Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTVehicle internal variables (UT3)
Contents
- 1 Internal variables
- 1.1 AccruedFireDamage
- 1.2 AccumulatedWaterDamage
- 1.3 AIPurpose
- 1.4 bAcceptTurretJump
- 1.5 bAllowedExit
- 1.6 bAllowTowFromAllDirections
- 1.7 bCameraNeverHidesVehicle
- 1.8 bCanCarryFlag
- 1.9 bDeadVehicle
- 1.10 bDisplayHealthBar
- 1.11 bDrawHealthOnHUD
- 1.12 bDriverCastsShadow
- 1.13 bDriverHoldsFlag
- 1.14 bDropDetailWhenDriving
- 1.15 bEjectKilledBodies
- 1.16 bEjectPassengersWhenFlipped
- 1.17 bEnteringUnlocks
- 1.18 bFindGroundExit
- 1.19 bFixedCamZ
- 1.20 bFrontalCollision
- 1.21 bFrontalCollisionWithFixed
- 1.22 bHasBeenDriven
- 1.23 bHasCustomEntryRadius
- 1.24 bHasEnemyVehicleSound
- 1.25 bHasTowCable
- 1.26 bHasTurretExplosion
- 1.27 bHasWeaponBar
- 1.28 bHomingTarget
- 1.29 BigExplosionSocket
- 1.30 BigExplosionTemplates
- 1.31 bInitializedVehicleEffects
- 1.32 bIsBurning
- 1.33 bIsConsoleTurning
- 1.34 bIsDisabled
- 1.35 bIsInDestroyablePenetration
- 1.36 bIsNecrisVehicle
- 1.37 bIsOnTrack
- 1.38 bIsScraping
- 1.39 bIsTowingHoverboard
- 1.40 bKeyVehicle
- 1.41 bLightArmor
- 1.42 bLimitCameraZLookingUp
- 1.43 bMustBeUpright
- 1.44 bNeverReset
- 1.45 bNoFollowJumpZ
- 1.46 bNoZDamping
- 1.47 bNoZDampingInAir
- 1.48 bNoZSmoothing
- 1.49 BoostPadSound
- 1.50 bOverrideAVRiLLocks
- 1.51 bPlayingSpawnEffect
- 1.52 bPostRenderOtherTeam
- 1.53 bPostRenderTraceSucceeded
- 1.54 bReducedFallingCollisionDamage
- 1.55 bRequestedEntryWithFlag
- 1.56 bShouldAutoCenterViewPitch
- 1.57 bShouldLeaveForCombat
- 1.58 bShowDamageDebug
- 1.59 bShowLocked
- 1.60 bSpectatedView
- 1.61 bStealthVehicle
- 1.62 bStickDeflectionThrottle
- 1.63 bStopDeathCamera
- 1.64 bTakeWaterDamageWhileDriving
- 1.65 bTeamLocked
- 1.66 BurnOutMaterial
- 1.67 BurnOutMaterialInstances
- 1.68 BurnOutTime
- 1.69 BurnTimeParameterName
- 1.70 bUseAlternatePaths
- 1.71 bUsingLookSteer
- 1.72 bValidLinkTarget
- 1.73 CameraLag
- 1.74 CameraOffset
- 1.75 CameraSmoothingFactor
- 1.76 ChargeBarCoords
- 1.77 ChargeBarEndCapCoords
- 1.78 ChargeBarHeight
- 1.79 ChargeBarPosX
- 1.80 ChargeBarPosY
- 1.81 ChargeBarWidth
- 1.82 ClientHealth
- 1.83 CollisionDamageMult
- 1.84 CurrentTireMaterial
- 1.85 DamageMaterialInstance
- 1.86 DamageMorphTargets
- 1.87 DamageParamScaleLevels
- 1.88 DamageSkelControls
- 1.89 DamageSmokeThreshold
- 1.90 DeadVehicleLifeSpan
- 1.91 DeathExplosion
- 1.92 DeathExplosionShake
- 1.93 DefaultFOV
- 1.94 DefaultPhysicalMaterial
- 1.95 DeflectionReverseThresh
- 1.96 DelayedBurnoutCount
- 1.97 DestroyedTurret
- 1.98 DestroyedTurretTemplate
- 1.99 DisabledEffectComponent
- 1.100 DisabledTemplate
- 1.101 DistanceTurretExplosionTemplates
- 1.102 DriverStatusChangedWaveform
- 1.103 DrivingAnim
- 1.104 DrivingPhysicalMaterial
- 1.105 DropFlagIconCoords
- 1.106 DropOrbIconCoords
- 1.107 EnemyVehicleSound
- 1.108 EnterToolTipIconCoords
- 1.109 ExplosionDamage
- 1.110 ExplosionDamageType
- 1.111 ExplosionInAirAngVel
- 1.112 ExplosionLightClass
- 1.113 ExplosionMomentum
- 1.114 ExplosionRadius
- 1.115 ExplosionSound
- 1.116 ExplosionTemplate
- 1.117 ExtraReachDownThreshold
- 1.118 FireDamagePerSec
- 1.119 FireDamageThreshold
- 1.120 FlippedCount
- 1.121 FlipToolTipIconCoords
- 1.122 GreedCoinBonus
- 1.123 HealthPulseTime
- 1.124 HeroBonus
- 1.125 HornAIRadius
- 1.126 HornIndex
- 1.127 HornSounds
- 1.128 HoverBoardAttachSockets
- 1.129 HoverBoardSocketInUse
- 1.130 HUDExtent
- 1.131 HUDLocation
- 1.132 IconCoords
- 1.133 ImpactHitSound
- 1.134 InitialSpawnDelay
