I'm a doctor, not a mechanic
UE3:UTPawn internal variables (UT3)
Contents
- 1 Internal variables
- 1.1 AccumulateDamage
- 1.2 AccumulationTime
- 1.3 AimNode
- 1.4 AnimRepInfo
- 1.5 AppliedBob
- 1.6 ArmorHitSound
- 1.7 ArmsMesh
- 1.8 ArmsOverlay
- 1.9 AttachedProj
- 1.10 AuraRadius
- 1.11 bArmsAttached
- 1.12 BaseTranslationOffset
- 1.13 bBlendOutTakeHitPhysics
- 1.14 bCanDoubleJump
- 1.15 bCanPlayFallingImpacts
- 1.16 bCanRagDoll
- 1.17 bClientInHeroMelee
- 1.18 bClientIsHero
- 1.19 bComponentDebug
- 1.20 bDodging
- 1.21 bDualWielding
- 1.22 bEnableFootPlacement
- 1.23 bFeigningDeath
- 1.24 bFixedView
- 1.25 bForcedFeignDeath
- 1.26 bGibbed
- 1.27 bHasHoverboard
- 1.28 bHasSlowField
- 1.29 bHeadGibbed
- 1.30 bHideOnListenServer
- 1.31 BigTeleportCount
- 1.32 BioBurnAway
- 1.33 BioBurnAwayTime
- 1.34 BioEffectName
- 1.35 bIsHoverboardAnimPawn
- 1.36 bIsInvisible
- 1.37 bIsInvulnerable
- 1.38 bIsTyping
- 1.39 bJustDroppedOrb
- 1.40 bJustLanded
- 1.41 bKilledByBio
- 1.42 bKillsAffectHead
- 1.43 bLandRecovery
- 1.44 bNoJumpAdjust
- 1.45 bNotifyStopFalling
- 1.46 Bob
- 1.47 bobtime
- 1.48 BodyMatColor
- 1.49 BodyMaterialInstances
- 1.50 BodyMatFadeDuration
- 1.51 bPlayingFeignDeathRecovery
- 1.52 bPostRenderOtherTeam
- 1.53 bPostRenderTraceSucceeded
- 1.54 bPuttingDownWeapon
- 1.55 bReadyToDoubleJump
- 1.56 bReceivedValidTeam
- 1.57 bRequiresDoubleJump
- 1.58 bSetupDeathLight
- 1.59 bShieldAbsorb
- 1.60 bSpawnDone
- 1.61 bSpawnIn
- 1.62 bStopDeathCamera
- 1.63 bStopOnDoubleLanding
- 1.64 bTearOffGibs
- 1.65 bUpdateEyeheight
- 1.66 bWeaponAttachmentVisible
- 1.67 bWeaponBob
- 1.68 bWinnerCam
- 1.69 bXRayEffectActive
- 1.70 CameraScale
- 1.71 CameraScaleMax
- 1.72 CameraScaleMin
- 1.73 CameraZOffset
- 1.74 ClientBodyMatDuration
- 1.75 ClientSideWeaponPawn
- 1.76 CompressedBodyMatColor
- 1.77 CrouchMeshZOffset
- 1.78 CrouchTranslationOffset
- 1.79 CurrentBodyMatColor
- 1.80 CurrentCameraScale
- 1.81 CurrentDir
- 1.82 CurrentEmoteDuration
- 1.83 CurrentSkelAim
- 1.84 CurrentWeaponAttachment
- 1.85 CurrentWeaponAttachmentClass
- 1.86 CurrFamilyInfo
- 1.87 CustomGravityScaling
- 1.88 DamageParameterName
- 1.89 DarkMatchLight
- 1.90 DeathAnimDamageType
- 1.91 DeathTime
- 1.92 DefaultAirControl
- 1.93 DefaultFamily
- 1.94 DefaultHeadPortrait
- 1.95 DefaultHeight
- 1.96 DefaultMesh
- 1.97 DefaultMeshScale
- 1.98 DefaultRadius
- 1.99 DefaultTeamHeadMaterials
- 1.100 DefaultTeamHeadPortrait
- 1.101 DefaultTeamMaterials
- 1.102 DemoWeapon
- 1.103 DesiredMeshScale
- 1.104 DodgeResetTime
- 1.105 DodgeResetTimestamp
