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UE3:UTPlayerReplicationInfo (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo >> UTPlayerReplicationInfo
Package: 
UTGame
Direct subclasses:
UTDuelPRI, UTMissionSelectionPRI, UTOnslaughtPRI, UTBetrayalPRI, UTHeroPRI
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties

bAllPickupsFoundThisMap

Type: bool


bHasBeenHero

Type: bool


bHolding

Type: bool


bHUDRendered

Type: bool

Set when pawn with this PRI has been rendered on HUD map, to avoid drawing it twice

BlueBodyMIC

Type: MaterialInstanceConstant


BlueHeadMIC

Type: MaterialInstanceConstant


bPrecachedBot

Type: bool

indicates that this is a bot spawned only to precache a custom character. It should be destroyed when the game begins but the character data should stay around to be used by something spawned later (usually a character spawned by Kismet in the level)

bUsingReplacementCharacter

Type: bool

set if the mesh/portrait were taken from another PRI (didn't construct our own)

CharacterCacheClass

Type: class<UTProcessedCharacterCache>

this class is used to cache the character data temporarily when this PRI is destroyed

Default value: Class'UTGame.UTProcessedCharacterCache'

CharacterData

Type: UTCustomChar_Data.CustomCharData

Modifiers: repnotify

data for the character this player is using

CharacterDataChangeCount

Type: byte

counter used in native replication to detect whether the server has sent the latest character data to each client should be incremented whenever CharacterData changes

CharacterMesh

Type: SkeletalMesh

the mesh constructed from the above data

CharacterMeshTeamNum

Type: byte

result of GetTeamNum() as of the last time we constructed the mesh for this player

Default value: 255

CharPortrait

Type: Texture

Texture of render of custom character head.

Default value: Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_DM'

ClanTag

Type: string

Modifiers: databinding

The clan tag for this player

CustomReplicationInfo

Type: UTLinkedReplicationInfo

for use by mod authors

DeathStats

Type: array<IntStat>

holds all death stats (this player's deaths instigated by another player, sorted by weapon/damagetype)

DefaultHudColor

Type: Object.Color

Used for revenge reward, and for avoiding respawning near killer

Default value:

Member Value
A 255
B 255
G 255
R 64

DrivingStats

Type: array<TimeStat>

Time spent driving, sorted by vehicle

EventStats

Type: array<IntStat>

holds event stats (mostly reward announcer related

FirstPersonArmMaterial

Type: MaterialInterface

Material applied to first person arms. Should only be present for local players!

FirstPersonArmMesh

Type: SkeletalMesh

Mesh to use for first person arms. Should only be present for local players!

HasFlag

Type: UTCarriedObject

Modifiers: private


HeroThreshold

Type: float

Hero related variables

Default value: 20.0

HUDLocation

Type: Object.Vector


HUDMaterialInstance

Type: MaterialInstanceConstant


HUDPawnClass

Type: class<Pawn>

Replicated class of pawn controlled by owner of this PRI. Replicated when drawing HUD Map

HUDPawnLocation

Type: Object.Vector


HUDPawnYaw

Type: byte


KillStats

Type: array<IntStat>

holds all kill stats (this player's kills, sorted by weapon/damagetype)

LastKillerPRI

Type: UTPlayerReplicationInfo


LastKillTime

Type: float


Default value: -5.0

LastReceivedCharacterDataTime

Type: float

last time we called ProcessCharacterData() from ReplicatedEvent() (to avoid calling it multiple times at once and clobbering stuff)

MultiKillLevel

Type: int

Modifiers: databinding


NodeStats

Type: array<IntStat>

holds node captured/built/healed and core damaged/destroyed stats

OrdersIndex

Type: byte


OrdersString

Type: string

Array size: 8

Modifiers: localized


PickupFlags

Type: array<int>


PickupStats

Type: array<IntStat>

Armor, health, and powerups picked up by this player

PowerupTimeStats

Type: array<TimeStat>

Time spent holding powerups and flag/orb

RedBodyMIC

Type: MaterialInstanceConstant


RedHeadMIC

Type: MaterialInstanceConstant


SinglePlayerCharacterIndex

Type: int

Determines which character this player will be in the single player game

Default value: -1

spree

Type: int

Modifiers: databinding


Squad

Type: UTSquadAI


StartObjective

Type: UTGameObjective

Modifiers: repnotify


SuicideStats

Type: array<IntStat>

holds all suicide stats (this player's suicides, sorted by weapon/damagetype)

TemporaryStartObjective

Type: UTGameObjective


TTSSpeaker

Type: SoundNodeWave.ETTSSpeaker

Modifiers: transient

Voice to use for TTS.

VehicleKillStats

Type: array<IntStat>

Stats of vehicles killed by this player

VoiceClass

Type: class<UTVoice>


Default value: Class'UTGame.UTVoice_DefaultMale'

WeaponAwardIndex

Type: int

Weapon award (most kills) at end of match - can reference by class since some aren't always loaded for console

Default value: -1

WeaponAwardKills

Type: int

Used for weapon award calculation

Default values

Property Value
StringUnknown "Midfield"

Structs

IntStat

Modifiers: native

name StatName 
int StatValue 

TimeStat

Modifiers: native

name StatName 
float TotalTime 
float CurrentStart 

Functions

Native functions

SetCharMeshMaterial

simulated native function SetCharMeshMaterial (int MatIndex, MaterialInstanceConstant MIC)


Events

Destroyed

simulated event Destroyed ()

Overrides: PlayerReplicationInfo.Destroyed


GetHudColor

simulated event Object.Color GetHudColor ()


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: PlayerReplicationInfo.ReplicatedEvent


Reset

event Reset ()

Overrides: PlayerReplicationInfo.Reset


Other instance functions

See UTPlayerReplicationInfo instance functions.