- 1.135 InnerExplosionShakeRadius
- 1.136 KillerController
- 1.137 LargeChunkImpactSound
- 1.138 LastCheckUpsideDownTime
- 1.139 LastCollisionDamageTime
- 1.140 LastDeathImpactTime
- 1.141 LastEnemyWarningTime
- 1.142 LastHealth
- 1.143 LastHornTime
- 1.144 LastJumpOutCheck
- 1.145 LastPostRenderTraceTime
- 1.146 LastRunOverWarningTime
- 1.147 LastTakeHitInfo
- 1.148 LastTakeHitTimeout
- 1.149 LightEnvironment
- 1.150 LinkedEndSound
- 1.151 LinkedToAudio
- 1.152 LinkedToCount
- 1.153 LinkedToCue
- 1.154 LinkHealMult
- 1.155 LockedOnSound
- 1.156 MapSize
- 1.157 MaxDesireability
- 1.158 MaxExplosionLightDistance
- 1.159 MaxFireEffectDistance
- 1.160 MaxImpactEffectDistance
- 1.161 MaxWheelEffectDistSq
- 1.162 MediumChunkImpactSound
- 1.163 MinCameraDistSq
- 1.164 MinRunOverSpeed
- 1.165 MinRunOverWarningAim
- 1.166 NeedToPickUpAnnouncement
- 1.167 NextVehicle
- 1.168 NoPassengerObjective
- 1.169 ObjectiveGetOutDist
- 1.170 OccupiedUpsideDownDamagePerSec
- 1.171 OldCameraPosition
- 1.172 OldCamPosZ
- 1.173 OldPositions
- 1.174 OriginalMaterials
- 1.175 OuterExplosionShakeRadius
- 1.176 ParentFactory
- 1.177 PassengerPRI
- 1.178 PassengerTeamBeaconOffset
- 1.179 PlayerStartTime
- 1.180 RanOverDamageType
- 1.181 RanOverSound
- 1.182 ReferenceMovementMesh
- 1.183 RemainingBurn
- 1.184 Reservation
- 1.185 ResetTime
- 1.186 RespawnTime
- 1.187 SeatMask
- 1.188 SecondaryExplosion
- 1.189 ShowLockedMaxDist
- 1.190 SmallChunkImpactSound
- 1.191 SpawnInSound
- 1.192 SpawnInTemplates
- 1.193 SpawnInTime
- 1.194 SpawnMaterialLists
- 1.195 SpawnMaterialParameterCurve
- 1.196 SpawnMaterialParameterName
- 1.197 SpawnOutSound
- 1.198 SpawnRadius
- 1.199 StolenAnnouncementIndex
- 1.200 StolenSound
- 1.201 Team
- 1.202 TeamBeaconMaxDist
- 1.203 TeamBeaconOffset
- 1.204 TeamBeaconPlayerInfoMaxDist
- 1.205 TeamMaterials
- 1.206 TimeInDestroyablePenetration
- 1.207 TimeLastDisabled
- 1.208 TimeTilSecondaryVehicleExplosion
- 1.209 Trackers
- 1.210 TurretExplosiveForce
- 1.211 TurretOffset
- 1.212 TurretScaleControlName
- 1.213 TurretSocketName
- 1.214 UpsideDownDamagePerSec
- 1.215 VehicleDestroyedSound
- 1.216 VehicleDrowningDamType
- 1.217 VehicleIndex
- 1.218 VehicleLockedSound
- 1.219 VehicleLostTime
- 1.220 VehicleNameString
- 1.221 VehiclePieceClass
- 1.222 VehiclePositionString
- 1.223 WaterDamage
- 1.224 WaterEffectType
- 1.225 WeaponRotation
- 1.226 WheelParticleEffects
- UTVehicle internal variables in other games:
- UDK
- Other member categories for this class:
- events, instance functions, structs, Cicada Content defaults, DarkWalker defaults, DarkWalker Content defaults, Fury internal variables, Fury Content defaults, Goliath defaults, Goliath properties, Goliath Content defaults, HellBender Content defaults, Hoverboard defaults, Hoverboard instance functions, Hoverboard internal variables, Hoverboard properties, Leviathan instance functions, Leviathan internal variables, Leviathan Content defaults, Leviathan Content properties, Manta defaults, Manta properties, Manta Content defaults, Nemesis defaults, Nemesis properties, NightShade defaults, Paladin defaults, Paladin properties, Scavenger internal variables, Scavenger Content defaults, Scorpion defaults, Scorpion internal variables, Scorpion Content defaults, SPMA Content defaults, Viper defaults, Viper properties, Scorpion instance functions, StealthBenderGold Content defaults
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Internal variables
AccruedFireDamage
Type: float
Accrued Fire Damage
