My program doesn't have bugs. It just develops random features.
UE3:UTPawn internal variables (UDK)
Contents
- 1 Internal variables
- 1.1 AccumulateDamage
- 1.2 AccumulationTime
- 1.3 AimNode
- 1.4 AppliedBob
- 1.5 ArmorHitSound
- 1.6 ArmsMesh
- 1.7 ArmsOverlay
- 1.8 AttachedProj
- 1.9 bArmsAttached
- 1.10 BaseTranslationOffset
- 1.11 bBlendOutTakeHitPhysics
- 1.12 bCanDoubleJump
- 1.13 bCanPlayFallingImpacts
- 1.14 bComponentDebug
- 1.15 bDodging
- 1.16 bEnableFootPlacement
- 1.17 bFeigningDeath
- 1.18 bFixedView
- 1.19 bForcedFeignDeath
- 1.20 bGibbed
- 1.21 bHasHoverboard
- 1.22 bHeadGibbed
- 1.23 bHideOnListenServer
- 1.24 BigTeleportCount
- 1.25 BioBurnAway
- 1.26 BioBurnAwayTime
- 1.27 BioEffectName
- 1.28 bIsHoverboardAnimPawn
- 1.29 bIsInvisible
- 1.30 bIsInvulnerable
- 1.31 bIsTyping
- 1.32 bJustDroppedOrb
- 1.33 bJustLanded
- 1.34 bKilledByBio
- 1.35 bKillsAffectHead
- 1.36 bLandRecovery
- 1.37 bNoJumpAdjust
- 1.38 bNotifyStopFalling
- 1.39 Bob
- 1.40 bobtime
- 1.41 BodyMatColor
- 1.42 BodyMaterialInstances
- 1.43 BodyMatFadeDuration
- 1.44 bPlayingFeignDeathRecovery
- 1.45 bPostRenderOtherTeam
- 1.46 bPostRenderTraceSucceeded
- 1.47 bPuttingDownWeapon
- 1.48 bReadyToDoubleJump
- 1.49 bReceivedValidTeam
- 1.50 bRechargeHealth
- 1.51 bRequiresDoubleJump
- 1.52 bShieldAbsorb
- 1.53 bSpawnDone
- 1.54 bSpawnIn
- 1.55 bStopDeathCamera
- 1.56 bStopOnDoubleLanding
- 1.57 bTearOffGibs
- 1.58 bUpdateEyeheight
- 1.59 bWeaponAttachmentVisible
- 1.60 bWeaponBob
- 1.61 bWinnerCam
- 1.62 CameraScale
- 1.63 CameraScaleMax
- 1.64 CameraScaleMin
- 1.65 CameraZOffset
- 1.66 ClientBodyMatDuration
- 1.67 ClientSideWeaponPawn
- 1.68 CompressedBodyMatColor
- 1.69 CrouchMeshZOffset
- 1.70 CrouchTranslationOffset
- 1.71 CurrCharClassInfo
- 1.72 CurrentBodyMatColor
- 1.73 CurrentCameraScale
- 1.74 CurrentDir
- 1.75 CurrentSkelAim
- 1.76 CurrentWeaponAttachment
- 1.77 CurrentWeaponAttachmentClass
- 1.78 CustomGravityScaling
- 1.79 DamageParameterName
- 1.80 DeathAnimDamageType
- 1.81 DeathTime
- 1.82 DefaultAirControl
- 1.83 DefaultMeshScale
- 1.84 DesiredMeshScale
- 1.85 DodgeSpeed
- 1.86 DodgeSpeedZ
- 1.87 DoubleJumpThreshold
- 1.88 DrivenWeaponPawn
- 1.89 DrivingNode
- 1.90 EmoteRepInfo
- 1.91 FallImpactSound
- 1.92 FallingDamageWaveForm
- 1.93 FallSpeedThreshold
- 1.94 FeignDeathBlend
- 1.95 FeignDeathBodyAtRestSpeed
- 1.96 FeignDeathPhysicsBlendOutSpeed
- 1.97 FeignDeathRecoveryStartTime
- 1.98 FeignDeathStartTime
- 1.99 FireRateMultiplier
- 1.100 FirstPersonDeathVisionMesh
- 1.101 FixedViewLoc
- 1.102 FixedViewRot
- 1.103 FlyingBlend
- 1.104 FlyingDirOffset
- 1.105 FullBodyAnimSlot
- 1.106 GunRecoilNode
- 1.107 HeadBone
- 1.108 HeadHeight
- 1.109 HeadOffset
- 1.110 HeadRadius
- 1.111 HeadScale
- 1.112 HeadshotNeckAttachment
- 1.113 HealthRechargeDelay
- 1.114 HealthRechargeRate
- 1.115 HelmetArmor
