I love the smell of UnrealEd crashing in the morning. – tarquin
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
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Internal variables
AccumulateDamage
Type: float
Track damage accumulated during a tick - used for gibbing determination
AccumulationTime
Type: float
Tick time for which damage is being accumulated
AimNode
Type: AnimNodeAimOffset
AppliedBob
Type: float
ArmorHitSound
Type: SoundCue
Default value: SoundCue'A_Gameplay.Gameplay.A_Gameplay_ArmorHitCue'
ArmsMesh
Type: UTSkeletalMeshComponent
Array size: 2
left and right arms, respectively.
Default value, index 0: UTSkeletalMeshComponent'FirstPersonArms'
Default value, index 1: UTSkeletalMeshComponent'FirstPersonArms2'
ArmsOverlay
Type: UTSkeletalMeshComponent
Array size: 2
AttachedProj
Type: UTProjectile
bArmsAttached
Type: bool
Weapon / Firing
BaseTranslationOffset
Type: float
Default value: 6.0
bBlendOutTakeHitPhysics
Type: bool
if set, blend Mesh PhysicsWeight to 0.0 in C++ and call TakeHitBlendedOut() event when finished
bCanDoubleJump
Type: bool
Default value: True
bCanPlayFallingImpacts
Type: bool
Whether this pawn can play a falling impact. Set to false upon the fall, but getting up should reset it
bComponentDebug
Type: bool
used by eyeheight adjustment. True if pawn recovering (eyeheight increasing) after lowering from a landing
bDodging
Type: bool
true while in air after dodging
bEnableFootPlacement
Type: bool
Default value: True
bFeigningDeath
Type: bool
Modifiers: repnotify
true when in ragdoll due to feign death
bFixedView
Type: bool
bForcedFeignDeath
Type: bool
true when feign death activation forced (e.g. knocked off hoverboard)
bGibbed
Type: bool
whether or not we have been gibbed already
bHasHoverboard
Type: bool
Hoverboard
bHeadGibbed
Type: bool
whether or not we have been decapitated already
bHideOnListenServer
Type: bool
Set when pawn died on listen server, but was hidden rather than ragdolling (for replication purposes)
BigTeleportCount
Type: byte
Modifiers: repnotify
Use to replicate to clients when someone goes through a big teleportation.
BioBurnAway
Type: ParticleSystemComponent
BioBurnAwayTime
Type: float
BioEffectName
Type: name
bIsHoverboardAnimPawn
Type: bool
bIsInvisible
Type: bool
Modifiers: repnotify
whether this Pawn is invisible. Affects AI and also causes shadows to be disabled
bIsInvulnerable
Type: bool
bIsTyping
Type: bool
play typing anim if idle
bJustDroppedOrb
Type: bool
if orb dropped because knocked off hoverboard
bJustLanded
Type: bool
bKilledByBio
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
Type: bool
If true, head size will change based on ratio of kills to deaths
bLandRecovery
Type: bool
used by eyeheight adjustment. True if pawn recently landed from a fall
bNoJumpAdjust
Type: bool
set to tell controller not to modify velocity of a jump/fall
bNotifyStopFalling
Type: bool
if true, StoppedFalling() is called when the physics mode changes from falling
Bob
Type: float
Modifiers: globalconfig
view bob properties
Default value: 0.01
bobtime
Type: float
BodyMatColor
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
Type: array<MaterialInstanceConstant>
Modifiers: protected
This is the actual Material Instance that is used to affect the colors
BodyMatFadeDuration
Type: float
How long will it take for the current Body Material to fade out
bPlayingFeignDeathRecovery
Type: bool
true while playing feign death recovery animation
bPostRenderOtherTeam
Type: bool
If true, call postrenderfor() even if on different team
bPostRenderTraceSucceeded
Type: bool
true is last trace test check for drawing postrender beacon succeeded
bPuttingDownWeapon
Type: bool
Modifiers: protected, repnotify
set when pawn is putting away its current weapon, for playing 3p animations - access with Set/GetPuttingDownWeapon()
bReadyToDoubleJump
Type: bool
bReceivedValidTeam
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
Type: bool
Whether health auto-recharges (after RechargeCombatDelay time after last damage)
Default value: True
bRequiresDoubleJump
Type: bool
bShieldAbsorb
Type: bool
set true when shield absorbs damage
bSpawnDone
Type: bool
true when spawn protection has been deactivated
bSpawnIn
Type: bool
bStopDeathCamera
Type: bool
