I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:UTFamilyInfo (UDK)
Object >> UTFamilyInfo |
Contents
- 1 Properties
- 1.1 AnimSets
- 1.2 ArmMesh
- 1.3 ArmMeshPackageName
- 1.4 ArmSkinPackageName
- 1.5 BaseMICParent
- 1.6 BaseTranslationOffset
- 1.7 BioDeathMICParent
- 1.8 bIsFemale
- 1.9 BloodEffects
- 1.10 BloodEmitterClass
- 1.11 BloodSplatterDecalMaterial
- 1.12 BlueArmMaterial
- 1.13 CharacterMesh
- 1.14 CharacterTeamBodyMaterials
- 1.15 CharacterTeamHeadMaterials
- 1.16 DeathMeshBreakableJoints
- 1.17 DeathMeshNumMaterialsToSetResident
- 1.18 DeathMeshPhysAsset
- 1.19 DeathMeshSkelMesh
- 1.20 DefaultHeadPortrait
- 1.21 DefaultMeshScale
- 1.22 DefaultTeamHeadPortrait
- 1.23 DrivingDrawScale
- 1.24 Faction
- 1.25 FamilyEmotes
- 1.26 FamilyID
- 1.27 GibExplosionTemplate
- 1.28 Gibs
- 1.29 HeadGib
- 1.30 HeadShotEffect
- 1.31 HeadShotGoreSocketName
- 1.32 HeadShotNeckGoreAttachment
- 1.33 LeftFootBone
- 1.34 NeckStumpName
- 1.35 NonTeamEmissiveColor
- 1.36 NonTeamTintColor
- 1.37 PhysAsset
- 1.38 PortraitExtraOffset
- 1.39 RedArmMaterial
- 1.40 RightFootBone
- 1.41 SkeletonBurnOutMaterials
- 1.42 SoundGroupClass
- 1.43 TakeHitPhysicsFixedBones
- 1.44 VoiceClass
- 2 Static functions
- Package:
- UTGame
- Direct subclass:
- UTFamilyInfo_Liandri
- This class in other games:
- UT3
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Structure defining information about a particular 'family' (eg. Ironguard Male)
Properties[edit]
AnimSets[edit]
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]
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]
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]
Default value, index 0: 'b_LeftAnkle'
Default value, index 1: 'b_RightAnkle'
VoiceClass[edit]
Static functions[edit]
GetCharPortrait[edit]
Return the texture portrait stored for this character
GetEmoteGroupCnt[edit]
Returns the # of emotes in a given group
GetEmoteIndex[edit]
Finds the index of the emote given a tag
GetEmotes[edit]
returns all the Emotes in a group
GetFirstPersonArms[edit]
Return the 1P arm skeletal mesh representation for the class
GetFirstPersonArmsMaterial[edit]
Return the material used for the 1P arm skeletal mesh given a team
GetTeamMaterials[edit]
Return the appropriate team materails for this character class given a team