- 1.116 HoverboardClass
- 1.117 HoverboardingNode
- 1.118 HUDLocation
- 1.119 IconCoords
- 1.120 JumpBob
- 1.121 JumpBootCharge
- 1.122 LandBob
- 1.123 LastDrivenWeaponPawn
- 1.124 LastEmoteTime
- 1.125 LastHoverboardTime
- 1.126 LastPainSound
- 1.127 LastPostRenderTraceTime
- 1.128 LastTakeHitInfo
- 1.129 LastTakeHitTimeout
- 1.130 LeftFootBone
- 1.131 LeftFootControlName
- 1.132 LeftHandIK
- 1.133 LeftLegControl
- 1.134 LeftRecoilNode
- 1.135 LightEnvironment
- 1.136 LookYaw
- 1.137 MapSize
- 1.138 MaxDoubleJumpHeight
- 1.139 MaxFootPlacementDistSquared
- 1.140 MaxFootstepDistSq
- 1.141 MaxJumpSoundDistSq
- 1.142 MaxLeanRoll
- 1.143 MaxMultiJump
- 1.144 MinHoverboardInterval
- 1.145 MinTimeBetweenEmotes
- 1.146 MultiJumpBoost
- 1.147 MultiJumpRemaining
- 1.148 NoDriveBodies
- 1.149 OldCameraPosition
- 1.150 OldLocationZ
- 1.151 OverlayMaterialInstance
- 1.152 OverlayMesh
- 1.153 PartialHealth
- 1.154 PawnAmbientSound
- 1.155 PawnAmbientSoundCue
- 1.156 PawnEffectSockets
- 1.157 RagdollLifespan
- 1.158 RemainingBodyMatDuration
- 1.159 ReplicatedBodyMaterial
- 1.160 RightFootBone
- 1.161 RightFootControlName
- 1.162 RightHandIK
- 1.163 RightLegControl
- 1.164 RightRecoilNode
- 1.165 RootRotControl
- 1.166 RootYaw
- 1.167 RootYawSpeed
- 1.168 SaturationParameterName
- 1.169 ShieldBeltArmor
- 1.170 ShieldBeltMaterialInstance
- 1.171 ShieldBeltPickupClass
- 1.172 ShieldBeltTeamMaterialInstances
- 1.173 SlopeBoostFriction
- 1.174 SoundGroupClass
- 1.175 SpawnProtectionColor
- 1.176 SpawnSound
- 1.177 StartDeathAnimTime
- 1.178 StartedFallingTime
- 1.179 StartFallImpactTime
- 1.180 SuperHealthMax
- 1.181 TakeHitPhysicsBlendOutSpeed
- 1.182 TakeHitPhysicsFixedBones
- 1.183 TauntNames
- 1.184 TeleportSound
- 1.185 ThighpadArmor
- 1.186 TimeLastTookDeathAnimDamage
- 1.187 TopHalfAnimSlot
- 1.188 TorsoBoneName
- 1.189 Trackers
- 1.190 TransCameraAnim
- 1.191 TransInEffects
- 1.192 TranslocateColor
- 1.193 Twisting
- 1.194 UnfeignFailedCount
- 1.195 VehicleNode
- 1.196 VestArmor
- 1.197 WalkBob
- 1.198 WeaponAmbientSound
- 1.199 WeaponAmbientSoundCue
- 1.200 WeaponOverlayFlags
- 1.201 WeaponSocket
- 1.202 WeaponSocket2
- 1.203 ZSmoothingRate
- UTPawn internal variables in other games:
- UT3
- Other member categories for this class:
- defaults, events, instance functions
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. |
Internal variables[edit]
AccumulateDamage[edit]
Type: float
Track damage accumulated during a tick - used for gibbing determination
AccumulationTime[edit]
Type: float
Tick time for which damage is being accumulated
AimNode[edit]
Type: AnimNodeAimOffset
AppliedBob[edit]
Type: float
ArmorHitSound[edit]
Type: SoundCue
Default value: SoundCue'A_Gameplay.Gameplay.A_Gameplay_ArmorHitCue'
ArmsMesh[edit]
Type: UTSkeletalMeshComponent
Array size: 2
left and right arms, respectively.
