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UE3:UTVehicle_Walker (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Walker
Package: 
UTGame
Direct subclasses:
UTVehicle_DarkWalker, UTVehicle_Scavenger

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'UTVehicle_Walker'[edit]

BaseBodyOffset[edit]

Type: Object.Vector


BodyAttachSocketName[edit]

Type: name

Modifiers: protected, const


BodyHandle[edit]

Type: RB_Handle


Default value: RB_Handle'RB_BodyHandle'

BodyHandleOrientInterpSpeed[edit]

Type: float

Interpolation speed (for RInterpTo) used for interpolating the rotation of the body handle

Default value: 5.0

DuckForceMag[edit]

Type: float


EyeStepBlendRate[edit]

Type: float


EyeStepFadeRate[edit]

Type: float


LegTraceOffset[edit]

Type: Object.Vector

Offset to make sure leg traces start inside the walker collision volume

LegTraceZUpAmount[edit]

Type: float

How far up in Z should we start the FindGround check

MaxEyeStepOffset[edit]

Type: float

Max offset due to a step

SuspensionTravelAdjustSpeed[edit]

Type: float

Modifiers: protected

controls how fast to interpolate between various suspension heights

WheelSuspensionTravel[edit]

Type: float

Array size: 4 (EWalkerStance.EnumCount)

Modifiers: protected

Suspension settings for each stance

Internal variables[edit]

bAnimateDeadLegs[edit]

Type: bool


bCurrentlyVisible[edit]

Type: bool

Modifiers: transient


bHoldingDuck[edit]

Type: bool


BodyActor[edit]

Type: UTWalkerBody


BodyType[edit]

Type: class<UTWalkerBody>


bPreviousInAir[edit]

Type: bool


bWasOnGround[edit]

Type: bool


CurrentStance[edit]

Type: EWalkerStance

Modifiers: transient


EyeStepOffset[edit]

Type: float

current Eyeheight desired offset because of stepping

HoverAdjust[edit]

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[edit]

Type: float


LandingFinishTime[edit]

Type: float


PowerOrbBurnoutTeamMaterials[edit]

Type: array<MaterialInterface>


PowerOrbTeamMaterials[edit]

Type: array<MaterialInterface>


PreviousStance[edit]

Type: EWalkerStance

Modifiers: transient

stance last frame

StoppedBeingVisibleLocation[edit]

Type: Object.Vector

Modifiers: transient


Default values[edit]

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[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTVehicle.CollisionCylinder

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance[edit]

Class: Engine.RB_ConstraintInstance

Inherits from: UTVehicle.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup[edit]

Class: Engine.RB_StayUprightSetup

Inherits from: UTVehicle.MyStayUprightSetup

No new values.

RB_BodyHandle[edit]

Class: Engine.RB_Handle

Property Value
AngularStiffness 4000.0
LinearStiffness 4000.0

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle.SVehicleMesh

No new values.

Enums[edit]

EWalkerStance[edit]

WalkerStance_None 
WalkerStance_Standing 
WalkerStance_Parked 
WalkerStance_Crouched 

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTVehicle.Destroyed

Called when the vehicle is destroyed. Clean up the seats/effects/etc

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

Other instance functions[edit]

AllowLinkThroughOwnedActor[edit]

simulated function bool AllowLinkThroughOwnedActor (Actor OwnedActor)

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[edit]

simulated function BlowupVehicle ()

Overrides: UTVehicle.BlowupVehicle

Call this function to blow up the vehicle

DriverEnter[edit]

function bool DriverEnter (Pawn P)

Overrides: UTVehicle.DriverEnter

(Description copied from UTVehicle.DriverEnter)
Called when a pawn enters the vehicle

Parameters:

  • P - The Pawn entering the vehicle

DriverLeft[edit]

function DriverLeft ()

Overrides: UTVehicle.DriverLeft

DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle

PlaySpawnEffect[edit]

simulated function PlaySpawnEffect ()

Overrides: UTVehicle.PlaySpawnEffect


SetBurnOut[edit]

simulated function SetBurnOut ()

Overrides: UTVehicle.SetBurnOut


StopSpawnEffect[edit]

simulated function StopSpawnEffect ()

Overrides: UTVehicle.StopSpawnEffect


TeamChanged[edit]

simulated function 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[edit]

function TookStep (int LegIdx)

notification from WalkerBody that foot just landed

UpdateShadowSettings[edit]

simulated function UpdateShadowSettings (bool bWantShadow)

Overrides: UTVehicle.UpdateShadowSettings