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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

AnimSets

Type: array<AnimSet>

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

Type: array<name>

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

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

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

Type: array<name>


Default value, index 0: 'b_LeftAnkle'

Default value, index 1: 'b_RightAnkle'

VoiceClass

Type: class<UTVoice>


Static functions

GetCharPortrait

function static Texture GetCharPortrait (int TeamNum)

Return the texture portrait stored for this character

GetEmoteGroupCnt

function static int GetEmoteGroupCnt (name Category)

Returns the # of emotes in a given group

GetEmoteIndex

function static int GetEmoteIndex (name EmoteTag)

Finds the index of the emote given a tag

GetEmotes

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

returns all the Emotes in a group

GetFirstPersonArms

function static SkeletalMesh GetFirstPersonArms ()

Return the 1P arm skeletal mesh representation for the class

GetFirstPersonArmsMaterial

function static MaterialInterface GetFirstPersonArmsMaterial (int TeamNum)

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

GetTeamMaterials

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

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

GetVoiceClass

static function class<UTVoiceGetVoiceClass ()