Default value, index 0: UTSkeletalMeshComponent'FirstPersonArms'
Default value, index 1: UTSkeletalMeshComponent'FirstPersonArms2'
ArmsOverlay[edit]
Type: UTSkeletalMeshComponent
Array size: 2
AttachedProj[edit]
Type: UTProjectile
bArmsAttached[edit]
Type: bool
Weapon / Firing
BaseTranslationOffset[edit]
Type: float
Default value: 6.0
bBlendOutTakeHitPhysics[edit]
Type: bool
if set, blend Mesh PhysicsWeight to 0.0 in C++ and call TakeHitBlendedOut() event when finished
bCanDoubleJump[edit]
Type: bool
Default value: True
bCanPlayFallingImpacts[edit]
Type: bool
Whether this pawn can play a falling impact. Set to false upon the fall, but getting up should reset it
bComponentDebug[edit]
Type: bool
used by eyeheight adjustment. True if pawn recovering (eyeheight increasing) after lowering from a landing
bDodging[edit]
Type: bool
true while in air after dodging
bEnableFootPlacement[edit]
Type: bool
Default value: True
bFeigningDeath[edit]
Type: bool
Modifiers: repnotify
true when in ragdoll due to feign death
bFixedView[edit]
Type: bool
bForcedFeignDeath[edit]
Type: bool
true when feign death activation forced (e.g. knocked off hoverboard)
bGibbed[edit]
Type: bool
whether or not we have been gibbed already
bHasHoverboard[edit]
Type: bool
Hoverboard
bHeadGibbed[edit]
Type: bool
whether or not we have been decapitated already
bHideOnListenServer[edit]
Type: bool
Set when pawn died on listen server, but was hidden rather than ragdolling (for replication purposes)
BigTeleportCount[edit]
Type: byte
Modifiers: repnotify
Use to replicate to clients when someone goes through a big teleportation.
