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UE3:UTPawn internal variables (UT3)

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UT3 Object >> Actor >> Pawn >> GamePawn >> UTPawn (internal variables)

Contents

UTPawn internal variables in other games:
UDK
Other member categories for this class:
defaults, events, instance functions

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]

Type: array<Texture>


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: class<UTVehicle>

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]

Type: array<name>

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]

Type: array<name>

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]

Type: array<UTBot>


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]

Type: class<Actor>

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]

Type: class<Actor>

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