Mostly Harmless

UE3:UTFamilyInfo (UT3)

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UT3 Object >> UTFamilyInfo
Package: 
UTGame
Direct subclasses:
UTFamilyInfo_Human, UTFamilyInfo_Krall, UTFamilyInfo_Liandri
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. 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'

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

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 *

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

Type: array<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/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

Type: array<GibInfo>


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

Type: array<name>


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

Type: class<UTVoice>


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

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

GetVoiceClass

static function class<UTVoiceGetVoiceClass (UTCustomChar_Data.CustomCharData CharacterData)