BioBurnAway[edit]
Type: ParticleSystemComponent
BioBurnAwayTime[edit]
Type: float
BioEffectName[edit]
Type: name
bIsHoverboardAnimPawn[edit]
Type: bool
bIsInvisible[edit]
Type: bool
Modifiers: repnotify
whether this Pawn is invisible. Affects AI and also causes shadows to be disabled
bIsInvulnerable[edit]
Type: bool
bIsTyping[edit]
Type: bool
play typing anim if idle
bJustDroppedOrb[edit]
Type: bool
if orb dropped because knocked off hoverboard
bJustLanded[edit]
Type: bool
bKilledByBio[edit]
Type: bool
bio death effect - updates BioEffectName parameter in the mesh's materials from 0 to 10 over BioBurnAwayTime activated BioBurnAway particle system on death, deactivates it when BioBurnAwayTime expires could easily be overridden by a custom death effect to use other effects/materials,
See: UTDmgType_BioGoo
bKillsAffectHead[edit]
Type: bool
If true, head size will change based on ratio of kills to deaths
bLandRecovery[edit]
Type: bool
used by eyeheight adjustment. True if pawn recently landed from a fall
bNoJumpAdjust[edit]
Type: bool
set to tell controller not to modify velocity of a jump/fall
bNotifyStopFalling[edit]
Type: bool
if true, StoppedFalling() is called when the physics mode changes from falling
Bob[edit]
Type: float
Modifiers: globalconfig
view bob properties
Default value: 0.01
bobtime[edit]
Type: float
BodyMatColor[edit]
Type: Object.LinearColor
This is the color that will be applied
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BodyMaterialInstances[edit]
Type: array<MaterialInstanceConstant>
Modifiers: protected
This is the actual Material Instance that is used to affect the colors
BodyMatFadeDuration[edit]
Type: float
How long will it take for the current Body Material to fade out
bPlayingFeignDeathRecovery[edit]
Type: bool
true while playing feign death recovery animation
bPostRenderOtherTeam[edit]
Type: bool
If true, call postrenderfor() even if on different team
bPostRenderTraceSucceeded[edit]
Type: bool
true is last trace test check for drawing postrender beacon succeeded
bPuttingDownWeapon[edit]
Type: bool
Modifiers: protected, repnotify
set when pawn is putting away its current weapon, for playing 3p animations - access with Set/GetPuttingDownWeapon()
bReadyToDoubleJump[edit]
Type: bool
bReceivedValidTeam[edit]
Type: bool
set on client when valid team info is received; future changes are then ignored unless this gets reset first this is used to prevent the problem where someone changes teams and their old dying pawn changes color because the team change was received before the pawn's dying
bRechargeHealth[edit]
Type: bool
Whether health auto-recharges (after RechargeCombatDelay time after last damage)
Default value: True
bRequiresDoubleJump[edit]
Type: bool
bShieldAbsorb[edit]
Type: bool
set true when shield absorbs damage
bSpawnDone[edit]
Type: bool
true when spawn protection has been deactivated
bSpawnIn[edit]
Type: bool
bStopDeathCamera[edit]
Type: bool
Stop death camera using OldCameraPosition if true
bStopOnDoubleLanding[edit]
Type: bool
Default value: True
bTearOffGibs[edit]
Type: bool
bUpdateEyeheight[edit]
Type: bool
bWeaponAttachmentVisible[edit]
Type: bool
client side flag indicating whether attachment should be visible - primarily used when spawning the initial weapon attachment as events that change its visibility might have happened before we received a CurrentWeaponAttachmentClass to spawn and call the visibility functions on
Default value: True
bWeaponBob[edit]
Type: bool
Modifiers: globalconfig
if true, UpdateEyeheight will get called every tick
Default value: True
bWinnerCam[edit]
Type: bool
If true, use end of match "Hero" camera
CameraScale[edit]
Type: float
Default value: 9.0
CameraScaleMax[edit]
Type: float
multiplier to default camera distance
Default value: 40.0
CameraScaleMin[edit]
Type: float
multiplier to default camera distance
Default value: 3.0
CameraZOffset[edit]
Type: float
used to smoothly adjust camera z offset in third person
ClientBodyMatDuration[edit]
Type: float
Modifiers: repnotify
This variable is used for replication of the value to remove clients
ClientSideWeaponPawn[edit]
Type: UTClientSideWeaponPawn
reference WeaponPawn spawned on non-owning clients for code that checks for DrivenVehicle
CompressedBodyMatColor[edit]
Type: Object.Rotator
Modifiers: repnotify
Replicate BodyMatColor as rotator to save bandwidth
CrouchMeshZOffset[edit]
Type: float
CrouchTranslationOffset[edit]
Type: float
CurrCharClassInfo[edit]
Type: class<UTFamilyInfo>
This pawn's current family/class info *
CurrentBodyMatColor[edit]
Type: Object.LinearColor
This is the current Body Material Color with any fading applied in
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
CurrentCameraScale[edit]
Type: float
Default value: 1.0
CurrentDir[edit]
Type: Actor.EDoubleClickDir
CurrentSkelAim[edit]
Type: Object.Vector2D
2D vector indicating aim direction relative to Pawn rotation. +/-1.0 indicating 180 degrees.
