I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:UTHUD internal variables (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> HUD >> GameHUD >> UTHUD (internal variables)

Contents

;Other member categories for this class::instance functions

Internal variables[edit]

AltHudTexture[edit]

Type: Texture2D

Modifiers: const

Cached reference to the another hud texture

Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

AmmoBarColor[edit]

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 7.0
G 7.0
R 7.0

AmmoBarOffsetY[edit]

Type: float

Padding beneath right side ammo/icon

Default value: 2.0

AmmoBGCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 1.0
UL 162.0
V 368.0
VL 53.0

AmmoPosition[edit]

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y -1.0

AmmoPulseTime[edit]

Type: float


AmmoTextOffsetX[edit]

Type: float


Default value: 125.0

AmmoTextOffsetY[edit]

Type: float


Default value: 3.0

ArmorBGCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 74.0
UL 117.0
V 69.0
VL 42.0

ArmorBGOffsetX[edit]

Type: float

position of the armor bg relative to overall lower left position

Default value: 65.0

ArmorBGOffsetY[edit]

Type: float


Default value: 18.0

ArmorIconX[edit]

Type: float

position of the armor shield icon relative to the overall left position

Default value: 80.0

ArmorIconY[edit]

Type: float


Default value: 42.0

ArmorPulseTime[edit]

Type: float


ArmorTextX[edit]

Type: float

position of the armor text relative to the overall left position

Default value: 160.0

ArmorTextY[edit]

Type: float


Default value: 17.0

BaseMaterial[edit]

Type: Material

This holds the base material that will be displayed

Default value: Material'UI_HUD.HUD.M_UI_HUD_DamageDir'

bCrosshairOnFriendly[edit]

Type: bool

If true, we will alter the crosshair when it's over a friendly

bCrosshairShow[edit]

Type: bool

If true, we will allow Weapons to show their crosshairs

bDisplayingPowerups[edit]

Type: bool

true while displaying powerups

bFadeOutHitEffect[edit]

Type: bool

whether we're currently fading out the hit effect

bGreenCrosshair[edit]

Type: bool

Make the crosshair green (found valid friendly

bHasLeaderboard[edit]

Type: bool


Default value: True

bHasMap[edit]

Type: bool


bHudMessageRendered[edit]

Type: bool


bIsFirstPlayer[edit]

Type: bool

This will be true if this is the first player

bIsSplitScreen[edit]

Type: bool

This will be true if the hud is in splitscreen

BlackBackgroundColor[edit]

Type: Object.LinearColor


Default value:

Member Value
A 0.7
B 0.7
G 0.7
R 0.7

BlackColor[edit]

Type: Object.Color

Modifiers: const

Various colors

Default value:

Member Value
A 255
B 0
G 0
R 0

BlueLinearColor[edit]

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 0.8
B 10.0
G 0.8
R 0.5

bNoWeaponNumbers[edit]

Type: bool


bOnlyShowWeaponBarIfChanging[edit]

Type: bool

Modifiers: config

If true, only weapon bar if have pendingweapon

BootHeight[edit]

Type: float


Default value: 26.0

BootWidth[edit]

Type: float


Default value: 54.0

BootX[edit]

Type: float

Jump boot position relative to doll

Default value: 37.0

BootY[edit]

Type: float


Default value: 100.0

BouncedWeapon[edit]

Type: int


BounceWeaponScale[edit]

Type: float


Default value: 2.25

bQuickPickMadeNewSelection[edit]

Type: bool

true when the player has made a new selection since bringing the menu up this time (can't check QuickPickCurrentSelection for that since it defaults to current weapon)

bShowAllAI[edit]

Type: bool

Debug flag to show AI information

bShowAllWeapons[edit]

Type: bool

Modifiers: config


bShowAmmo[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bShowClock[edit]

Type: bool

Modifiers: globalconfig

Widget Locations / Visibility flags

bShowDoll[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bShowFragCount[edit]

Type: bool


Default value: True

bShowLeaderboard[edit]

Type: bool


bShowMap[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bShowPowerups[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bShowQuickPick[edit]

Type: bool

QuickPick Menu

bShowScoring[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bShowVehicle[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bShowVehicleArmorCount[edit]

