Mostly Harmless
UE3:UTProcessedCharacterCache (UT3)
Contents
- Package:
- UTGame
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this is used when to hold constructed character data temporarily when a PRI is destroyed, so that if the same character comes back shortly afterward (e.g. because the PRI was getting replaced via seamless travel) the mesh doesn't need to be re-created
Properties[edit]
BlueBodyMIC[edit]
Type: MaterialInstanceConstant
BlueHeadMIC[edit]
Type: MaterialInstanceConstant
CharacterData[edit]
Type: UTCustomChar_Data.CustomCharData
data for the character this player is using
CharacterMesh[edit]
Type: SkeletalMesh
the mesh constructed from the above data
CharPortrait[edit]
Type: Texture
Texture of render of custom character head.
FirstPersonArmMaterial[edit]
Type: MaterialInterface
Material applied to first person arms. Should only be present for local players!
FirstPersonArmMesh[edit]
Type: SkeletalMesh
Mesh to use for first person arms. Should only be present for local players!
RedBodyMIC[edit]
Type: MaterialInstanceConstant
(cpptext)
RedHeadMIC[edit]
Type: MaterialInstanceConstant
Materials related to team skins
TeamIndex[edit]
Type: byte
team the player was on
Default values[edit]
Property | Value |
---|---|
bGameRelevant | True |
CollisionType | COLLIDE_CustomDefault |
LifeSpan | 15.0 |
Functions[edit]
Static functions[edit]
ShouldCacheCharacter[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
Other instance functions[edit]
CachePRICharacter[edit]
caches the character data from the specified PRI
GetCachedCharacter[edit]
if the PRI's character data matches, updates the PRI then destroys the cache object
Returns:
- whether the data matched