AccumulatedWaterDamage
Type: float
Accumulated water damage (only call take damage when > 1
AIPurpose
Type: EAIVehiclePurpose
bAcceptTurretJump
Type: bool
Whether to accept jump from UTWeaponPawns
bAllowedExit
Type: bool
Whether the driver is allowed to exit the vehicle
Default value: True
bAllowTowFromAllDirections
Type: bool
If true, you can grapple to this vehicle from any direction - not just from behind it.
bCameraNeverHidesVehicle
Type: bool
bCanCarryFlag
Type: bool
Determines if a driver/passenger in this vehicle can carry the flag
bDeadVehicle
Type: bool
Modifiers: repnotify
Is this vehicle dead
bDisplayHealthBar
Type: bool
if true, show health bar for this vehicle
Default value: True
bDrawHealthOnHUD
Type: bool
whether or not to draw this vehicle's health on the HUD in addition to the driver's health
Default value: True
bDriverCastsShadow
Type: bool
whether or not driver pawn should always cast shadow
bDriverHoldsFlag
Type: bool
If true the driver will have the flag attached to its model
bDropDetailWhenDriving
Type: bool
if set, drop detail when the local player is driving this vehicle (unless in super high detail mode)
bEjectKilledBodies
Type: bool
If true, any dead bodies that get ejected when the vehicle is flipped/destroy will be destroyed immediately
bEjectPassengersWhenFlipped
Type: bool
If true, all passengers (inc. the driver) will be ejected if the vehicle flips over
Default value: True
bEnteringUnlocks
Type: bool
Vehicle is unlocked when a player enters it..
Default value: True
bFindGroundExit
Type: bool
Whether to make sure exit position is near solid ground
Default value: True
bFixedCamZ
Type: bool
Used only if bNoFollowJumpZ=true. True when Camera Z is being fixed.
bFrontalCollision
Type: bool
Modifiers: const
Set internally by physics - if the contact force is pressing along vehicle forward direction.
bFrontalCollisionWithFixed
Type: bool
Modifiers: const
If bFrontalCollision is true, this indicates the collision is with a fixed object (ie not PHYS_RigidBody)
bHasBeenDriven
Type: bool
whether this vehicle has been driven at any time
bHasCustomEntryRadius
Type: bool
Vehicle has special entry radius rules
bHasEnemyVehicleSound
Type: bool
bot voice message support
bHasTowCable
Type: bool
AI flag - indicates this vehicle has a tow cable, so evaluate if it should link up to others by calling TryAttachingTowCable()
bHasTurretExplosion
Type: bool
Whether or not there is a turret explosion sequence on death
bHasWeaponBar
Type: bool
HUD should draw weapon bar for this vehicle
bHomingTarget
Type: bool
If true, certain weapons/vehicles can lock their weapons on to this vehicle
BigExplosionSocket
Type: name
socket to attach big explosion to (if 'None' it won't be attached at all)
BigExplosionTemplates
Type: array<UTEmitter.DistanceBasedParticleTemplate>
Default value:
Member | Value |
---|---|
Template | ParticleSystem'FX_VehicleExplosions.Effects.P_FX_VehicleDeathExplosion' |
bInitializedVehicleEffects
Type: bool
set after attaching vehicle effects, as this is delayed slightly to allow time for team info to be set
bIsBurning
Type: bool
This vehicle is dead and burning
bIsConsoleTurning
Type: bool
for player controlled !bSeparateTurretFocus vehicles on console, this is updated to indicate whether the controller is currently turning (server and owning client only)
bIsDisabled
Type: bool
Modifiers: repnotify
bIsInDestroyablePenetration
Type: bool
TRUE indicates vehicle is currently in penetration greater than DestroyOnPenetrationThreshold.
