Mostly Harmless

UE3:UTProcessedCharacterCache (UT3)

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UT3 Object >> Actor >> UTProcessedCharacterCache
Package: 
UTGame

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]

static function bool ShouldCacheCharacter (UTPlayerReplicationInfo PRI)


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


Other instance functions[edit]

CachePRICharacter[edit]

function CachePRICharacter (UTPlayerReplicationInfo PRI)

caches the character data from the specified PRI

GetCachedCharacter[edit]

function bool GetCachedCharacter (UTPlayerReplicationInfo PRI)

if the PRI's character data matches, updates the PRI then destroys the cache object

Returns:

whether the data matched