Type: bool


bShowWeaponbar[edit]

Type: bool

Modifiers: config

If true, weapon bar is never displayed

CharPendingPRI[edit]

Type: UTPlayerReplicationInfo

Holds the PRI of who we want to switch to

CharPortraitMaterial[edit]

Type: Material

The material used to display the portrait

Default value: Material'UI_HUD.Materials.CharPortrait'

CharPortraitMI[edit]

Type: MaterialInstanceConstant

The MI that we will set

CharPortraitSize[edit]

Type: Object.Vector2D

How big at 1024x768 should this be

Default value:

Member Value
X 96.0
Y 120.0

CharPortraitSlideTime[edit]

Type: float

Total Amount of time to display a portrait for

Default value: 2.0

CharPortraitSlideTransitionTime[edit]

Type: float

% of Total time to slide In/Out. It will be used on both sides. Ex. If set to 0.25 then the slide in will be 25% of the total time as will the slide out leaving 50% of the time settled on screen. *

Default value: 0.175

CharPortraitTime[edit]

Type: float

How long until we are done

CharPortraitXPerc[edit]

Type: float

When sliding in, where should this image stop

Default value: 0.01

CharPortraitYPerc[edit]

Type: float

How far down the screen will it be rendered

Default value: 0.15

CharPRI[edit]

Type: UTPlayerReplicationInfo

Holds the PRI of the person speak

ClockPosition[edit]

Type: Object.Vector2D


ConfiguredCrosshairScaling[edit]

Type: float

Configurable crosshair scaling

Default value: 1.0

ConsoleIconFont[edit]

Type: Font


ConsoleIconFontClassName[edit]

Type: string

Modifiers: config

Holds a reference to the font to use for a given console

Default value: "UI_Fonts.Fonts.UI_Fonts_Xbox18"

CurrentWeaponScale[edit]

Type: float

Array size: 10


Default value, index 0: 1.0

Default value, index 1: 1.0

Default value, index 2: 1.0

Default value, index 3: 1.0

Default value, index 4: 1.0

Default value, index 5: 1.0

Default value, index 6: 1.0

Default value, index 7: 1.0

Default value, index 8: 1.0

Default value, index 9: 1.0

DamageData[edit]

Type: array<DamageInfo>

List of DamageInfos.

DamageIndicatorSize[edit]

Type: float

Modifiers: globalconfig


Default value: 384.0

DeadMessage[edit]

Type: string

Modifiers: localized

When you are dead

Default value: "You have Died!"

DisplayedOrders[edit]

Type: string

The orders to display when rendering the map

DMLinearColor[edit]

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 0.5
B 1.0
G 1.0
R 1.0

DollHeight[edit]

Type: float


Default value: 109.0

DollOffsetX[edit]

Type: float

position of the armor bg relative to overall lower left position

Default value: 35.0

DollOffsetY[edit]

Type: float


Default value: 58.0

DollPosition[edit]

Type: Object.Vector2D


Default value:

Member Value
X 0.0
Y -1.0

DollVisibility[edit]

Type: float


DollWidth[edit]

Type: float


Default value: 56.0

EmptyWeaponAlpha[edit]

Type: float


Default value: 0.4

FadeParamName[edit]

Type: name

Name of the material parameter that controls the fade

Default value: 'DamageDirectionAlpha'

FadeTime[edit]

Type: float

How fast should it fade out

Default value: 0.5

FireToRespawnMessage[edit]

Type: string

Modifiers: localized

Press [Fire] to Respawn

Default value: "Press [FIRE] to respawn"

FragPulseTime[edit]

Type: float


FullHeight[edit]

Type: float

Holds the full width and height of the viewport

FullWidth[edit]

Type: float

Holds the full width and height of the viewport

GlowFonts[edit]

Type: Font

Array size: 2

Glowing Fonts

Default value, index 0: Font'UI_Fonts_Final.HUD.F_GlowPrimary'

Default value, index 1: Font'UI_Fonts_Final.HUD.F_GlowSecondary'

GoldColor[edit]

Type: Object.Color

Modifiers: const

Various colors

Default value:

Member Value
A 255
B 11
G 183
R 255

GoldLinearColor[edit]