bIsNecrisVehicle
Type: bool
True if is Necris vehicle (used by single player campaign)
bIsOnTrack
Type: bool
AI flag that indicates whether this vehicle is on a fixed track (i.e, it can move, but don't expect it to be able to reach anything in particular) this also causes it to use ReachSpecs with the track flag (created through UTTrackTurretPathNode)
bIsScraping
Type: bool
If true, this vehicle is scraping against something
bIsTowingHoverboard
Type: bool
if true, currently towing hoverboard
bKeyVehicle
Type: bool
Modifiers: repnotify
hint for AI and show this vehicle on minimap
bLightArmor
Type: bool
Used to designate this vehicle as having light armor
bLimitCameraZLookingUp
Type: bool
If true, make sure camera z stays above vehicle when looking up (to avoid clipping when flying vehicle going up)
bMustBeUpright
Type: bool
true if vehicle must be upright to be entered
Default value: True
bNeverReset
Type: bool
The variable can be used to restrict this vehicle from being reset.
bNoFollowJumpZ
Type: bool
If true, don't change Z while jumping, for more dramatic looking jumps
bNoZDamping
Type: bool
If true, don't damp z component of vehicle velocity even when on the ground
bNoZDampingInAir
Type: bool
If true, don't damp z component of vehicle velocity while it is in the air
Default value: True
bNoZSmoothing
Type: bool
If true, don't Z smooth lagged camera (for bumpier looking ride
Default value: True
BoostPadSound
Type: SoundCue
Sound to play when going over a boost pad.
bOverrideAVRiLLocks
Type: bool
Whether can override AVRiL target locks
bPlayingSpawnEffect
Type: bool
Modifiers: repnotify
whether we're currently playing the spawn effect
bPostRenderOtherTeam
Type: bool
If true, call postrenderfor() even if on different team
bPostRenderTraceSucceeded
Type: bool
true is last trace test check for drawing postrender hud icons succeeded
bReducedFallingCollisionDamage
Type: bool
if true, collision damage is reduced when the vehicle collided with something below it
bRequestedEntryWithFlag
Type: bool
true if pressed use while holding flag for vehicle you can't enter with flag
bShouldAutoCenterViewPitch
Type: bool
Whether or not the vehicle can auto center its view pitch. Some vehicles (e.g. darkwalker) do not want this *
Default value: True
bShouldLeaveForCombat
Type: bool
whether or not bots should leave this vehicle if they encounter enemies
bShowDamageDebug
Type: bool
bShowLocked
Type: bool
bSpectatedView
Type: bool
true if being spectated (set temporarily in UTPlayerController.GetPlayerViewPoint()
bStealthVehicle
Type: bool
This vehicle should display the <Locked> cusrsor
bStickDeflectionThrottle
Type: bool
Use stick deflection to determine throttle magnitude (used for console controllers)
bStopDeathCamera
Type: bool
Stop death camera using OldCameraPosition if true
bTakeWaterDamageWhileDriving
Type: bool
Whether takes water damage while being driven
Default value: True
bTeamLocked
Type: bool
Team defines which players are allowed to enter the vehicle
Default value: True
BurnOutMaterial
Type: MaterialInterface
Array size: 2
Burn out material (per team)
BurnOutMaterialInstances
Type: array<BurnOutDatum>
The material instances and their data used when showing the burning hulk
BurnOutTime
Type: float
How long does it take to burn out
Default value: 2.5
BurnTimeParameterName
Type: name
names of material parameters for burnout material effect
Default value: 'BurnTime'
bUseAlternatePaths
Type: bool
whether AI should consider using its squad's alternate path to objectives while in this vehicle (set false for vehicles where detours are painful and/or the vehicle is so strong the AI just shouldn't care)
Default value: True
bUsingLookSteer
Type: bool
Modifiers: transient
Cached value indicating what style of control we are currently using.
bValidLinkTarget
Type: bool
if true, can be healing target for link gun
Default value: True
CameraLag
Type: float
Amount of camera lag for this vehicle (in seconds
Default value: 0.12
CameraOffset
Type: Object.Vector
Smoothed Camera Offset
CameraSmoothingFactor
Type: float
Smoothing scale for lagged camera - higher values = shorter smoothing time.
