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UE3:UTFamilyInfo (UT3)
Object >> UTFamilyInfo |
Contents
- 1 Properties
- 1.1 AnimSets
- 1.2 ArmMeshName
- 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 BlueArmSkinName
- 1.13 CameraXOffset
- 1.14 CameraYOffset
- 1.15 CharEditorIdleAnimName
- 1.16 DeathCameraEffect
- 1.17 DeathMeshBreakableJoints
- 1.18 DeathMeshNumMaterialsToSetResident
- 1.19 DeathMeshPhysAsset
- 1.20 DeathMeshSkelMesh
- 1.21 DefaultMeshScale
- 1.22 DrivingDrawScale
- 1.23 ExtraCameraZOffset
- 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 HeroFireOffset
- 1.34 HeroMeleeAnimSet
- 1.35 LeftFootBone
- 1.36 MasterSkeleton
- 1.37 MergeLODsToStrip
- 1.38 MinCameraDistSq
- 1.39 NeckStumpName
- 1.40 NonTeamEmissiveColor
- 1.41 NonTeamTintColor
- 1.42 PhysAsset
- 1.43 PortraitExtraOffset
- 1.44 RedArmSkinName
- 1.45 RightFootBone
- 1.46 SkeletonBurnOutMaterials
- 1.47 SoundGroupClass
- 1.48 SuperHeroFireOffset
- 1.49 TakeHitPhysicsFixedBones
- 1.50 TrustWorthiness
- 1.51 VoiceClass
- 2 Structs
- 3 Static functions
- Package:
- UTGame
- Direct subclasses:
- UTFamilyInfo_Human, UTFamilyInfo_Krall, UTFamilyInfo_Liandri
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Structure defining information about a particular 'family' (eg. Ironguard Male)
Properties[edit]
AnimSets[edit]
Animation sets to use for a character in this 'family'
ArmMeshName[edit]
Type: string
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<UTEmitter.DistanceBasedParticleTemplate>
Hit impact effects. Sprays when you get shot *
Default value, index 0:
Member | Value |
---|---|
MinDistance | 750.0 |
Template | ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Far' |
Default value, index 1:
Member | Value |
---|---|
MinDistance | 350.0 |
Template | ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Mid' |
Default value, index 2:
Member | Value |
---|---|
Template | ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Near' |
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 *
Default value: MaterialInstanceTimeVarying'T_FX.DecalMaterials.MITV_FX_BloodDecal_Small01'
BlueArmSkinName[edit]
Type: string
Name of blue team material for first-person arms.
CameraXOffset[edit]
Type: float
Default value: 0.2
CameraYOffset[edit]
Type: float
Default value: -1.0
CharEditorIdleAnimName[edit]
Type: name
Idle animation to use in character editor screen.
DeathCameraEffect[edit]
Type: class<UTEmitCameraEffect>
death camera blood effect
Default value: Class'UTGame.UTEmitCameraEffect_BloodSplatter'
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 *
DefaultMeshScale[edit]
Type: float
Mesh scaling
Default value: 1.075
DrivingDrawScale[edit]
Type: float
scale for meshes in this family when driving a vehicle
Default value: 1.0
ExtraCameraZOffset[edit]
Type: float
Camera offsets for Hero
Default value: -10.0
Faction[edit]
Type: string
Faction that this family belongs to.