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 0.0
G 1.0
R 1.0

GrayColor[edit]

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 192
B 160
G 160
R 160

HealthBGCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 73.0
UL 143.0
V 111.0
VL 57.0

HealthBGOffsetX[edit]

Type: float

position of the health bg relative to overall lower left position

Default value: 65.0

HealthBGOffsetY[edit]

Type: float


Default value: 59.0

HealthIconX[edit]

Type: float

position of the health + icon relative to the overall left position

Default value: 80.0

HealthIconY[edit]

Type: float


Default value: 88.0

HealthOffsetX[edit]

Type: float


Default value: 65.0

HealthPulseTime[edit]

Type: float


HealthTextX[edit]

Type: float

position of the health text relative to the overall left position

Default value: 185.0

HealthTextY[edit]

Type: float


Default value: 55.0

HelmetHeight[edit]

Type: float


Default value: 25.0

HelmetWidth[edit]

Type: float


Default value: 22.0

HelmetX[edit]

Type: float

Helmet armor position relative to doll

Default value: 36.0

HelmetY[edit]

Type: float


Default value: 13.0

HitEffect[edit]

Type: MaterialEffect

reference to the hit effect

HitEffectFadeTime[edit]

Type: float

the amount the time it takes to fade the hit effect from the maximum values (default.HitEffectFadeTime is max)

Default value: 0.5

HitEffectIntensity[edit]

Type: float

current hit effect intensity (default.HitEffectIntensity is max)

Default value: 0.25

HitEffectMaterialInstance[edit]

Type: MaterialInstanceConstant

Modifiers: transient

material instance for the hit effect

HudFonts[edit]

Type: array<Font>

A collection of fonts used in the hud

Default value, index 0: MultiFont'UI_Fonts_Final.HUD.MF_Small'

Default value, index 1: MultiFont'UI_Fonts_Final.HUD.MF_Medium'

Default value, index 2: MultiFont'UI_Fonts_Final.HUD.MF_Large'

Default value, index 3: MultiFont'UI_Fonts_Final.HUD.MF_Huge'

HUDScaleX[edit]

Type: float

Resolution dependent HUD scaling factor

HUDScaleY[edit]

Type: float

Resolution dependent HUD scaling factor

IconHudTexture[edit]

Type: Texture2D

Modifiers: const


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseB'

LastAmmoCount[edit]

Type: int


LastAmmoPickupTime[edit]

Type: float

used to pulse the scaled of several hud elements

LastArmorAmount[edit]

Type: int


LastArmorPickupTime[edit]

Type: float

used to pulse the scaled of several hud elements

LastDollUpdate[edit]

Type: float


LastFragCount[edit]

Type: int


LastHealth[edit]

Type: int


LastHealthPickupTime[edit]

Type: float

used to pulse the scaled of several hud elements

LastHUDUpdateTime[edit]

Type: float


LastPickupTime[edit]

Type: float

used to pulse the scaled of several hud elements

LastSelectedWeapon[edit]

Type: Weapon


LastTimeTooltipDrawn[edit]

Type: float


LastWeapon[edit]

Type: UTWeapon


LastWeaponBarDrawnTime[edit]

Type: float


LC_White[edit]

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 1.0
G 1.0
R 1.0

LightGoldColor[edit]

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 255
B 128
G 255
R 255

LightGreenColor[edit]

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 255
B 128
G 255
R 128

MapBackground[edit]

Type: Texture2D

The background texture for the map

MapDefaultSize[edit]

Type: float

Modifiers: config

Holds the default size in pixels at 1024x768 of the map

Default value: 220.0

MapPosition[edit]

Type: Object.Vector2D


Default value:

Member Value
X 0.99
Y 0.05

MaxHitEffectColor[edit]

Type: Object.LinearColor

maximum hit effect color

Default value:

Member Value
A 1.0
B -1.0
G -1.0
R 2.0

MaxNoOfIndicators[edit]

Type: int

Holds the Max. # of indicators to be shown

Default value: 3

MessageOffset[edit]

Type: float

Array size: 7

Y offsets for local message areas - value above 1 = special position in right top corner of HUD

