE'

Default value, index 5:

Member Value
bTopHalfEmote True
CategoryName 'Taunt'
EmoteAnim 'Taunt_UB_Slit_Throat'
EmoteName "Throat Slit"
EmoteTag 'TauntF'

Default value, index 6:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'ATTACK'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Attack"
EmoteTag 'OrderA'

Default value, index 7:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'Defend'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Defend"
EmoteTag 'OrderB'

Default value, index 8:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'Hold'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Hold This Position"
EmoteTag 'OrderC'

Default value, index 9:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'Follow'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Cover Me"
EmoteTag 'OrderD'

Default value, index 10:

Member Value
bRequiresPlayer True
bTopHalfEmote True
CategoryName 'Order'
Command 'Freelance'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Freelance"
EmoteTag 'OrderE'

Default value, index 11:

Member Value
bTopHalfEmote True
CategoryName 'Order'
Command 'DropFlag'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteName "Drop Flag"
EmoteTag 'OrderF'

Default value, index 12:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteTag 'ENCOURAGEMENT'

Default value, index 13:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteTag 'ACK'

Default value, index 14:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteTag 'InPosition'

Default value, index 15:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteTag 'UnderAttack'

Default value, index 16:

Member Value
bTopHalfEmote True
CategoryName 'Status'
EmoteAnim 'Taunt_UB_Flag_Pickup'
EmoteTag 'AreaSecure'

FamilyID[edit]

Type: string

Matches the FamilyID in the CustomCharData

GibExplosionTemplate[edit]

Type: ParticleSystem

When you are gibbed this is the particle effect to play *

Gibs[edit]

Type: array<UTPawn.GibInfo>


HeadGib[edit]

Type: UTPawn.GibInfo

Head gib

HeadShotEffect[edit]

Type: ParticleSystem

The visual effect to play when a headshot gibs a head.

HeadShotGoreSocketName[edit]

Type: name

Name of the HeadShotGoreSocket *

Default value: 'HeadShotGoreSocket'

HeadShotNeckGoreAttachment[edit]

Type: StaticMesh

This is attached to the HeadShotGoreSocket on the pawn if there exists one. Some pawns do no need to have this as their mesh already has gore pieces. But some do not.

LeftFootBone[edit]

Type: name

Names for specific bones in the skeleton

Default value: 'b_LeftAnkle'

NeckStumpName[edit]

Type: string

Name of 'neck stump' mesh to use if head is enclosed by helmet.

NonTeamEmissiveColor[edit]

Type: Object.LinearColor

When not in a team game, this is the color to use for glowy bits.

Default value:

Member Value
A 1.0
B 0.2
G 0.2
R 10.0

NonTeamTintColor[edit]

Type: Object.LinearColor

When not in a team game, this is the color to tint character at a distance.

Default value:

Member Value
A 1.0
B 0.5
G 2.0
R 4.0

PhysAsset[edit]

Type: PhysicsAsset

Physics Asset to use

PortraitExtraOffset[edit]

Type: Object.Vector

Extra offset to apply to mesh when rendering portrait for this family.

RedArmMaterial[edit]

Type: MaterialInterface

Name of red team material for first-person arms.

RightFootBone[edit]

Type: name


Default value: 'b_RightAnkle'

SkeletonBurnOutMaterials[edit]

Type: array<MaterialInstanceTimeVarying>

These are the materials that the skeleton for this race uses (i.e. some of them have more than one material *

SoundGroupClass[edit]

Type: class<UTPawnSoundGroup>


Default value: Class'UTGame.UTPawnSoundGroup'

TakeHitPhysicsFixedBones[edit]

Type: array<name>


Default value, index 0: 'b_LeftAnkle'

Default value, index 1: 'b_RightAnkle'

VoiceClass[edit]

Type: class<UTVoice>


Static functions[edit]

GetCharPortrait[edit]

function static Texture GetCharPortrait (int TeamNum)

Return the texture portrait stored for this character

GetEmoteGroupCnt[edit]

function static int GetEmoteGroupCnt (name Category)

Returns the # of emotes in a given group

GetEmoteIndex[edit]

function static int GetEmoteIndex (name EmoteTag)

Finds the index of the emote given a tag

GetEmotes[edit]

function static GetEmotes (name Category, out array<stringCaptions, out array<nameEmoteTags)

returns all the Emotes in a group

GetFirstPersonArms[edit]

function static SkeletalMesh GetFirstPersonArms ()

Return the 1P arm skeletal mesh representation for the class

GetFirstPersonArmsMaterial[edit]

function static MaterialInterface GetFirstPersonArmsMaterial (int TeamNum)

Return the material used for the 1P arm skeletal mesh given a team

GetTeamMaterials[edit]

function static GetTeamMaterials (int TeamNum, out MaterialInterface TeamMaterialHead, out MaterialInterface TeamMaterialBody)

Return the appropriate team materails for this character class given a team

GetVoiceClass[edit]

static function class<UTVoiceGetVoiceClass ()