My program doesn't have bugs. It just develops random features.
UE3:UTHeroPawn properties (UT3)
Contents
- 1 Properties
- 1.1 bExplosionOnDeath
- 1.2 bHeroAnimScaled
- 1.3 bHeroPending
- 1.4 bInHeroMelee
- 1.5 bIsHero
- 1.6 bIsSuperHero
- 1.7 bPlayHeroSpawnEffects
- 1.8 bSpawnHeroGibs
- 1.9 bSuperHeroAnimScaled
- 1.10 CrouchedMeshScale
- 1.11 DeathExplosionShake
- 1.12 footsound
- 1.13 FootStepShake
- 1.14 FootStepShakeRadius
- 1.15 HeroAnimScaling
- 1.16 HeroAuraEffect
- 1.17 HeroGroundPoundEmitter
- 1.18 HeroGroundPoundTemplate
- 1.19 HeroHeight
- 1.20 HeroMeleeEmitterClass
- 1.21 HeroOwnerAuraEffect
- 1.22 HeroPostProcessEffect
- 1.23 HeroRadius
- 1.24 InnerExplosionShakeRadius
- 1.25 LastMeleeTime
- 1.26 MeleeDamageInterval
- 1.27 MeleeDamageTime
- 1.28 MeleeDmgClass
- 1.29 MeleeInterval
- 1.30 MeleeRadius
- 1.31 MeleeSound
- 1.32 MeleeStopTime
- 1.33 OuterExplosionShakeRadius
- 1.34 PendingHeroEffect
- 1.35 PendingHeroEffectClass
- 1.36 PendingHeroFire
- 1.37 PP_Scene_Desaturation
- 1.38 PP_Scene_HighLights
- 1.39 SuperHeroAnimScaling
- 1.40 SuperHeroGroundPoundTemplate
- 1.41 SuperHeroHeight
- 1.42 SuperHeroRadius
- 1.43 TeamSpawnColors
- 1.44 Default values
- 1.45 Subobjects
- 1.45.1 AmbientSoundComponent
- 1.45.2 AmbientSoundComponent2
- 1.45.3 Arrow
- 1.45.4 AuraEffect
- 1.45.5 CollisionCylinder
- 1.45.6 DeathVisionLightEnv
- 1.45.7 FirstPersonArms
- 1.45.8 FirstPersonArms2
- 1.45.9 GooDeath
- 1.45.10 MyLightEnvironment
- 1.45.11 OverlayMeshComponent0
- 1.45.12 OwnerAuraEffect
- 1.45.13 WPawnSkeletalMeshComponent
- 1.45.14 XRayEffectLightEnv
;Other member categories for this class::instance functions
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Properties
bExplosionOnDeath
Type: bool
if true, redeemer explosion on death
Default value: True
bHeroAnimScaled
Type: bool
bHeroPending
Type: bool
Modifiers: repnotify
bInHeroMelee
Type: bool
Modifiers: repnotify
bIsHero
Type: bool
Modifiers: repnotify
bIsSuperHero
Type: bool
Modifiers: repnotify
bPlayHeroSpawnEffects
Type: bool
Modifiers: repnotify
Replication of spawning
bSpawnHeroGibs
Type: bool
Modifiers: repnotify
Replication of gib on redeemer explosion
bSuperHeroAnimScaled
Type: bool
CrouchedMeshScale
Type: float
Scale of the hero while in crouch mode
Default value: 1.0
DeathExplosionShake
Type: CameraAnim
camera shake for players near the hero when it dies
Default value: CameraAnim'Envy_Effects.Camera_Shakes.C_VH_Death_Shake'
footsound
Type: SoundCue
Default value: SoundCue'A_Titan_Extras.Cue.A_Vehicle_DarkWalker_FootstepCue'
FootStepShake
Type: CameraAnim
camera anim played when foot lands nearby
Default value: CameraAnim'Camera_FX.DarkWalker.C_VH_DarkWalker_Step_Shake'
FootStepShakeRadius
Type: float
Default value: 1000.0
HeroAnimScaling
Type: float
Hero movement animation rate scaling
Default value: 0.65
HeroAuraEffect
Type: ParticleSystemComponent
Hero aura effects for the controlling player and others
Default value: ParticleSystemComponent'AuraEffect'
HeroGroundPoundEmitter
Type: ParticleSystemComponent
HeroGroundPoundTemplate
Type: ParticleSystem
Default value: ParticleSystem'UN_HeroEffects.Effects.FX_GroundPoundHands'
HeroHeight
Type: float
Collision cylinder of standing hero
Default value: 88.0
HeroMeleeEmitterClass
Type: class<UTReplicatedEmitter>
Melee attack effects
Default value: Class'UTGame.UTEmit_HeroMelee'
HeroOwnerAuraEffect
Type: ParticleSystemComponent
Default value: ParticleSystemComponent'OwnerAuraEffect'
HeroPostProcessEffect
Type: PostProcessChain
Hero postprocess effect
Default value: PostProcessChain'UN_HeroEffects.Effects.HeroPostProcess'
HeroRadius
Type: float
Collision cylinder of standing hero
Default value: 42.0
InnerExplosionShakeRadius
Type: float
radius at which the death camera shake is full intensity
