UE3:UTFamilyInfo (UDK)
Object >> UTFamilyInfo |
- Package:
- UTGame
- Direct subclass:
- UTFamilyInfo_Liandri
- This class in other games:
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Structure defining information about a particular 'family' (eg. Ironguard Male)
Properties
AnimSets
Animation sets to use for a character in this 'family'
ArmMesh
Type: SkeletalMesh
Name of mesh within ArmMeshPackageName to use for arms.
ArmMeshPackageName
Type: string
Package to load to find the arm mesh for this char.
ArmSkinPackageName
Type: string
Package that contains team-skin materials for first-person arms.
BaseMICParent
Type: MaterialInstanceConstant
BaseTranslationOffset
Type: float
Default value: 7.0
BioDeathMICParent
Type: MaterialInstanceConstant
bIsFemale
Type: bool
Whether these are female characters
BloodEffects
Type: array<UTPawn.DistanceBasedParticleTemplate>
Hit impact effects. Sprays when you get shot *
BloodEmitterClass
Type: class<UTEmit_HitEffect>
Default value: Class'UTGame.UTEmit_BloodSpray'
BloodSplatterDecalMaterial
Type: MaterialInstance
This is the blood splatter effect to use on the walls when this pawn is shot
See: LeaveABloodSplatterDecal *
BlueArmMaterial
Type: MaterialInterface
Name of blue team material for first-person arms.
CharacterMesh
Type: SkeletalMesh
Mesh reference for this character
CharacterTeamBodyMaterials
Type: array<MaterialInterface>
Material applied to the character head/body in team games
CharacterTeamHeadMaterials
Type: array<MaterialInterface>
DeathMeshBreakableJoints
Which joints we can break when applying damage *
DeathMeshNumMaterialsToSetResident
Type: int
This is the number of materials on the DeathSkeleton *
DeathMeshPhysAsset
Type: PhysicsAsset
DeathMeshSkelMesh
Type: SkeletalMesh
This is the skeleton skel mesh that will replace the character's mesh for various death effects *
DefaultHeadPortrait
Type: Texture
TODO: hookup character portraits
Default value: Texture2D'CH_IronGuard_Headshot.HUD_Portrait_Liandri'
DefaultMeshScale
Type: float
Mesh scaling
Default value: 1.075
DefaultTeamHeadPortrait
Default value, index 0: Texture2D'CH_IronGuard_Headshot.HUD_Portrait_Liandri'
Default value, index 1: Texture2D'CH_IronGuard_Headshot.HUD_Portrait_Liandri'
DrivingDrawScale
Type: float
scale for meshes in this family when driving a vehicle
Default value: 1.0
Faction
Type: string
Faction that this family belongs to.
FamilyEmotes
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
Type: string
Matches the FamilyID in the CustomCharData
GibExplosionTemplate
Type: ParticleSystem
When you are gibbed this is the particle effect to play *
Gibs
Type: array<UTPawn.GibInfo>
HeadGib
Type: UTPawn.GibInfo
Head gib
HeadShotEffect
Type: ParticleSystem
The visual effect to play when a headshot gibs a head.
HeadShotGoreSocketName
Type: name
Name of the HeadShotGoreSocket *
Default value: 'HeadShotGoreSocket'
HeadShotNeckGoreAttachment
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
Type: name
Names for specific bones in the skeleton
Default value: 'b_LeftAnkle'
NeckStumpName
Type: string
Name of 'neck stump' mesh to use if head is enclosed by helmet.
NonTeamEmissiveColor
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
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
Type: PhysicsAsset
Physics Asset to use
PortraitExtraOffset
Type: Object.Vector
Extra offset to apply to mesh when rendering portrait for this family.
RedArmMaterial
Type: MaterialInterface
Name of red team material for first-person arms.
RightFootBone
Type: name
Default value: 'b_RightAnkle'
SkeletonBurnOutMaterials
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
Type: class<UTPawnSoundGroup>
Default value: Class'UTGame.UTPawnSoundGroup'
TakeHitPhysicsFixedBones
Default value, index 0: 'b_LeftAnkle'
Default value, index 1: 'b_RightAnkle'
VoiceClass
Static functions
GetCharPortrait
Return the texture portrait stored for this character
GetEmoteGroupCnt
Returns the # of emotes in a given group
GetEmoteIndex
Finds the index of the emote given a tag
GetEmotes
returns all the Emotes in a group
GetFirstPersonArms
Return the 1P arm skeletal mesh representation for the class
GetFirstPersonArmsMaterial
Return the material used for the 1P arm skeletal mesh given a team
GetTeamMaterials
Return the appropriate team materails for this character class given a team
GetVoiceClass