CurrentWeaponAttachment[edit]
Type: UTWeaponAttachment
This holds the local copy of the current attachment. This "attachment" actor will exist independantly on all clients
CurrentWeaponAttachmentClass[edit]
Type: class<UTWeaponAttachment>
Modifiers: repnotify
Holds the class type of the current weapon attachment. Replicated to all clients.
CustomGravityScaling[edit]
Type: float
Custom gravity support
Default value: 1.0
DamageParameterName[edit]
Type: name
material parameter containing damage overlay color
Default value: 'DamageOverlay'
DeathAnimDamageType[edit]
Type: class<UTDamageType>
Type of damage that started the death anim
DeathTime[edit]
Type: float
DefaultAirControl[edit]
Type: float
how much pawn should lean into turns
Default value: 0.35
DefaultMeshScale[edit]
Type: float
Mesh scaling default
Default value: 1.075
DesiredMeshScale[edit]
Type: float
currently desired scale of the hero (switches between crouched and default)
DodgeSpeed[edit]
Type: float
set by suggestjumpvelocity()
Default value: 600.0
DodgeSpeedZ[edit]
Type: float
Default value: 295.0
DoubleJumpThreshold[edit]
Type: float
Default value: 160.0
DrivenWeaponPawn[edit]
Type: DrivenWeaponPawnInfo
Modifiers: repnotify
DrivingNode[edit]
Type: UTAnimBlendByDriving
Node used for blending between driving and non-driving state.
EmoteRepInfo[edit]
Type: PlayEmoteInfo
Modifiers: repnotify
Used to replicate on emote to play.
FallImpactSound[edit]
Type: SoundCue
sound to be played by Falling Impact
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_BodyFall_Cue'
FallingDamageWaveForm[edit]
Type: ForceFeedbackWaveform
Controller vibration for taking falling damage.
Default value: ForceFeedbackWaveform'UTGame.Default__UTPawn:ForceFeedbackWaveformFall'
FallSpeedThreshold[edit]
Type: float
Speed change that must be realized to trigger a fall sound
Default value: 125.0
FeignDeathBlend[edit]
Type: AnimNodeBlend
anim node used for feign death recovery animations
FeignDeathBodyAtRestSpeed[edit]
Type: float
when a body in feign death's velocity is less than this, it is considered to be at rest (allowing the player to get up)
Default value: 12.0
FeignDeathPhysicsBlendOutSpeed[edit]
Type: float
speed at which physics is blended out when bPlayingFeignDeathRecovery is true (amount subtracted from PhysicsWeight per second)
Default value: 2.0
FeignDeathRecoveryStartTime[edit]
Type: float
When feign death recovery started. Used to pull feign death camera into body during recovery
FeignDeathStartTime[edit]
Type: float
when we entered feign death; used to increase FeignDeathBodyAtRestSpeed over time so we get up in a reasonable amount of time
FireRateMultiplier[edit]
Type: float
Modifiers: repnotify
Default value: 1.0
FirstPersonDeathVisionMesh[edit]
Type: SkeletalMeshComponent
A mesh that plays for the dying player in first person; e.g. Spidermine face-attac this is just a convenient holder for the component that can be added by the DamageType; the DamageType itself handles setting it up using UTDamageType::CalcDeathCamera() (when is has bSpecialDeathCamera set to true)
FixedViewLoc[edit]
Type: Object.Vector
Camera related properties
FixedViewRot[edit]
Type: Object.Rotator
FlyingBlend[edit]
Type: UTAnimBlendBase
FlyingDirOffset[edit]
Type: AnimNodeAimOffset
Flying
FullBodyAnimSlot[edit]
Type: AnimNodeSlot
Slot node used for playing full body anims.
