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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
BlueBodyMIC
Type: MaterialInstanceConstant
BlueHeadMIC
Type: MaterialInstanceConstant
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!
RedBodyMIC
Type: MaterialInstanceConstant
(cpptext)
RedHeadMIC
Type: MaterialInstanceConstant
Materials related to team skins
TeamIndex
Type: byte
team the player was on
Default values
Property | Value |
---|---|
bGameRelevant | True |
CollisionType | COLLIDE_CustomDefault |
LifeSpan | 15.0 |
Functions
Static functions
ShouldCacheCharacter
Events
Destroyed
Overrides: Actor.Destroyed
Other instance functions
CachePRICharacter
caches the character data from the specified PRI
GetCachedCharacter
if the PRI's character data matches, updates the PRI then destroys the cache object
Returns:
- whether the data matched