Default value: 2.0
ChargeBarCoords
Type: UIRoot.TextureCoordinates
the charge bar as a whole
Default value:
Member | Value |
---|---|
U | 276.0 |
UL | 9.0 |
V | 407.0 |
VL | 63.0 |
ChargeBarEndCapCoords
Type: UIRoot.TextureCoordinates
the charge bar top endcap
Default value:
Member | Value |
---|---|
U | 276.0 |
UL | 9.0 |
V | 407.0 |
VL | 6.0 |
ChargeBarHeight
Type: float
ChargeBarPosX
Type: float
offset relative to the upper left of the vehicle hud bar
Default value: 2.0
ChargeBarPosY
Type: float
ChargeBarWidth
Type: float
Default value: 10.0
ClientHealth
Type: int
client-side health for morph targets. Used to adjust everything to the replicated Health whenever we receive it
CollisionDamageMult
Type: float
multiplier to damage from colliding with other rigid bodies
Default value: 0.0020
CurrentTireMaterial
Type: name
DamageMaterialInstance
Type: MaterialInstanceConstant
Array size: 2
DamageMorphTargets
Type: array<FDamageMorphTargets>
Holds the Damage Morph Targets
DamageParamScaleLevels
Type: array<DamageParamScales>
DamageSkelControls
Type: array<UTSkelControl_Damage>
Holds the damage skel controls
DamageSmokeThreshold
Type: float
The health ratio threshold at which the vehicle will begin smoking
Default value: 0.65
DeadVehicleLifeSpan
Type: float
How long should the vehicle should last after being destroyed
Default value: 9.0
DeathExplosion
Type: Emitter
This is a reference to the Emitter we spawn on death. We need to keep a ref to it (briefly) so we can turn off the particle system when the vehicle decided to burnout.
DeathExplosionShake
Type: CameraAnim
camera shake for players near the vehicle when it explodes
Default value: CameraAnim'Envy_Effects.Camera_Shakes.C_VH_Death_Shake'
DefaultFOV
Type: float
FOV to use when driving this vehicle
Default value: 75.0
DefaultPhysicalMaterial
Type: PhysicalMaterial
Modifiers: transient
PhysicalMaterial to use while not driving
DeflectionReverseThresh
Type: float
When using bStickDeflectionThrottle, how far along Y do you pull stick before you actually reverse.
DelayedBurnoutCount
Type: int
How many times burnout has been delayed
DestroyedTurret
Type: UTVehicleDeathPiece
Reference to destroyed turret for death effects
DestroyedTurretTemplate
Type: StaticMesh
Class to spawn when turret destroyed
DisabledEffectComponent
Type: ParticleSystemComponent
component that holds the disabled effect (created dynamically)
DisabledTemplate
Type: ParticleSystem
effect played when disabled
Default value: ParticleSystem'PICKUPS.Deployables.Effects.P_Deployables_EMP_Mine_VehicleDisabled'
DistanceTurretExplosionTemplates
Type: array<UTEmitter.DistanceBasedParticleTemplate>
Explosion of the turret
Default value, index 0:
Member | Value |
---|---|
MinDistance | 1500.0 |
Template | ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Base_Near' |
Default value, index 1:
Member | Value |
---|---|
Template | ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SpecialCase_1_Base_Far' |
DriverStatusChangedWaveform
Type: ForceFeedbackWaveform
The force feedback waveform to play when you get in/out of the vehicle
Default value: ForceFeedbackWaveform'UTGame.Default__UTVehicle:ForceFeedbackWaveformVehicleEnter'
DrivingAnim
Type: name
Anim to play when a visible driver is driving
Default value: 'manta_idle_sitting'
DrivingPhysicalMaterial
Type: PhysicalMaterial
Modifiers: transient
PhysicalMaterial to use while driving
DropFlagIconCoords
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 85.0 |
UL | 66.0 |
V | 767.0 |
VL | 48.0 |
DropOrbIconCoords
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 109.0 |
UL | 55.0 |
V | 815.0 |
VL | 38.0 |
EnemyVehicleSound
Type: array<SoundNodeWave>
EnterToolTipIconCoords
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 96.0 |
UL | 77.0 |
V | 249.0 |
VL | 64.0 |
ExplosionDamage
Type: float
Damage/Radius/Momentum parameters for dying explosions
Default value: 100.0
ExplosionDamageType
Type: class<DamageType>
The Damage Type of the explosion when the vehicle is upside down
Default value: Class'UTGame.UTDmgType_VehicleExplosion'
ExplosionInAirAngVel
Type: float
If vehicle dies in the air, this is how much spin is given to it.