GunRecoilNode[edit]
Type: GameSkelCtrl_Recoil
HeadBone[edit]
Type: name
Default value: 'b_head'
HeadHeight[edit]
Type: float
Default value: 5.0
HeadOffset[edit]
Type: float
These values are used for determining headshots
Default value: 32.0
HeadRadius[edit]
Type: float
Default value: 9.0
HeadScale[edit]
Type: float
Modifiers: repnotify
Default value: 1.0
HeadshotNeckAttachment[edit]
Type: StaticMeshComponent
Modifiers: protected
We need to save a reference to the headshot neck attachment for the case of: Headshot then gibbed so we can hide this *
HealthRechargeDelay[edit]
Type: float
Delay after last damage before recharge starts
Default value: 30.0
HealthRechargeRate[edit]
Type: float
How fast health recharges
Default value: 1.0
HelmetArmor[edit]
Type: float
HoverboardClass[edit]
type of vehicle spawned when activating the hoverboard
Default value: Class'UTGame.UTVehicle_Hoverboard'
HoverboardingNode[edit]
Type: UTAnimBlendByHoverboarding
Node used for various hoverboarding actions.
HUDLocation[edit]
Type: Object.Vector
HUD Icon
IconCoords[edit]
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 657.0 |
UL | 68.0 |
V | 129.0 |
VL | 58.0 |
JumpBob[edit]
Type: float
JumpBootCharge[edit]
Type: int
Mirrors the # of charges available to jump boots
LandBob[edit]
Type: float
LastDrivenWeaponPawn[edit]
Type: DrivenWeaponPawnInfo
LastEmoteTime[edit]
Type: float
Last time emote was played.
LastHoverboardTime[edit]
Type: float
LastPainSound[edit]
Type: float
Default value: -1000.0
LastPostRenderTraceTime[edit]
Type: float
Last time trace test check for drawing postrender beacon was performed
LastTakeHitInfo[edit]
Type: UTTakeHitInfo
Modifiers: repnotify
LastTakeHitTimeout[edit]
Type: float
stop considering LastTakeHitInfo for replication when world time passes this (so we don't replicate out-of-date hits when pawns become relevant)
LeftFootBone[edit]
Type: name
Foot placement IK system
LeftFootControlName[edit]
Type: name
Default value: 'LeftFootControl'
LeftHandIK[edit]
Type: SkelControlLimb
cached references to skeletal control for hand IK
LeftLegControl[edit]
Type: SkelControlFootPlacement
cached references to skeletal controllers for foot placement
LeftRecoilNode[edit]
Type: GameSkelCtrl_Recoil
LightEnvironment[edit]
Type: DynamicLightEnvironmentComponent
The pawn's light environment
Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'
LookYaw[edit]
Type: int
The Yaw Used to looking around
MapSize[edit]
Type: float
Default value: 1.0
MaxDoubleJumpHeight[edit]
Type: float
Default value: 87.0
MaxFootPlacementDistSquared[edit]
Type: float
if the pawn is farther than this away from the viewer, foot placement is skipped
Default value: 5.625E7
MaxFootstepDistSq[edit]
Type: float
Max distance from listener to play footstep sounds
Default value: 9000000.0
MaxJumpSoundDistSq[edit]
Type: float
Max distance from listener to play jump/land sounds
Default value: 1.6E7
MaxLeanRoll[edit]
Type: int
Default value: 2048
MaxMultiJump[edit]
Type: int
Default value: 1
MinHoverboardInterval[edit]
Type: float
Default value: 0.7
MinTimeBetweenEmotes[edit]
Type: float
Controls how often you can send an emote.
Default value: 1.0
MultiJumpBoost[edit]
Type: int
Default value: -45
MultiJumpRemaining[edit]
Type: int
Default value: 1
NoDriveBodies[edit]
Array of bodies that should not have joint drive applied.
