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UE3:UTVehicle_Walker (UT3)
Contents
- 1 Properties
- 1.1 Property group 'UTVehicle_Walker'
- 1.2 Internal variables
- 1.2.1 bAnimateDeadLegs
- 1.2.2 bCurrentlyVisible
- 1.2.3 bHoldingDuck
- 1.2.4 BodyActor
- 1.2.5 BodyType
- 1.2.6 bPreviousInAir
- 1.2.7 bWasOnGround
- 1.2.8 CurrentStance
- 1.2.9 EyeStepOffset
- 1.2.10 HoverAdjust
- 1.2.11 InAirStart
- 1.2.12 LandingFinishTime
- 1.2.13 PowerOrbBurnoutTeamMaterials
- 1.2.14 PowerOrbTeamMaterials
- 1.2.15 PreviousStance
- 1.2.16 StoppedBeingVisibleLocation
- 1.3 Default values
- 1.4 Subobjects
- 2 Enums
- 3 Functions
- Package:
- UTGame
- Direct subclasses:
- UTVehicle_DarkWalker, UTVehicle_Scavenger
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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]
Overrides: UTVehicle.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
PostBeginPlay[edit]
Overrides: UTVehicle.PostBeginPlay
Initialization
Other instance functions[edit]
AllowLinkThroughOwnedActor[edit]
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]
Overrides: UTVehicle.BlowupVehicle
Call this function to blow up the vehicle
DriverEnter[edit]
Overrides: UTVehicle.DriverEnter
(Description copied from UTVehicle.DriverEnter)
Called when a pawn enters the vehicle
Parameters:
- P - The Pawn entering the vehicle
DriverLeft[edit]
Overrides: UTVehicle.DriverLeft
DriverLeft() called by DriverLeave() after the drive has been taken out of the vehicle
PlaySpawnEffect[edit]
Overrides: UTVehicle.PlaySpawnEffect
SetBurnOut[edit]
Overrides: UTVehicle.SetBurnOut
StopSpawnEffect[edit]
Overrides: UTVehicle.StopSpawnEffect
TeamChanged[edit]
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]
notification from WalkerBody that foot just landed
UpdateShadowSettings[edit]
Overrides: UTVehicle.UpdateShadowSettings