Default value: 1.5
ExplosionLightClass
Type: class<UTExplosionLight>
Class of ExplosionLight
Default value: Class'UTGame.UTTankShellExplosionLight'
ExplosionMomentum
Type: float
Damage/Radius/Momentum parameters for dying explosions
Default value: 60000.0
ExplosionRadius
Type: float
Damage/Radius/Momentum parameters for dying explosions
Default value: 300.0
ExplosionSound
Type: SoundCue
sound for dying explosion
ExplosionTemplate
Type: ParticleSystem
Templates used for explosions
Default value: ParticleSystem'FX_VehicleExplosions.Effects.P_FX_GeneralExplosion'
ExtraReachDownThreshold
Type: float
additional downward threshold for AI reach tests (for high hover vehicles)
FireDamagePerSec
Type: float
Damage per second if vehicle is on fire
Default value: 2.0
FireDamageThreshold
Type: float
The health ratio threshold at which the vehicle will catch on fire (and begin to take continuous damage if empty)
Default value: 0.4
FlippedCount
Type: float
Used natively to give a little pause before kicking everyone out
FlipToolTipIconCoords
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 2.0 |
UL | 79.0 |
V | 766.0 |
VL | 71.0 |
GreedCoinBonus
Type: int
Coin bonus given for killing this vehicle (if driven by enemy)
Default value: 2
HealthPulseTime
Type: float
HeroBonus
Type: float
bonus given for killing this vehicle (if driven by enemy)
HornAIRadius
Type: float
radius in which friendly bots respond to the horn by trying to get into any unoccupied seats
Default value: 800.0
HornIndex
Type: int
Horn to play for this vehicle.
HornSounds
The sounds to play when the horn is played
Default value, index 0: SoundCue'A_Vehicle_Hellbender.SoundCues.A_Vehicle_Hellbender_Horn'
Default value, index 1: SoundCue'A_Vehicle_Generic.Vehicle.VehicleHornCue'
Default value, index 2: SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Horn_SmallNecris01Cue'
Default value, index 3: SoundCue'A_Vehicle_Generic.Vehicle.Vehicle_Horn_LargeNecris03Cue'
HoverBoardAttachSockets
HoverBoardSocketInUse
HUDExtent
Type: float
Scaling factor used to determine if crosshair might be over this vehicle
Default value: 100.0
HUDLocation
Type: Object.Vector
HUD Beacon
IconCoords
Type: UIRoot.TextureCoordinates
Coordiates of the icon associated with this object
Default value:
Member | Value |
---|---|
U | 831.0 |
UL | 38.0 |
V | 21.0 |
VL | 30.0 |
ImpactHitSound
Type: SoundCue
Sound for being hit by impact hammer
Default value: SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactVehicle_Cue'
InitialSpawnDelay
Type: float
How long to wait before spawning this vehicle when its factory becomes active
InnerExplosionShakeRadius
Type: float
radius at which the death camera shake is full intensity
Default value: 400.0
KillerController
Type: Controller
player that killed the vehicle (replicated, but only to that player)
LargeChunkImpactSound
Type: SoundCue
The sounds this vehicle will play based on impact force
Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalLargeCue'
LastCheckUpsideDownTime
Type: float
Used natively to determine if the vehicle has been upside down
LastCollisionDamageTime
Type: float
last time we took collision damage, so we don't take collision damage multiple times in the same tick
LastDeathImpactTime
Type: float
stores the time of the last death impact to stop spamming them from occurring
LastEnemyWarningTime
Type: float
Default value: -100.0
LastHealth
Type: int
LastHornTime
Type: float
The time at which the horn was last played
LastJumpOutCheck
Type: float
Natively used in determining when a bot should just out of the vehicle
LastPostRenderTraceTime
Type: float
Last time trace test check for drawing postrender hud icons was performed
LastRunOverWarningTime
Type: float
last time checked for pawns in front of vehicle and warned them of their impending doom.