- 1.106 DodgeSpeed
- 1.107 DodgeSpeedZ
- 1.108 DoubleJumpThreshold
- 1.109 DrivenWeaponPawn
- 1.110 DrivingNode
- 1.111 EmoteRepInfo
- 1.112 FallImpactSound
- 1.113 FallingDamageWaveForm
- 1.114 FallSpeedThreshold
- 1.115 FeignDeathBlend
- 1.116 FeignDeathBodyAtRestSpeed
- 1.117 FeignDeathPhysicsBlendOutSpeed
- 1.118 FeignDeathRecoveryStartTime
- 1.119 FeignDeathStartTime
- 1.120 FeignDeathWaveForm
- 1.121 FireRateMultiplier
- 1.122 FirstPersonDeathVisionLightEnvironment
- 1.123 FirstPersonDeathVisionMesh
- 1.124 FixedViewLoc
- 1.125 FixedViewRot
- 1.126 FullBodyAnimSlot
- 1.127 GunRecoilNode
- 1.128 HeadBone
- 1.129 HeadHeight
- 1.130 HeadOffset
- 1.131 HeadRadius
- 1.132 HeadScale
- 1.133 HeadshotNeckAttachment
- 1.134 HelmetArmor
- 1.135 HeroStartTime
- 1.136 HoverboardClass
- 1.137 HoverboardingNode
- 1.138 HUDLocation
- 1.139 IconCoords
- 1.140 JumpBob
- 1.141 JumpBootCharge
- 1.142 LandBob
- 1.143 LastAuraCheckTime
- 1.144 LastDrivenWeaponPawn
- 1.145 LastEmoteTime
- 1.146 LastHoverboardTime
- 1.147 LastPainSound
- 1.148 LastPostRenderTraceTime
- 1.149 LastTakeHitInfo
- 1.150 LastTakeHitTimeout
- 1.151 LeftFootBone
- 1.152 LeftFootControlName
- 1.153 LeftHandIK
- 1.154 LeftLegControl
- 1.155 LeftRecoilNode
- 1.156 LightEnvironment
- 1.157 LookYaw
- 1.158 MapSize
- 1.159 MaxDoubleJumpHeight
- 1.160 MaxFootPlacementDistSquared
- 1.161 MaxFootstepDistSq
- 1.162 MaxJumpSoundDistSq
- 1.163 MaxLeanRoll
- 1.164 MaxMultiDodge
- 1.165 MaxMultiJump
- 1.166 MinHoverboardInterval
- 1.167 MinTimeBetweenEmotes
- 1.168 MultiDodgeRemaining
- 1.169 MultiJumpBoost
- 1.170 MultiJumpRemaining
- 1.171 NextTauntTime
- 1.172 NoDriveBodies
- 1.173 OldCameraPosition
- 1.174 OldLocationZ
- 1.175 OldReplicatedVelocity
- 1.176 OverlayMaterialInstance
- 1.177 OverlayMesh
- 1.178 PawnAmbientSound
- 1.179 PawnAmbientSoundCue
- 1.180 PawnEffectSockets
- 1.181 RagdollLifespan
- 1.182 RemainingBodyMatDuration
- 1.183 ReplicatedBodyMaterial
- 1.184 RightFootBone
- 1.185 RightFootControlName
- 1.186 RightHandIK
- 1.187 RightLegControl
- 1.188 RightRecoilNode
- 1.189 RootRotControl
- 1.190 RootYaw
- 1.191 RootYawSpeed
- 1.192 SaturationParameterName
- 1.193 SavedAimPitch
- 1.194 ShieldBeltArmor
- 1.195 ShieldBeltMaterialInstance
- 1.196 ShieldBeltPickupClass
- 1.197 ShieldBeltTeamMaterialInstances
- 1.198 SlopeBoostFriction
- 1.199 SoundGroupClass
- 1.200 SpawnProtectionColor
- 1.201 SpawnSound
- 1.202 SpiderChasers
- 1.203 StartDeathAnimTime
- 1.204 StartedFallingTime
- 1.205 StartFallImpactTime
- 1.206 SuperHealthMax
- 1.207 TakeHitPhysicsBlendOutSpeed