Stop death camera using OldCameraPosition if true
bStopOnDoubleLanding
Type: bool
Default value: True
bTearOffGibs
Type: bool
bUpdateEyeheight
Type: bool
bWeaponAttachmentVisible
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
Type: bool
Modifiers: globalconfig
if true, UpdateEyeheight will get called every tick
Default value: True
bWinnerCam
Type: bool
If true, use end of match "Hero" camera
CameraScale
Type: float
Default value: 9.0
CameraScaleMax
Type: float
multiplier to default camera distance
Default value: 40.0
CameraScaleMin
Type: float
multiplier to default camera distance
Default value: 3.0
CameraZOffset
Type: float
used to smoothly adjust camera z offset in third person
ClientBodyMatDuration
Type: float
Modifiers: repnotify
This variable is used for replication of the value to remove clients
ClientSideWeaponPawn
Type: UTClientSideWeaponPawn
reference WeaponPawn spawned on non-owning clients for code that checks for DrivenVehicle
CompressedBodyMatColor
Type: Object.Rotator
Modifiers: repnotify
Replicate BodyMatColor as rotator to save bandwidth
CrouchMeshZOffset
Type: float
CrouchTranslationOffset
Type: float
CurrCharClassInfo
Type: class<UTFamilyInfo>
This pawn's current family/class info *
CurrentBodyMatColor
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
Type: float
Default value: 1.0
CurrentDir
Type: Actor.EDoubleClickDir
CurrentSkelAim
Type: Object.Vector2D
2D vector indicating aim direction relative to Pawn rotation. +/-1.0 indicating 180 degrees.
CurrentWeaponAttachment
Type: UTWeaponAttachment
This holds the local copy of the current attachment. This "attachment" actor will exist independantly on all clients
CurrentWeaponAttachmentClass
Type: class<UTWeaponAttachment>
Modifiers: repnotify
Holds the class type of the current weapon attachment. Replicated to all clients.
CustomGravityScaling
Type: float
Custom gravity support
Default value: 1.0
DamageParameterName
Type: name
material parameter containing damage overlay color
Default value: 'DamageOverlay'
DeathAnimDamageType
Type: class<UTDamageType>
Type of damage that started the death anim
DeathTime
Type: float
DefaultAirControl
Type: float
how much pawn should lean into turns
Default value: 0.35
DefaultMeshScale
Type: float
Mesh scaling default
Default value: 1.075
DesiredMeshScale
Type: float
currently desired scale of the hero (switches between crouched and default)
DodgeSpeed
Type: float
set by suggestjumpvelocity()
Default value: 600.0
DodgeSpeedZ
Type: float
Default value: 295.0
DoubleJumpThreshold
Type: float
Default value: 160.0
DrivenWeaponPawn
Type: DrivenWeaponPawnInfo
Modifiers: repnotify
DrivingNode
Type: UTAnimBlendByDriving
Node used for blending between driving and non-driving state.
EmoteRepInfo
Type: PlayEmoteInfo
Modifiers: repnotify
Used to replicate on emote to play.
FallImpactSound
Type: SoundCue
sound to be played by Falling Impact
Default value: SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_BodyFall_Cue'
FallingDamageWaveForm
Type: ForceFeedbackWaveform
Controller vibration for taking falling damage.
Default value: ForceFeedbackWaveform'UTGame.Default__UTPawn:ForceFeedbackWaveformFall'
FallSpeedThreshold
Type: float
Speed change that must be realized to trigger a fall sound
Default value: 125.0
FeignDeathBlend
Type: AnimNodeBlend
anim node used for feign death recovery animations
FeignDeathBodyAtRestSpeed
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
Type: float
speed at which physics is blended out when bPlayingFeignDeathRecovery is true (amount subtracted from PhysicsWeight per second)
Default value: 2.0
FeignDeathRecoveryStartTime
Type: float
When feign death recovery started. Used to pull feign death camera into body during recovery
FeignDeathStartTime
Type: float
when we entered feign death; used to increase FeignDeathBodyAtRestSpeed over time so we get up in a reasonable amount of time
FireRateMultiplier
Type: float
Modifiers: repnotify
Default value: 1.0
FirstPersonDeathVisionMesh
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
Type: Object.Vector
Camera related properties
FixedViewRot
Type: Object.Rotator
FlyingBlend
Type: UTAnimBlendBase
FlyingDirOffset
Type: AnimNodeAimOffset
Flying
FullBodyAnimSlot
Type: AnimNodeSlot
Slot node used for playing full body anims.