OldCameraPosition[edit]
Type: Object.Vector
OldCameraPosition saved when dead for use if fall below killz
OldLocationZ[edit]
Type: float
OverlayMaterialInstance[edit]
Type: MaterialInterface
Modifiers: protected, repnotify
material that is overlayed on the pawn via a separate slightly larger scaled version of the pawn's mesh Use SetOverlayMaterial() / GetOverlayMaterial() to access.
OverlayMesh[edit]
Type: SkeletalMeshComponent
Modifiers: protected
mesh for overlay - should not be added to Components array in defaultproperties
Default value: SkeletalMeshComponent'OverlayMeshComponent0'
PartialHealth[edit]
Type: float
Partial Health Recharge (< 1 health)
PawnAmbientSound[edit]
Type: AudioComponent
Modifiers: protected
pawn ambient sound (for powerups and such)
Default value: UTAmbientSoundComponent'AmbientSoundComponent'
PawnAmbientSoundCue[edit]
Type: SoundCue
Modifiers: protected, repnotify
ambient cue played on PawnAmbientSound component; automatically replicated and played on clients. Access via SetPawnAmbientSound() / GetPawnAmbientSound()
PawnEffectSockets[edit]
Type: name
Array size: 2
Socket to find the feet
Default value, index 0: 'L_JB'
Default value, index 1: 'R_JB'
RagdollLifespan[edit]
Type: float
Default value: 18.0
RemainingBodyMatDuration[edit]
Type: float
how much time is left on this material
ReplicatedBodyMaterial[edit]
Type: Material
Modifiers: repnotify
Skin swapping support
RightFootBone[edit]
Type: name
Foot placement IK system
RightFootControlName[edit]
Type: name
Default value: 'RightFootControl'
RightHandIK[edit]
Type: SkelControlLimb
RightLegControl[edit]
Type: SkelControlFootPlacement
cached references to skeletal controllers for foot placement
RightRecoilNode[edit]
Type: GameSkelCtrl_Recoil
RootRotControl[edit]
Type: SkelControlSingleBone
RootYaw[edit]
Type: int
Current yaw of the mesh root. This essentially lags behind the actual Pawn rotation yaw.
RootYawSpeed[edit]
Type: float
Output - how quickly RootYaw is changing (unreal rot units per second).
SaturationParameterName[edit]
Type: name
material parameter containing color saturation multiplier (for reducing to account for zoom)
Default value: 'Char_DistSatRangeMultiplier'
ShieldBeltArmor[edit]
Type: float
Armor
ShieldBeltMaterialInstance[edit]
Type: MaterialInterface
The default overlay to use when not in a team game
Default value: Material'Pickups.Armor_ShieldBelt.M_ShieldBelt_Overlay'
ShieldBeltPickupClass[edit]
Type: class<UTDroppedItemPickup>
class to spawn if shield belt is stolen; should be set by pickup that adds ShieldBeltArmor
ShieldBeltTeamMaterialInstances[edit]
Type: MaterialInterface
Array size: 4
A collection of overlays to use in team games
Default value, index 0: Material'Pickups.Armor_ShieldBelt.M_ShieldBelt_Red'
Default value, index 1: Material'Pickups.Armor_ShieldBelt.M_ShieldBelt_Blue'
Default value, index 2: Material'Pickups.Armor_ShieldBelt.M_ShieldBelt_Red'
Default value, index 3: Material'Pickups.Armor_ShieldBelt.M_ShieldBelt_Blue'
SlopeBoostFriction[edit]
Type: float
which materials allow slope boosting
Default value: 0.2
SoundGroupClass[edit]
Type: class<UTPawnSoundGroup>
Default value: Class'UTGame.UTPawnSoundGroup'
SpawnProtectionColor[edit]
Type: Object.LinearColor
This is the color that will be applied when a pawn is first spawned in and is covered by protection
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 40.0 |