FamilyEmotes[edit]
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/Orb" |
EmoteTag | 'OrderF' |
Default value, index 12:
Member | Value |
---|---|
bTopHalfEmote | True |
CategoryName | 'UnusedOrder' |
Command | 'DropOrb' |
EmoteAnim | 'Taunt_UB_Flag_Pickup' |
EmoteName | "Drop Orb" |
EmoteTag | 'OrderG' |
Default value, index 13:
Member | Value |
---|---|
CategoryName | 'SpecialMove' |
EmoteAnim | 'GroundPound_A' |
EmoteTag | 'MeleeA' |
Default value, index 14:
Member | Value |
---|---|
bTopHalfEmote | True |
CategoryName | 'Status' |
EmoteAnim | 'Taunt_UB_Flag_Pickup' |
EmoteName | "Encouragement" |
EmoteTag | 'ENCOURAGEMENT' |
Default value, index 15:
Member | Value |
---|---|
bTopHalfEmote | True |
CategoryName | 'Status' |
EmoteAnim | 'Taunt_UB_Flag_Pickup' |
EmoteName | "Acknowledged" |
EmoteTag | 'ACK' |
Default value, index 16:
Member | Value |
---|---|
bTopHalfEmote | True |
CategoryName | 'Status' |
EmoteAnim | 'Taunt_UB_Flag_Pickup' |
EmoteName | "In Position" |
EmoteTag | 'InPosition' |
Default value, index 17:
Member | Value |
---|---|
bTopHalfEmote | True |
CategoryName | 'Status' |
EmoteAnim | 'Taunt_UB_Flag_Pickup' |
EmoteName | "Under Attack" |
EmoteTag | 'UnderAttack' |
Default value, index 18:
Member | Value |
---|---|
bTopHalfEmote | True |
CategoryName | 'Status' |
EmoteAnim | 'Taunt_UB_Flag_Pickup' |
EmoteName | "Area Secure" |
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 *
Default value: ParticleSystem'T_FX.Effects.P_FX_GibExplode'
Gibs[edit]
HeadGib[edit]
Type: GibInfo
Head gib
HeadShotEffect[edit]
Type: ParticleSystem
The visual effect to play when a headshot gibs a head.
Default value: ParticleSystem'T_FX.Effects.P_FX_HeadShot'
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.
Default value: StaticMesh'CH_Gore.S_CH_Headshot_Gore'
HeroFireOffset[edit]
Type: Object.Vector
Projectile offsets for Hero
Default value:
Member | Value |
---|---|
X | 180.0 |
Y | -10.0 |
Z | -20.0 |
HeroMeleeAnimSet[edit]
Type: AnimSet
AnimSet for this family's Hero Melee attack
Default value: AnimSet'CH_AnimHuman_Hero.Anims.K_AnimHuman_Hero'
LeftFootBone[edit]
Type: name
Names for specific bones in the skeleton
Default value: 'b_LeftAnkle'
MasterSkeleton[edit]
Type: SkeletalMesh
Contains all bones used by this family - used for animating character on creation screen.
MergeLODsToStrip[edit]
Type: int
When creating this custom char, number of LODs to strip from the source parts.
Default value: 1
MinCameraDistSq[edit]
Type: float
Default value: 1.0
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.
RedArmSkinName[edit]
Type: string
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'
SuperHeroFireOffset[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 380.0 |
Y | -10.0 |
Z | -30.0 |
TakeHitPhysicsFixedBones[edit]
Default value, index 0: 'b_LeftAnkle'
Default value, index 1: 'b_RightAnkle'
TrustWorthiness[edit]
Type: float
How likely bot associated with this family is to betray teammates
VoiceClass[edit]
Default value: Class'UTGame.UTVoice_DefaultMale'
Structs[edit]
EmoteInfo[edit]
Modifiers: native
Structure containing information about a specific emote
- name CategoryName
- Category to which this emote belongs.
- name EmoteTag
- This is a unique tag used to look up this emote
- string EmoteName
- Friendly name of this emote (eg for menu)
- name EmoteAnim
- Name of animation to play. Should be in AnimSets above.
- bool bVictoryEmote
- Indicates that this is a whole body 'victory' emote which should only be offered at the end of the game.
- bool bTopHalfEmote
- Emote should only be played on top half of body.
- name Command
- The command that goes with this emote
- bool bRequiresPlayer
- if true, the command requires a PRI
GibInfo[edit]
Modifiers: native
information on what gibs to spawn and where
- name BoneName
- the bone to spawn the gib at
- class<UTGib> GibClass
- the gib class to spawn
- bool bHighDetailOnly
Static functions[edit]
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