GunRecoilNode
Type: GameSkelCtrl_Recoil
HeadBone
Type: name
Default value: 'b_head'
HeadHeight
Type: float
Default value: 5.0
HeadOffset
Type: float
These values are used for determining headshots
Default value: 32.0
HeadRadius
Type: float
Default value: 9.0
HeadScale
Type: float
Modifiers: repnotify
Default value: 1.0
HeadshotNeckAttachment
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
Type: float
Delay after last damage before recharge starts
Default value: 30.0
HealthRechargeRate
Type: float
How fast health recharges
Default value: 1.0
HelmetArmor
Type: float
HoverboardClass
type of vehicle spawned when activating the hoverboard
Default value: Class'UTGame.UTVehicle_Hoverboard'
HoverboardingNode
Type: UTAnimBlendByHoverboarding
Node used for various hoverboarding actions.
HUDLocation
Type: Object.Vector
HUD Icon
IconCoords
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 657.0 |
UL | 68.0 |
V | 129.0 |
VL | 58.0 |
JumpBob
Type: float
JumpBootCharge
Type: int
Mirrors the # of charges available to jump boots
LandBob
Type: float
LastDrivenWeaponPawn
Type: DrivenWeaponPawnInfo
LastEmoteTime
Type: float
Last time emote was played.
LastHoverboardTime
Type: float
LastPainSound
Type: float
Default value: -1000.0
LastPostRenderTraceTime
Type: float
Last time trace test check for drawing postrender beacon was performed
LastTakeHitInfo
Type: UTTakeHitInfo
Modifiers: repnotify
LastTakeHitTimeout
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
Type: name
Foot placement IK system
LeftFootControlName
Type: name
Default value: 'LeftFootControl'
LeftHandIK
Type: SkelControlLimb
cached references to skeletal control for hand IK
LeftLegControl
Type: SkelControlFootPlacement
cached references to skeletal controllers for foot placement
LeftRecoilNode
Type: GameSkelCtrl_Recoil
LightEnvironment
Type: DynamicLightEnvironmentComponent
The pawn's light environment
Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'
LookYaw
Type: int
The Yaw Used to looking around
MapSize
Type: float
Default value: 1.0
MaxDoubleJumpHeight
Type: float
Default value: 87.0
MaxFootPlacementDistSquared
Type: float
if the pawn is farther than this away from the viewer, foot placement is skipped
Default value: 5.625E7
MaxFootstepDistSq
Type: float
Max distance from listener to play footstep sounds
Default value: 9000000.0
MaxJumpSoundDistSq
Type: float
Max distance from listener to play jump/land sounds
Default value: 1.6E7
MaxLeanRoll
Type: int
Default value: 2048
MaxMultiJump
Type: int
Default value: 1
MinHoverboardInterval
Type: float
Default value: 0.7
MinTimeBetweenEmotes
Type: float
Controls how often you can send an emote.
Default value: 1.0
MultiJumpBoost
Type: int
Default value: -45
MultiJumpRemaining
Type: int
Default value: 1
NoDriveBodies
Array of bodies that should not have joint drive applied.
OldCameraPosition
Type: Object.Vector
OldCameraPosition saved when dead for use if fall below killz
OldLocationZ
Type: float
OverlayMaterialInstance
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
Type: SkeletalMeshComponent
Modifiers: protected
mesh for overlay - should not be added to Components array in defaultproperties
Default value: SkeletalMeshComponent'OverlayMeshComponent0'
PartialHealth
Type: float
Partial Health Recharge (< 1 health)
PawnAmbientSound
Type: AudioComponent
Modifiers: protected
pawn ambient sound (for powerups and such)
Default value: UTAmbientSoundComponent'AmbientSoundComponent'
PawnAmbientSoundCue
Type: SoundCue
Modifiers: protected, repnotify
ambient cue played on PawnAmbientSound component; automatically replicated and played on clients. Access via SetPawnAmbientSound() / GetPawnAmbientSound()
PawnEffectSockets
Type: name
Array size: 2
Socket to find the feet
Default value, index 0: 'L_JB'
Default value, index 1: 'R_JB'
RagdollLifespan
Type: float
Default value: 18.0
RemainingBodyMatDuration
Type: float
how much time is left on this material
ReplicatedBodyMaterial
Type: Material
Modifiers: repnotify
Skin swapping support
RightFootBone
Type: name
Foot placement IK system
RightFootControlName
Type: name
Default value: 'RightFootControl'
RightHandIK
Type: SkelControlLimb
RightLegControl
Type: SkelControlFootPlacement
cached references to skeletal controllers for foot placement
RightRecoilNode
Type: GameSkelCtrl_Recoil
RootRotControl
Type: SkelControlSingleBone
RootYaw
Type: int
Current yaw of the mesh root. This essentially lags behind the actual Pawn rotation yaw.