LastTakeHitInfo
Type: UTPawn.TakeHitInfo
replicated information on a hit we've taken
LastTakeHitTimeout
Type: float
stop considering LastTakeHitInfo for replication when world time passes this (so we don't replicate out-of-date hits when pawns become relevant)
LightEnvironment
Type: DynamicLightEnvironmentComponent
The pawn's light environment
Default value: DynamicLightEnvironmentComponent'MyLightEnvironment'
LinkedEndSound
Type: SoundCue
Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleChargeCompleteCue'
LinkedToAudio
Type: AudioComponent
LinkedToCount
Type: byte
Modifiers: protected, repnotify
How many linkguns are linking to this vehicle
LinkedToCue
Type: SoundCue
Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleChargeLoopCue'
LinkHealMult
Type: float
If > 0, Link Gun secondary heals an amount equal to its damage times this
Default value: 0.35
LockedOnSound
Type: SoundCue
Sound to play when something locks on
Default value: SoundCue'A_Weapon_Avril.WAV.A_Weapon_AVRiL_Lock01Cue'
MapSize
Type: float
Default value: 0.75
MaxDesireability
Type: float
hint for AI
Default value: 0.5
MaxExplosionLightDistance
Type: float
Max distance to create ExplosionLight
Default value: 4000.0
MaxFireEffectDistance
Type: float
The maximum distance out where a fire effect will be spawned
Default value: 7000.0
MaxImpactEffectDistance
Type: float
The maximum distance out where an impact effect will be spawned
Default value: 6000.0
MaxWheelEffectDistSq
Type: float
Max dist for wheel sounds and particle effects
Default value: 1.6E7
MediumChunkImpactSound
Type: SoundCue
The sounds this vehicle will play based on impact force
Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalMediumCue'
MinCameraDistSq
Type: float
hide vehicle if camera is too close
Default value: 1.0
MinRunOverSpeed
Type: float
speed must be greater than this for running into someone to do damage
Default value: 250.0
MinRunOverWarningAim
Type: float
last time checked for pawns in front of vehicle and warned them of their impending doom.
Default value: 0.88
NeedToPickUpAnnouncement
Type: UTPlayerController.ObjectiveAnnouncementInfo
Default value:
Member | Value |
---|---|
AnnouncementText | "Man the Key Vehicle!" |
NextVehicle
Type: UTVehicle
Quick link to the next vehicle in the chain
NoPassengerObjective
Type: Actor
bots will not try to be a passenger in this vehicle while their objective is this (used for key vehicles that we want to have one bot stay in if possible)
ObjectiveGetOutDist
Type: float
if AI controlled and bot needs to trigger an objective not triggerable by vehicles, it will try to get out this far away
Default value: 1000.0
OccupiedUpsideDownDamagePerSec
Type: float
Damage per second if vehicle is upside down with a driver
Default value: 200.0
OldCameraPosition
Type: Object.Vector
OldCameraPosition saved when dead for use if fall below killz
OldCamPosZ
Type: float
Used only if bNoFollowJumpZ=true. saves the Camera Z position from the previous tick.
OldPositions
Type: array<TimePosition>
OriginalMaterials
Type: array<MaterialInterface>
list of Mesh's original materials when playing spawn effect so we can restore them afterwards
OuterExplosionShakeRadius
Type: float
radius at which the death camera shake reaches zero intensity
Default value: 1000.0
ParentFactory
Type: UTVehicleFactory
Quick link to the factory that spawned this vehicle
PassengerPRI
Type: UTPlayerReplicationInfo
PRI of player in passenger turret
PassengerTeamBeaconOffset
Type: Object.Vector
offset for passenger team beacon
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 100.0 |
PlayerStartTime
Type: float
Track different milestones (in terms of time) for this vehicle
RanOverDamageType
Type: class<UTDamageType>
The Damage type to use when something get's run over
Default value: Class'UTGame.UTDmgType_RanOver'
RanOverSound
Type: SoundCue
Sound to play when someone is run over
ReferenceMovementMesh
Type: StaticMesh
Reference Mesh for the movement effect on seats
RemainingBurn
Type: float
How long until it's done burning
Reservation
Type: UTBot
bot that's about to get in this vehicle
ResetTime
Type: float
if vehicle has no driver, CheckReset() will be called at this time
RespawnTime
Type: float
How long vehicle takes to respawn
Default value: 30.0
SeatMask
Type: int
This replicated property holds a mask of which seats are occupied.