Default value: 400.0
LastMeleeTime
Type: float
MeleeDamageInterval
Type: float
Default value: 0.2
MeleeDamageTime
Type: float
Default value: 0.84
MeleeDmgClass
Type: class<DamageType>
Melee attack properties
Default value: Class'UTGame.UTDmgType_HeroMelee'
MeleeInterval
Type: float
Default value: 2.0
MeleeRadius
Type: float
Default value: 900.0
MeleeSound
Type: SoundCue
Default value: SoundCue'A_Titan_Extras.SoundCues.A_Vehicle_Goliath_Collide'
MeleeStopTime
Type: float
Default value: 2.0
OuterExplosionShakeRadius
Type: float
radius at which the death camera shake reaches zero intensity
Default value: 1000.0
PendingHeroEffect
Type: UTEmitter
PendingHeroEffectClass
Array size: 2
Default value, index 0: Class'UTGame.UTEmit_PendingHeroEffectRed'
Default value, index 1: Class'UTGame.UTEmit_PendingHeroEffectBlue'
PendingHeroFire
Type: byte
Array size: 2
PP_Scene_Desaturation
Type: float
Default value: 0.3
PP_Scene_HighLights
Type: Object.Vector
post processing applied for this hero's camera
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | -0.07 |
Z | -0.14 |
SuperHeroAnimScaling
Type: float
Default value: 0.65
SuperHeroGroundPoundTemplate
Type: ParticleSystem
Default value: ParticleSystem'UN_HeroEffects.Effects.FX_GroundPoundHands_Super'
SuperHeroHeight
Type: float
Collision cylinder of standing hero
Default value: 176.0
SuperHeroRadius
Type: float
Collision cylinder of standing hero
Default value: 84.0
TeamSpawnColors
Type: array<Object.Vector>
Color values to use for the spawn in effect
Default value, index 0:
Member | Value |
---|---|
X | 10.0 |
Y | 0.5 |
Z | 0.25 |
Default value, index 1:
Member | Value |
---|---|
X | 0.25 |
Y | 0.5 |
Z | 10.0 |
Default values
Property | Value |
---|---|
AuraRadius | 400.0 |
DefaultMeshScale | 1.0 |
Subobjects
AmbientSoundComponent
Class: UTGame.UTAmbientSoundComponent
Inherits from: UTPawn.AmbientSoundComponent
No new values.
AmbientSoundComponent2
Class: UTGame.UTAmbientSoundComponent
Inherits from: UTPawn.AmbientSoundComponent2
No new values.
Arrow
Class: Engine.ArrowComponent
Inherits from: UTPawn.Arrow
No new values.
AuraEffect
Class: Engine.ParticleSystemComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AbsoluteRotation | True | ||||||||
bAutoActivate | False | ||||||||
Scale | 1.25 | ||||||||
Template | ParticleSystem'UN_HeroEffects.Effects.FX_HeroAura' | ||||||||
Translation |
|
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTPawn.CollisionCylinder
No new values.
DeathVisionLightEnv
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTPawn.DeathVisionLightEnv
No new values.
FirstPersonArms
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTPawn.FirstPersonArms
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGame.Default__UTHeroPawn:FirstPersonArms.MeshSequenceA' |
FirstPersonArms2
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTPawn.FirstPersonArms2
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGame.Default__UTHeroPawn:FirstPersonArms2.MeshSequenceB' |
GooDeath
Class: Engine.ParticleSystemComponent
Inherits from: UTPawn.GooDeath
No new values.
MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTPawn.MyLightEnvironment
No new values.
OverlayMeshComponent0
Class: Engine.SkeletalMeshComponent
Inherits from: UTPawn.OverlayMeshComponent0
No new values.
OwnerAuraEffect
Class: Engine.ParticleSystemComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AbsoluteRotation | True | ||||||||
bAutoActivate | False | ||||||||
Template | ParticleSystem'UN_HeroEffects.Effects.FX_HeroAura_3rd' | ||||||||
Translation |
|
WPawnSkeletalMeshComponent
Class: Engine.SkeletalMeshComponent
Inherits from: UTPawn.WPawnSkeletalMeshComponent
No new values.
XRayEffectLightEnv
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTPawn.XRayEffectLightEnv
No new values.