RootYawSpeed
Type: float
Output - how quickly RootYaw is changing (unreal rot units per second).
SaturationParameterName
Type: name
material parameter containing color saturation multiplier (for reducing to account for zoom)
Default value: 'Char_DistSatRangeMultiplier'
ShieldBeltArmor
Type: float
Armor
ShieldBeltMaterialInstance
Type: MaterialInterface
The default overlay to use when not in a team game
Default value: Material'Pickups.Armor_ShieldBelt.M_ShieldBelt_Overlay'
ShieldBeltPickupClass
Type: class<UTDroppedItemPickup>
class to spawn if shield belt is stolen; should be set by pickup that adds ShieldBeltArmor
ShieldBeltTeamMaterialInstances
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
Type: float
which materials allow slope boosting
Default value: 0.2
SoundGroupClass
Type: class<UTPawnSoundGroup>
Default value: Class'UTGame.UTPawnSoundGroup'
SpawnProtectionColor
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
Type: SoundCue
sound played when initially spawning in
Default value: SoundCue'A_Gameplay.A_Gameplay_PlayerSpawn01Cue'
StartDeathAnimTime
Type: float
World time that we started the death animation
StartedFallingTime
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
Type: float
time above bool was set to true (for time out)
SuperHealthMax
Type: int
Default value: 199
TakeHitPhysicsBlendOutSpeed
Type: float
speed at which physics is blended out when bBlendOutTakeHitPhysics is true (amount subtracted from PhysicsWeight per second)
Default value: 0.5
TakeHitPhysicsFixedBones
bones to set fixed when doing the physics take hit effects
TauntNames
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
Type: SoundCue
sound played when we teleport
Default value: SoundCue'A_Weapon_Translocator.Translocator.A_Weapon_Translocator_Teleport_Cue'
ThighpadArmor
Type: float
TimeLastTookDeathAnimDamage
Type: float
Time that we took damage of type DeathAnimDamageType.
TopHalfAnimSlot
Type: AnimNodeSlot
Slot node used for playing animations only on the top half.
TorsoBoneName
Type: name
name of the torso bone for playing impacts
Default value: 'b_Spine2'
Trackers
TransCameraAnim
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
Array size: 2
Default value, index 0: Class'UTGame.UTEmit_TransLocateOutRed'
Default value, index 1: Class'UTGame.UTEmit_TransLocateOut'
TranslocateColor
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
Type: int
Maximum allowable boosted health
UnfeignFailedCount
Type: int
count of failed unfeign attempts - kill pawn if too many
VehicleNode
Type: UTAnimBlendByVehicle
Node used for blending between different types of vehicle.
VestArmor
Type: float
WalkBob
Type: Object.Vector
WeaponAmbientSound
Type: AudioComponent
Modifiers: protected
separate replicated ambient sound for weapon firing - access via SetWeaponAmbientSound() / GetWeaponAmbientSound()
Default value: UTAmbientSoundComponent'AmbientSoundComponent2'
WeaponAmbientSoundCue
Type: SoundCue
Modifiers: protected, repnotify
WeaponOverlayFlags
Type: byte
Modifiers: repnotify
Use SetWeaponOverlayFlag() / ClearWeaponOverlayFlag to adjust
WeaponSocket
Type: name
WeaponSocket contains the name of the socket used for attaching weapons to this pawn.
Default value: 'WeaponPoint'
WeaponSocket2
Type: name
WeaponSocket contains the name of the socket used for attaching weapons to this pawn.
Default value: 'DualWeaponPoint'
ZSmoothingRate
Type: float
Modifiers: const