SecondaryExplosion
Type: ParticleSystem
Secondary explosions from vehicles. (usually just dust when they are impacting something) *
Default value: ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_Dust_Secondary'
ShowLockedMaxDist
Type: float
Default value: 3000.0
SmallChunkImpactSound
Type: SoundCue
The sounds this vehicle will play based on impact force
Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalSmallCue'
SpawnInSound
Type: SoundCue
Sound to play when spawning in
Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeIn01Cue'
SpawnInTemplates
Type: array<ParticleSystem>
Team specific effect played when the vehicle is spawned
Default value, index 0: ParticleSystem'VH_All.Effects.P_VH_All_Spawn_Red'
Default value, index 1: ParticleSystem'VH_All.Effects.P_VH_All_Spawn_Blue'
SpawnInTime
Type: float
How long is the SpawnIn effect
Default value: 4.0
SpawnMaterialLists
Type: array<MaterialList>
SpawnMaterialParameterCurve
Type: Object.InterpCurveFloat
Default value:
Member | Value | ||||||
---|---|---|---|---|---|---|---|
Points |
|
SpawnMaterialParameterName
Type: name
parameter for the spawn material
Default value: 'ResInAmount'
SpawnOutSound
Type: SoundCue
Sound to play when despawning
Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeOut01Cue'
SpawnRadius
Type: float
This is used to determine a safe zone around the spawn point of the vehicle. It won't spawn until this zone is clear of pawns
Default value: 320.0
StolenAnnouncementIndex
Type: int
The Message index for the "Hijack" announcement
Default value: 4
StolenSound
Type: SoundCue
SoundCue to play when someone steals this vehicle
Team
Type: byte
Modifiers: repnotify
Holds the team designation for this vehicle
Default value: 128
TeamBeaconMaxDist
Type: float
The maximum distance out that the Team Beacon will be displayed
Default value: 5000.0
TeamBeaconOffset
Type: Object.Vector
offset for team beacon
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 100.0 |
TeamBeaconPlayerInfoMaxDist
Type: float
The maximum distance out that the player info will be displayed
Default value: 3000.0
TeamMaterials
Type: array<MaterialInterface>
The Team Skins (0 = red/unknown, 1 = blue)
TimeInDestroyablePenetration
Type: float
How long the vehicle has been in penetration greater than DestroyOnPenetrationThreshold.
TimeLastDisabled
Type: float
TimeTilSecondaryVehicleExplosion
Type: float
How long to wait after the InitialVehicleExplosion before doing the Secondary VehicleExplosion (if it already has not happened) (e.g. due to the vehicle falling from the air and hitting the ground and doing it's secondary explosion that way).
Default value: 2.0
Trackers
TurretExplosiveForce
Type: float
Force applied to the turret explosion
Default value: 10000.0
TurretOffset
Type: Object.Vector
The offset from the TurretSocketName to spawn the turret
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 200.0 |
TurretScaleControlName
Type: name
Name of the turret skel control to scale the turret to nothing
Default value: 'TurretScale'
TurretSocketName
Type: name
Name of the socket location to spawn the explosion effect for the turret blowing up
Default value: 'VH_Death'
UpsideDownDamagePerSec
Type: float
Damage per second if vehicle is upside down
Default value: 500.0
VehicleDestroyedSound
Type: array<SoundNodeWave>
VehicleDrowningDamType
Type: class<DamageType>
Damage type it takes when submerged in the water
Default value: Class'UTGame.UTDmgType_Drowned'
VehicleIndex
Type: int
The vechile index for this vehicle.
Default value: -1
VehicleLockedSound
Type: SoundCue
Sound played if tries to enter a locked vehicle
Default value: SoundCue'A_Vehicle_Generic.Vehicle.VehicleNoEntry01Cue'
VehicleLostTime
Type: float
Track different milestones (in terms of time) for this vehicle
VehicleNameString
Type: string
Modifiers: localized
The human readable name of this vehicle
Default value: "Vehicle"
VehiclePieceClass
Type: class<UTGib_Vehicle>
class to spawn for blown off vehicle pieces
Default value: Class'UTGame.UTGib_VehiclePiece'
VehiclePositionString
Type: string
Modifiers: localized
String that describes "In a vehicle name"
Default value: "in a vehicle"
WaterDamage
Type: float
How much damage the vehicle will take when submerged in the water
Default value: 20.0
WaterEffectType
Type: name
Water effect type name
Default value: 'Water'
WeaponRotation
Type: Object.Rotator
Modifiers: repnotify
rotation for the vehicle's main weapon
WheelParticleEffects
Type: array<UTPhysicalMaterialProperty.MaterialParticleEffect>
material specific wheel effects, applied to all attached UTVehicleWheels with bUseMaterialSpecificEffects set to true