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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

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


AnimRepInfo

Type: PlayAnimInfo

Modifiers: repnotify

Used to replicate on emote to play.

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


AuraRadius

Type: float


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

bCanRagDoll

Type: bool

whether pawn can ragdoll (feigning or forced)

Default value: True

bClientInHeroMelee

Type: bool

Indicates if this pawn is performing a hero melee attack. Not replicated

bClientIsHero

Type: bool

Indicates if this pawn is a hero. Not replicated

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

bDualWielding

Type: bool

Modifiers: repnotify

whether we are dual-wielding our current weapon, passed to attachment to set up second mesh/anims

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

bHasSlowField

Type: bool

AI hint - currently carrying slow field powerup

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


Default value: ParticleSystemComponent'GooDeath'

BioBurnAwayTime

Type: float


Default value: 3.5

BioEffectName

Type: name


Default value: 'BioRifleDeathBurnTime'

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 NOTE: Disused as it caused other problems, and doesn't fix the problem it's supposed to

bRequiresDoubleJump

Type: bool


bSetupDeathLight

Type: bool

True when the FirstPersonDeathVisionMesh has been initialized

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

bXRayEffectActive

Type: bool

True if XRay effect is current

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


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


CurrentEmoteDuration

Type: float

Duration of current emote

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.

CurrFamilyInfo

Type: class<UTFamilyInfo>

This pawn's current family info *

CustomGravityScaling

Type: float

Custom gravity support

Default value: 1.0

DamageParameterName

Type: name

material parameter containing damage overlay color

Default value: 'DamageOverlay'

DarkMatchLight

Type: PointLightComponent

Darkmatch Hack

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

DefaultFamily

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

Type: Texture


Default value: Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_DM'

DefaultHeight

Type: float

standing collision size

Default value: 44.0

DefaultMesh

Type: SkeletalMesh


Default value: SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'

DefaultMeshScale

Type: float

Mesh scaling default

Default value: 1.075

DefaultRadius

Type: float

standing collision size

Default value: 21.0

DefaultTeamHeadMaterials

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

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

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

Type: Weapon

Modifiers: repnotify

Used to syncrhonize the players weapon at the start of serverside demo playback

DesiredMeshScale

Type: float

currently desired scale of the hero (switches between crouched and default)

DodgeResetTime

Type: float

Limits the time between one dodge finishing and another beginning

Default value: 0.35

DodgeResetTimestamp

Type: float


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

FeignDeathWaveForm

Type: ForceFeedbackWaveform

Controller vibration for feigning death.

Default value: ForceFeedbackWaveform'UTGame.Default__UTPawn:ForceFeedbackWaveformFeignDeath'

FireRateMultiplier

Type: float

Modifiers: repnotify


Default value: 1.0

FirstPersonDeathVisionLightEnvironment

Type: LightEnvironmentComponent

Light environment for FirstPersonDeathVisionMesh

Default value: DynamicLightEnvironmentComponent'DeathVisionLightEnv'

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


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 *

HelmetArmor

Type: float


HeroStartTime

Type: float

Shown on HUD if superhero

HoverboardClass

Type: class<UTVehicle>

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


LastAuraCheckTime

Type: float


LastDrivenWeaponPawn

Type: DrivenWeaponPawnInfo

Modifiers: repnotify


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: TakeHitInfo

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: 5000

MaxMultiDodge

Type: int


Default value: 1

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

MultiDodgeRemaining

Type: int

Not strictly supported, more an exploit fix

Default value: 1

MultiJumpBoost

Type: int


Default value: -45

MultiJumpRemaining

Type: int


Default value: 1

NextTauntTime

Type: float

Used to limit voice taunt frequency

NoDriveBodies

Type: array<name>

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


OldReplicatedVelocity

Type: Object.Vector

Previous replicated velocity - used for leaning on clients

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'

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'

SavedAimPitch

Type: float

Used for smoothing client aiming pitch

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'

SpiderChasers

Type: array<UTProj_SpiderMineBase>

List of spidermines chasing me - used for aiming help vs spidermines on console

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

Type: array<name>

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

Type: array<UTBot>


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

Type: class<Actor>

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

TransOutEffects

Type: class<Actor>

Array size: 2


Default value, index 0: Class'UTGame.UTEmit_TransLocateOutRed'

Default value, index 1: Class'UTGame.UTEmit_TransLocateOut'

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'

XRayEffectDamageMult

Type: float

Damage multiplier for when XRay effect is Active

Default value: 5.0

XRayEffectLightEnvironment

Type: LightEnvironmentComponent


Default value: DynamicLightEnvironmentComponent'XRayEffectLightEnv'

ZSmoothingRate

Type: float

Modifiers: const