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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

CharacterData

Type: UTCustomChar_Data.CustomCharData

data for the character this player is using

CharacterMesh

Type: SkeletalMesh

the mesh constructed from the above data

CharPortrait

Type: Texture

Texture of render of custom character head.

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!

TeamIndex

Type: byte

team the player was on

Default values

Property Value
bGameRelevant True
CollisionType COLLIDE_CustomDefault
LifeSpan 15.0

Functions

Static functions

ShouldCacheCharacter

static function bool ShouldCacheCharacter (UTPlayerReplicationInfo PRI)


Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


Other instance functions

CachePRICharacter

function CachePRICharacter (UTPlayerReplicationInfo PRI)

caches the character data from the specified PRI

GetCachedCharacter

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