- 1.208 TakeHitPhysicsFixedBones
- 1.209 TauntNames
- 1.210 TeleportSound
- 1.211 ThighpadArmor
- 1.212 TimeLastTookDeathAnimDamage
- 1.213 TopHalfAnimSlot
- 1.214 TorsoBoneName
- 1.215 Trackers
- 1.216 TransCameraAnim
- 1.217 TransInEffects
- 1.218 TranslocateColor
- 1.219 TransOutEffects
- 1.220 Twisting
- 1.221 UnfeignFailedCount
- 1.222 VehicleNode
- 1.223 VestArmor
- 1.224 WalkBob
- 1.225 WeaponAmbientSound
- 1.226 WeaponAmbientSoundCue
- 1.227 WeaponOverlayFlags
- 1.228 WeaponSocket
- 1.229 WeaponSocket2
- 1.230 XRayEffectDamageMult
- 1.231 XRayEffectLightEnvironment
- 1.232 ZSmoothingRate
- UTPawn internal variables in other games:
- UDK
- Other member categories for this class:
- defaults, events, instance functions
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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
AnimRepInfo[edit]
Type: PlayAnimInfo
Modifiers: repnotify
Used to replicate on emote to play.
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
AuraRadius[edit]
Type: float
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
bCanRagDoll[edit]
Type: bool
whether pawn can ragdoll (feigning or forced)
Default value: True
bClientInHeroMelee[edit]
Type: bool
Indicates if this pawn is performing a hero melee attack. Not replicated
bClientIsHero[edit]
Type: bool
Indicates if this pawn is a hero. Not replicated
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
bDualWielding[edit]
Type: bool
Modifiers: repnotify
whether we are dual-wielding our current weapon, passed to attachment to set up second mesh/anims
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
bHasSlowField[edit]
Type: bool
AI hint - currently carrying slow field powerup
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
Default value: ParticleSystemComponent'GooDeath'
BioBurnAwayTime[edit]
Type: float
Default value: 3.5
BioEffectName[edit]
Type: name
Default value: 'BioRifleDeathBurnTime'
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 NOTE: Disused as it caused other problems, and doesn't fix the problem it's supposed to
bRequiresDoubleJump[edit]
Type: bool
bSetupDeathLight[edit]
Type: bool
True when the FirstPersonDeathVisionMesh has been initialized
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
bXRayEffectActive[edit]
Type: bool
True if XRay effect is current
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
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
CurrentEmoteDuration[edit]
Type: float
Duration of current emote
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.
