UE3:UTVehicle_Walker (UT3)
- Package:
- UTGame
- Direct subclasses:
- UTVehicle_DarkWalker, UTVehicle_Scavenger
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTVehicle_Walker'
BaseBodyOffset
Type: Object.Vector
BodyAttachSocketName
Type: name
Modifiers: protected, const
BodyHandle
Type: RB_Handle
Default value: RB_Handle'RB_BodyHandle'
BodyHandleOrientInterpSpeed
Type: float
Interpolation speed (for RInterpTo) used for interpolating the rotation of the body handle
Default value: 5.0
DuckForceMag
Type: float
EyeStepBlendRate
Type: float
EyeStepFadeRate
Type: float
LegTraceOffset
Type: Object.Vector
Offset to make sure leg traces start inside the walker collision volume
LegTraceZUpAmount
Type: float
How far up in Z should we start the FindGround check
MaxEyeStepOffset
Type: float
Max offset due to a step
SuspensionTravelAdjustSpeed
Type: float
Modifiers: protected
controls how fast to interpolate between various suspension heights
WheelSuspensionTravel
Type: float
Array size: 4 (EWalkerStance.EnumCount
)
Modifiers: protected
Suspension settings for each stance
Internal variables
bAnimateDeadLegs
Type: bool
bCurrentlyVisible
Type: bool
Modifiers: transient
bHoldingDuck
Type: bool
BodyActor
Type: UTWalkerBody
BodyType
Type: class<UTWalkerBody>
bPreviousInAir
Type: bool
bWasOnGround
Type: bool
CurrentStance
Type: EWalkerStance
Modifiers: transient
EyeStepOffset
Type: float
current Eyeheight desired offset because of stepping
HoverAdjust
Type: float
Array size: 4 (EWalkerStance.EnumCount
)
Specifies offset to suspension travel to use for determining approximate distance to ground (takes into account suspension being loaded)
InAirStart
Type: float
LandingFinishTime
Type: float
PowerOrbBurnoutTeamMaterials
Type: array<MaterialInterface>
PowerOrbTeamMaterials
Type: array<MaterialInterface>
PreviousStance
Type: EWalkerStance
Modifiers: transient
stance last frame
StoppedBeingVisibleLocation
Type: Object.Vector
Modifiers: transient
Default values
Property | Value |
---|---|
BaseEyeHeight | 300.0 |
bCanBeBaseForPawns | False |
CollisionDamageMult | 0.0 |
Components[3] | RB_Handle'RB_BodyHandle' |
EyeHeight | 300.0 |
StayUprightConstraintInstance | RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance' |
StayUprightConstraintSetup | RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup' |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTVehicle.CollisionCylinder
No new values.
MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTVehicle.MyLightEnvironment
No new values.
MyStayUprightConstraintInstance
Class: Engine.RB_ConstraintInstance
Inherits from: UTVehicle.MyStayUprightConstraintInstance
No new values.
MyStayUprightSetup
Class: Engine.RB_StayUprightSetup
Inherits from: UTVehicle.MyStayUprightSetup
No new values.
RB_BodyHandle
Class: Engine.RB_Handle
Property | Value |
---|---|
AngularStiffness | 4000.0 |
LinearStiffness | 4000.0 |
SVehicleMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicle.SVehicleMesh
No new values.
Enums
EWalkerStance
- WalkerStance_None
- WalkerStance_Standing
- WalkerStance_Parked
- WalkerStance_Crouched
Functions
Events
Destroyed
Overrides: UTVehicle.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
PostBeginPlay
Overrides: UTVehicle.PostBeginPlay
Initialization
Other instance functions
AllowLinkThroughOwnedActor
Overrides: UTVehicle.AllowLinkThroughOwnedActor
(Description copied from UTVehicle.AllowLinkThroughOwnedActor)
called when the link gun hits an Actor that has this vehicle as its Owner
Parameters:
- OwnedActor - the Actor owned by this vehicle that was hit
Returns:
- whether attempting to link to OwnedActor should be treated as linking to this vehicle
BlowupVehicle
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
DriverEnter
Overrides: UTVehicle.DriverEnter
(Description copied from UTVehicle.DriverEnter)
Called when a pawn enters the vehicle
Parameters:
- P - The Pawn entering the vehicle
DriverLeft
Overrides: UTVehicle.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
PlaySpawnEffect
Overrides: UTVehicle.PlaySpawnEffect
SetBurnOut
Overrides: UTVehicle.SetBurnOut
StopSpawnEffect
Overrides: UTVehicle.StopSpawnEffect
TeamChanged
Overrides: UTVehicle.TeamChanged
This function is called when the team has changed. Use it to setup team specific overlays/etc
NOTE: the UTVehicle_Scavenger is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check UTVehicle_Scavenger.TeamChanged() when making changes here.
TookStep
notification from WalkerBody that foot just landed
UpdateShadowSettings
Overrides: UTVehicle.UpdateShadowSettings