R | 40.0 |
SpawnSound[edit]
Type: SoundCue
sound played when initially spawning in
Default value: SoundCue'A_Gameplay.A_Gameplay_PlayerSpawn01Cue'
StartDeathAnimTime[edit]
Type: float
World time that we started the death animation
StartedFallingTime[edit]
Type: float
last time Pawn was falling and had non-zero velocity used to detect a rare bug where pawns get just barely embedded in a mesh and fall forever
StartFallImpactTime[edit]
Type: float
time above bool was set to true (for time out)
SuperHealthMax[edit]
Type: int
Default value: 199
TakeHitPhysicsBlendOutSpeed[edit]
Type: float
speed at which physics is blended out when bBlendOutTakeHitPhysics is true (amount subtracted from PhysicsWeight per second)
Default value: 0.5
TakeHitPhysicsFixedBones[edit]
bones to set fixed when doing the physics take hit effects
TauntNames[edit]
Type: name
Array size: 6
Default value, index 0: 'TauntA'
Default value, index 1: 'TauntB'
Default value, index 2: 'TauntC'
Default value, index 3: 'TauntD'
Default value, index 4: 'TauntE'
Default value, index 5: 'TauntF'
TeleportSound[edit]
Type: SoundCue
sound played when we teleport
Default value: SoundCue'A_Weapon_Translocator.Translocator.A_Weapon_Translocator_Teleport_Cue'
ThighpadArmor[edit]
Type: float
TimeLastTookDeathAnimDamage[edit]
Type: float
Time that we took damage of type DeathAnimDamageType.
TopHalfAnimSlot[edit]
Type: AnimNodeSlot
Slot node used for playing animations only on the top half.
TorsoBoneName[edit]
Type: name
name of the torso bone for playing impacts
Default value: 'b_Spine2'
Trackers[edit]
TransCameraAnim[edit]
Type: CameraAnim
Array size: 3
camera anim played when spawned/teleported
Default value, index 0: CameraAnim'Envy_Effects.Camera_Shakes.C_Res_IN_Red'
Default value, index 1: CameraAnim'Envy_Effects.Camera_Shakes.C_Res_IN_Blue'
Default value, index 2: CameraAnim'Envy_Effects.Camera_Shakes.C_Res_IN'
TransInEffects[edit]
Array size: 2
Default value, index 0: Class'UTGame.UTEmit_TransLocateOutRed'
Default value, index 1: Class'UTGame.UTEmit_TransLocateOut'
TranslocateColor[edit]
Type: Object.LinearColor
Array size: 2
Default value, index 0:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 20.0 |
Default value, index 1:
Member | Value |
---|---|
A | 1.0 |
B | 20.0 |
G | 0.0 |
R | 0.0 |
Twisting[edit]
Type: int
Maximum allowable boosted health
UnfeignFailedCount[edit]
Type: int
count of failed unfeign attempts - kill pawn if too many
VehicleNode[edit]
Type: UTAnimBlendByVehicle
Node used for blending between different types of vehicle.
VestArmor[edit]
Type: float
WalkBob[edit]
Type: Object.Vector
WeaponAmbientSound[edit]
Type: AudioComponent
Modifiers: protected
separate replicated ambient sound for weapon firing - access via SetWeaponAmbientSound() / GetWeaponAmbientSound()
Default value: UTAmbientSoundComponent'AmbientSoundComponent2'
WeaponAmbientSoundCue[edit]
Type: SoundCue
Modifiers: protected, repnotify
WeaponOverlayFlags[edit]
Type: byte
Modifiers: repnotify
Use SetWeaponOverlayFlag() / ClearWeaponOverlayFlag to adjust
WeaponSocket[edit]
Type: name
WeaponSocket contains the name of the socket used for attaching weapons to this pawn.
Default value: 'WeaponPoint'
WeaponSocket2[edit]
Type: name
WeaponSocket contains the name of the socket used for attaching weapons to this pawn.
Default value: 'DualWeaponPoint'
ZSmoothingRate[edit]
Type: float
Modifiers: const