CurrFamilyInfo[edit]
Type: class<UTFamilyInfo>
This pawn's current family info *
CustomGravityScaling[edit]
Type: float
Custom gravity support
Default value: 1.0
DamageParameterName[edit]
Type: name
material parameter containing damage overlay color
Default value: 'DamageOverlay'
DarkMatchLight[edit]
Type: PointLightComponent
Darkmatch Hack
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
DefaultFamily[edit]
Type: class<UTFamilyInfo>
default mesh, materials, and family when custom character mesh has not yet been constructed
Default value: Class'UTGame.UTFamilyInfo_Ironguard_Male'
DefaultHeadPortrait[edit]
Type: Texture
Default value: Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_DM'
DefaultHeight[edit]
Type: float
standing collision size
Default value: 44.0
DefaultMesh[edit]
Type: SkeletalMesh
Default value: SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
DefaultMeshScale[edit]
Type: float
Mesh scaling default
Default value: 1.075
DefaultRadius[edit]
Type: float
standing collision size
Default value: 21.0
DefaultTeamHeadMaterials[edit]
Type: array<MaterialInterface>
Default value, index 0: MaterialInstanceConstant'CH_IronGuard_Male.Materials.MI_CH_IronG_MHead01_VRed'
Default value, index 1: MaterialInstanceConstant'CH_IronGuard_Male.Materials.MI_CH_IronG_MHead01_VBlue'
DefaultTeamHeadPortrait[edit]
Default value, index 0: Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_Red'
Default value, index 1: Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_Blue'
DefaultTeamMaterials[edit]
Type: array<MaterialInterface>
Default value, index 0: MaterialInstanceConstant'CH_IronGuard_Male.Materials.MI_CH_IronG_Mbody01_VRed'
Default value, index 1: MaterialInstanceConstant'CH_IronGuard_Male.Materials.MI_CH_IronG_Mbody01_VBlue'
DemoWeapon[edit]
Type: Weapon
Modifiers: repnotify
Used to syncrhonize the players weapon at the start of serverside demo playback
DesiredMeshScale[edit]
Type: float
currently desired scale of the hero (switches between crouched and default)
DodgeResetTime[edit]
Type: float
Limits the time between one dodge finishing and another beginning
Default value: 0.35
DodgeResetTimestamp[edit]
Type: float
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
FeignDeathWaveForm[edit]
Type: ForceFeedbackWaveform
Controller vibration for feigning death.
Default value: ForceFeedbackWaveform'UTGame.Default__UTPawn:ForceFeedbackWaveformFeignDeath'
FireRateMultiplier[edit]
Type: float
Modifiers: repnotify
Default value: 1.0
FirstPersonDeathVisionLightEnvironment[edit]
Type: LightEnvironmentComponent
Light environment for FirstPersonDeathVisionMesh
Default value: DynamicLightEnvironmentComponent'DeathVisionLightEnv'
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
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 *
HelmetArmor[edit]
Type: float
HeroStartTime[edit]
Type: float
Shown on HUD if superhero
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
LastAuraCheckTime[edit]
Type: float
LastDrivenWeaponPawn[edit]
Type: DrivenWeaponPawnInfo
Modifiers: repnotify
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: TakeHitInfo
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: 5000
MaxMultiDodge[edit]
Type: int
Default value: 1
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
MultiDodgeRemaining[edit]
Type: int
Not strictly supported, more an exploit fix
Default value: 1
MultiJumpBoost[edit]
Type: int
Default value: -45
MultiJumpRemaining[edit]
Type: int
Default value: 1
NextTauntTime[edit]
Type: float
Used to limit voice taunt frequency
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
OldReplicatedVelocity[edit]
Type: Object.Vector
Previous replicated velocity - used for leaning on clients
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'
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'
SavedAimPitch[edit]
Type: float
Used for smoothing client aiming pitch
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'
SpiderChasers[edit]
Type: array<UTProj_SpiderMineBase>
List of spidermines chasing me - used for aiming help vs spidermines on console
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 |
TransOutEffects[edit]
Array size: 2
Default value, index 0: Class'UTGame.UTEmit_TransLocateOutRed'
Default value, index 1: Class'UTGame.UTEmit_TransLocateOut'
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'
XRayEffectDamageMult[edit]
Type: float
Damage multiplier for when XRay effect is Active
Default value: 5.0
XRayEffectLightEnvironment[edit]
Type: LightEnvironmentComponent
Default value: DynamicLightEnvironmentComponent'XRayEffectLightEnv'
ZSmoothingRate[edit]
Type: float
Modifiers: const