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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
AnimSets
Animation sets to use for a character in this 'family'
ArmMeshName
Type: string
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<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
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 *
Default value: MaterialInstanceTimeVarying'T_FX.DecalMaterials.MITV_FX_BloodDecal_Small01'
BlueArmSkinName
Type: string
Name of blue team material for first-person arms.
CameraXOffset
Type: float
Default value: 0.2
CameraYOffset
Type: float
Default value: -1.0
CharEditorIdleAnimName
Type: name
Idle animation to use in character editor screen.
DeathCameraEffect
Type: class<UTEmitCameraEffect>
death camera blood effect
Default value: Class'UTGame.UTEmitCameraEffect_BloodSplatter'
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 *
DefaultMeshScale
Type: float
Mesh scaling
Default value: 1.075
DrivingDrawScale
Type: float
scale for meshes in this family when driving a vehicle
Default value: 1.0
ExtraCameraZOffset
Type: float
Camera offsets for Hero
Default value: -10.0
Faction
Type: string
Faction that this family belongs to.
FamilyEmotes
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
Type: string
Matches the FamilyID in the CustomCharData
GibExplosionTemplate
Type: ParticleSystem
When you are gibbed this is the particle effect to play *
Default value: ParticleSystem'T_FX.Effects.P_FX_GibExplode'
Gibs
HeadGib
Type: GibInfo
Head gib
HeadShotEffect
Type: ParticleSystem
The visual effect to play when a headshot gibs a head.
Default value: ParticleSystem'T_FX.Effects.P_FX_HeadShot'
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.
Default value: StaticMesh'CH_Gore.S_CH_Headshot_Gore'
HeroFireOffset
Type: Object.Vector
Projectile offsets for Hero
Default value:
Member | Value |
---|---|
X | 180.0 |
Y | -10.0 |
Z | -20.0 |
HeroMeleeAnimSet
Type: AnimSet
AnimSet for this family's Hero Melee attack
Default value: AnimSet'CH_AnimHuman_Hero.Anims.K_AnimHuman_Hero'
LeftFootBone
Type: name
Names for specific bones in the skeleton
Default value: 'b_LeftAnkle'
MasterSkeleton
Type: SkeletalMesh
Contains all bones used by this family - used for animating character on creation screen.
MergeLODsToStrip
Type: int
When creating this custom char, number of LODs to strip from the source parts.
Default value: 1
MinCameraDistSq
Type: float
Default value: 1.0
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.
RedArmSkinName
Type: string
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'
SuperHeroFireOffset
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 380.0 |
Y | -10.0 |
Z | -30.0 |
TakeHitPhysicsFixedBones
Default value, index 0: 'b_LeftAnkle'
Default value, index 1: 'b_RightAnkle'
TrustWorthiness
Type: float
How likely bot associated with this family is to betray teammates
VoiceClass
Default value: Class'UTGame.UTVoice_DefaultMale'
Structs
EmoteInfo
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
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
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