Mostly Harmless

UE3:UTGameObjective internal variables (UT3)

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UT3 Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective (internal variables)
UTGameObjective internal variables in other games:
UDK
Other member categories for this class:
instance functions

Internal variables

AttackCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 583.0
UL 52.0
V 266.0
VL 57.0

AttackLinearColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 1.0
G 1.0
R 1.0

bAllowOnlyShootable

Type: bool

if true, allow this objective to be unreachable as long as we could find some ShootSpots for it

bAllowRemoteUse

Type: bool

Allow use if player is within Pawn's VehicleCheckRadius

bAlreadyRendered

Type: bool


BestLocker

Type: UTWeaponLocker

Locker to get weapons from for spawning player

bFirstObjective

Type: bool

First objective in list of objectives defended by same team

Default value: True

bHasLocationSpeech

Type: bool


bHasSensor

Type: bool


bIsActive

Type: bool

true when in the active state

bIsConstructing

Type: bool

true when in the constructing state

bIsDisabled

Type: bool

true when in the disabled state

bNoLockerFound

Type: bool

True if tried and failed to find a best locker

bPostRenderTraceSucceeded

Type: bool

true is last trace test check for drawing postrender beacon succeeded

bScriptRenderAdditionalMinimap

Type: bool


bUnderAttack

Type: bool

Modifiers: repnotify


CameraViewDistance

Type: float


Default value: 400.0

ControlColor

Type: Object.LinearColor

Array size: 3


Default value, index 0:

Member Value
A 1.0
B 0.0
G 0.0
R 1.0

Default value, index 1:

Member Value
A 1.0
B 1.0
G 0.0
R 0.0

Default value, index 2:

Member Value
A 1.0
B 1.0
G 1.0
R 1.0

DefenderTeamIndex

Type: byte

Modifiers: repnotify

0 = defended by team 0

Default value: 2

DefensePoints

Type: UTDefensePoint


DefenseSquad

Type: UTSquadAI

squad defending this objective;

DeployableLockers

Type: array<UTDeployableNodeLocker>

list of deployable lockers at this objective

HighlightScale

Type: float

Used for highlighting on minimap

HighlightSpeed

Type: float


Default value: 10.0

HUDLocation

Type: Object.Vector


HudMaterial

Type: Material


Default value: Material'UI_HUD.Icons.M_UI_HUD_Icons01'

IconCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 537.0
UL 46.0
V 296.0
VL 31.0

IconExtentX

Type: float


IconExtentY

Type: float


IconHudTexture

Type: Texture2D

Modifiers: const


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseB'

IconPosX

Type: float


IconPosY

Type: float


LastHighlightUpdate

Type: float


LastPostRenderTraceTime

Type: float

Last time trace test check for drawing postrender beacon was performed

LocationPostfix

Type: string

Modifiers: localized


LocationPrefix

Type: string

Modifiers: localized


Default value: "Near "

MaxBeaconDistance

Type: float

Max distance for drawing beacon for non-critical objective

MaxHighlightScale

Type: float


Default value: 8.0

MaxSensorRange

Type: float


Default value: 2800.0

MinimapIconScale

Type: float


Default value: 20.0

NextObjective

Type: UTGameObjective

list of objectives defended by the same team

PlayerStarts

Type: array<PlayerStart>


Score

Type: int

score given to player that completes this objective

Default value: 5

Scorers

Type: array<ScorerRecord>


ShootSpots

Type: array<NavigationPoint>

precalculated list of nearby NavigationPoints this objective is shootable from

StartTeam

Type: byte


TeamStaticMeshes

Type: array<UTTeamStaticMesh>

list of teamskinned static meshes that we should notify when our team changes

VehicleFactories

Type: array<UTVehicleFactory>

distance away for camera when viewtarget