Default value, index 0: 0.15

Default value, index 1: 0.242

Default value, index 2: 0.36

Default value, index 3: 0.58

Default value, index 4: 0.78

Default value, index 5: 0.83

Default value, index 6: 2.0

MOTDSceneTemplate[edit]

Type: UTUIScene_MOTD

MOTD

MusicManagerClass[edit]

Type: class<UTMusicManager>

class of dynamic music manager used with this hud/gametype

Default value: Class'UTGame.UTMusicManager'

NameplateBubble[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 243.0
UL 26.0
V 11.0
VL 35.0

NameplateBubbleWidth[edit]

Type: float


Default value: 15.0

NameplateCenter[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 238.0
UL 5.0
V 11.0
VL 35.0

NameplateLeft[edit]

Type: UIRoot.TextureCoordinates

Coordinates of the nameplate background

Default value:

Member Value
U 224.0
UL 14.0
V 11.0
VL 35.0

NameplateRight[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 275.0
UL 14.0
V 11.0
VL 35.0

NameplateWidth[edit]

Type: float

width of background on either side of the nameplate

Default value: 8.0

OffWeaponAlpha[edit]

Type: float


Default value: 0.5

OrderUpdateTime[edit]

Type: float

last time at which displayedorders was updated

PawnDollBGCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 9.0
UL 65.0
V 52.0
VL 116.0

PawnOwner[edit]

Type: Pawn

The Pawn that is currently owning this hud

PlaceMarks[edit]

Type: string

Array size: 4

Modifiers: localized


Default value, index 0: "st"

Default value, index 1: "nd"

Default value, index 2: "rd"

Default value, index 3: "th"

PositionalParamName[edit]

Type: name

Name of the material parameter that controls the position

Default value: 'DamageDirectionRotation'

PowerupDims[edit]

Type: Object.Vector2D


PowerupTransitionTime[edit]

Type: float

How long to fade

PowerupYPos[edit]

Type: float


Default value: 0.75

PressFireToBegin[edit]

Type: string

Modifiers: localized

Press [Fire] to begin

Default value: "Press [FIRE] to Begin..."

PulseDuration[edit]

Type: float

How long should the pulse take total

Default value: 0.33

PulseMultiplier[edit]

Type: float

How much should the text pulse - NOTE this will be added to 1.0 (so PulseMultipler 0.5 = 1.5)

Default value: 0.5

PulseSplit[edit]

Type: float

When should the pulse switch from Out to in

Default value: 0.25

QuickPickBkgCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 459.0
UL 69.0
V 148.0
VL 49.0

QuickPickBkgImage[edit]

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

QuickPickCircleCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 18.0
UL 128.0
V 367.0
VL 128.0

QuickPickCircleImage[edit]

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseB'

QuickPickClasses[edit]

Type: array<UTWeapon>


QuickPickCurrentSelection[edit]

Type: int


QuickPickDeltaAngle[edit]

Type: float


QuickPickNumCells[edit]

Type: int


QuickPickRadius[edit]

Type: float


Default value: 160.0

QuickPickSelCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 459.0
UL 69.0
V 248.0
VL 49.0

QuickPickSelImage[edit]

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

QuickPickTarget[edit]

Type: Pawn


QuickPickWaveForm[edit]

Type: ForceFeedbackWaveform

controller rumble to play when switching weapons.

Default value: ForceFeedbackWaveform'UTGame.Default__UTHUD:ForceFeedbackWaveformQuickPick'

RedLinearColor[edit]

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 0.8
B 0.05
G 0.0
R 3.0

ResolutionScale[edit]

Type: float

Holds the scaling factor given the current resolution. This is calculated in PostRender()

ResolutionScaleX[edit]

Type: float

Holds the scaling factor given the current resolution. This is calculated in PostRender()

SafeRegionPct[edit]

Type: float

Modifiers: config

The percentage of the view that should be considered safe

Default value: 1.0

ScoreboardSceneTemplate[edit]

Type: UTUIScene_Scoreboard

The Scoreboard.

Default value: Scoreboard_DM'UI_Scenes_Scoreboards.sbDM'

ScoringPosition[edit]

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y 0.0

SelectedBoxScale[edit]

Type: float


Default value: 1.0

SelectedWeaponAlpha[edit]

Type: float


Default value: 1.0

SelectedWeaponAmmoOffsetX[edit]

Type: float


Default value: 110.0

SelectedWeaponScale[edit]

Type: float


Default value: 1.5

SilverLinearColor[edit]

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 0.75
G 0.75
R 0.75

SpectatorMessage[edit]

Type: string

Modifiers: localized

When you are a spectator

Default value: "Spectator"

TalkingTexture[edit]

Type: Texture2D

Modifiers: const


Default value: Texture2D'PS3Patch.Talking'

TeamHUDColor[edit]

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

TeamTextColor[edit]

Type: Object.Color


TextRenderInfo[edit]

Type: Canvas.FontRenderInfo


Default value:

Member Value
bClipText True
GlowInfo
Member Value
GlowColor
Member Value
A 1.0
B 0.0
G 0.0
R 0.0

THeight[edit]

Type: float

Misc vars used for laying out the hud

ThighHeight[edit]

Type: float


Default value: 28.0

ThighWidth[edit]

Type: float


Default value: 42.0

ThighX[edit]

Type: float

Thigh armor position relative to doll

Default value: 36.0

ThighY[edit]

Type: float


Default value: 72.0

ToolTipSepCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 260.0
UL 29.0
V 379.0
VL 27.0

TX[edit]

Type: float


TY[edit]

Type: float


UT3GHudTexture[edit]

Type: Texture2D

Modifiers: const


Default value: Texture2D'UI_GoldHud.HudIcons'

UTGRI[edit]

Type: UTGameReplicationInfo

Cached reference to the GRI

UTOwnerPRI[edit]

Type: UTPlayerReplicationInfo

Cached typed reference to the PRI

UTPawnOwner[edit]

Type: UTPawn

Points to the UT Pawn. Will be resolved if in a vehicle

UTPlayerOwner[edit]

Type: UTPlayerController

Cached a typed Player controller. Unlike PawnOwner we only set this once in PostBeginPlay

VehiclePosition[edit]

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y -1.0

VestHeight[edit]

Type: float


Default value: 28.0

VestWidth[edit]

Type: float


Default value: 46.0

VestX[edit]

Type: float

Body armor position relative to doll

Default value: 36.0

VestY[edit]

Type: float


Default value: 31.0

WaitingForMatch[edit]

Type: string

Modifiers: localized

Waiting for the match to begin

Default value: "Waiting for the Match to Begin..."

WarmupString[edit]

Type: string

Modifiers: localized

Localize Strings -- TODO - Go through and make sure these are all localized

Default value: "Warmup Round"

WeaponAmmoLength[edit]

Type: float


Default value: 48.0

WeaponAmmoOffsetX[edit]

Type: float


Default value: 100.0

WeaponAmmoOffsetY[edit]

Type: float


Default value: 16.0

WeaponAmmoThickness[edit]

Type: float


Default value: 16.0

WeaponBarScale[edit]

Type: float

Scaling to apply to entire weapon bar

Default value: 0.75

WeaponBarXOffset[edit]

Type: float


Default value: 70.0

WeaponBarY[edit]

Type: float

Weapon bar top left corner at 1024x768, normal scale

Default value: 16.0

WeaponBoxHeight[edit]

Type: float


Default value: 64.0

WeaponBoxWidth[edit]

Type: float


Default value: 100.0

WeaponList[edit]

Type: UTWeapon

Array size: 10

List of weapons to display in weapon bar

WeaponScaleSpeed[edit]

Type: float


Default value: 10.0

WeaponSwitchMessage[edit]

Type: class<UTLocalMessage>


Default value: Class'UTGame.UTWeaponSwitchMessage'

WeaponXOffset[edit]

Type: float


Default value: 60.0

WeaponYOffset[edit]

Type: float


Default value: 8.0

WeaponYScale[edit]

Type: float


Default value: 64.0

WhiteLinearColor[edit]

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 1.0
G 1.0
R 1.0

YouHaveLost[edit]

Type: string

Modifiers: localized

You have lost the match

Default value: "YOU HAVE LOST THE MATCH!"

YouHaveWon[edit]

Type: string

Modifiers: localized

When you win the match

Default value: "YOU HAVE WON THE MATCH!"