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UE3:UTVehicle structs (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- UTVehicle structs in other games:
- UDK
- Other member categories for this class:
- events, instance functions, internal variables, 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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Structs[edit]
BurnOutDatum[edit]
Modifiers: native
- MaterialInstanceTimeVarying MITV
- float CurrValue
- We need to store the value of the MIC set param on a per material basis as we have some MICs where are
vastly different than the others.
DamageParamScales[edit]
Modifiers: native
FDamageMorphTargets[edit]
Modifiers: native
Damage Morphing
- name MorphNodeName
- These are used to reference the MorphNode that is represented by this struct
- MorphNodeWeight MorphNode
- Link to the actual node
- name LinkedMorphNodeName
- These are used to reference the next node if this is at 0 health. It can be none
- int LinkedMorphNodeIndex
- Actual Node pointed to by LinkMorphNodeName
- name InfluenceBone
- This holds the bone that influences this node
- int Health
- This is the current health of the node. If it reaches 0, then we should pass damage to the linked node
- array<name> DamagePropNames
- Holds the name of the Damage Material Scalar property to adjust when it takes damage
Default values:
Property | Value |
---|---|
Health | 1 |
MaterialList[edit]
Modifiers: native
team specific materials to apply when spawning in
- array<MaterialInterface> Materials
TimePosition[edit]
Modifiers: native
Saved Camera positions (for lagging camera)
- Object.Vector Position
- float Time
VehicleAnim[edit]
Modifiers: native
- name AnimTag
- Used to look up the animation
- array<name> AnimSeqs
- Animation Sequence sets to play
- float AnimRate
- Rate to play it at
- bool bAnimLoopLastSeq
- Does it loop
- name AnimPlayerName
- The name of the UTAnimNodeSequence to use
VehicleEffect[edit]
Modifiers: native
Holds the needed data to create various effects that respond to different actions on the vehicle
- name EffectStartTag
- Tag used to trigger the effect
- name EffectEndTag
- Tag used to kill the effect
- bool bRestartRunning
- If true should restart running effects, if false will just keep running
- bool bHighDetailOnly
- ParticleSystem EffectTemplate
- Template to use
- ParticleSystem EffectTemplate_Blue
- Template to use for the blue team (may or may not be one)
- name EffectSocket
- Socket to attach to
- ParticleSystemComponent EffectRef
- The Actual PSC
Default values:
Property | Value |
---|---|
bRestartRunning | False |
VehicleSeat[edit]
Modifiers: native
The VehicleSeat struct defines each available seat in the vehicle.
- Pawn StoragePawn
- Who is sitting in this seat.
- Vehicle SeatPawn
- Reference to the WeaponPawn if any
- class<UTVehicleWeapon> GunClass
- class of weapon for this seat
- UTVehicleWeapon Gun
- Reference to the gun
- array<name> GunSocket
- Name of the socket to use for effects/spawning
- array<name> GunPivotPoints
- Where to pivot the weapon
- int BarrelIndex
- string TurretVarPrefix
- This is the prefix for the various weapon vars (WeaponRotation, FlashCount, etc)
- array<WeaponEffectInfo> WeaponEffects
- list of locations for weapon bonus effects (UDamage, etc) and the component references if those effects are active
- name WeaponRotationName
- Cached names for this turret
- name FlashLocationName
- name FlashCountName
- name FiringModeName
- pointer WeaponRotationProperty
- Cache pointers to the actual UProperty that is needed
- pointer FlashLocationProperty
- pointer FlashCountProperty
- pointer FiringModeProperty
- Object.Rotator LastWeaponRotation
- Holds a duplicate of the WeaponRotation value. It's used to determine if a turret is turning
- array<name> TurretControls
- This holds all associated TurretInfos for this seat
- array<UTSkelControl_TurretConstrained> TurretControllers
- Hold the actual controllers
- Object.Vector AimPoint
- Cached in ApplyWeaponRotation, this is the vector in the world where the player is currently aiming
- Actor AimTarget
- Cached in ApplyWeaponRotation, this is the actor the seat is currently aiming at (can be none)
- float PivotFireOffsetZ
- Z distance between weapon pivot and actual firing location - used to correct aiming rotation.
- bool bDisableOffsetZAdjust
- Disable adjustment to turret pitch based on PivotFireOffsetZ.
- name CameraTag
- Name of the Bone/Socket to base the camera on
- Object.Vector CameraBaseOffset
- Optional offset to add to the cameratag location, to determine base camera
- Object.Vector CameraSafeOffset
- Optional offset to add to the vehicle location, to determine safe trace start point
- float CameraOffset
- how far camera is pulled back
- float CameraEyeHeight
- The Eye Height for Weapon Pawns
- float ViewPitchMin
- Used for setting the ViewPitchMin on the Weapon pawn
- float ViewPitchMax
- Used for setting the ViewPitchMax on the Weapon pawn
- bool bSeatVisible
- Is this a visible Seat
- name SeatBone
- Name of the Bone to use as an anchor for the pawn
- Object.Vector SeatOffset
- Offset from the origin to place the based pawn
- Object.Rotator SeatRotation
- Any additional rotation needed when placing the based pawn
- name SeatSocket
- Name of the Socket to attach to
- class<UTExplosionLight> MuzzleFlashLightClass
- UTExplosionLight MuzzleFlashLight
- class<UTExplosionLight> ImpactFlashLightClass
- float DriverDamageMult
- damage to the driver is multiplied by this value
- AudioComponent SeatMotionAudio
- The sound to play when this seat is in motion (ie: turning)
- VehicleMovementEffect SeatMovementEffect
- Object.Vector2D SeatIconPOS
VehicleSound[edit]
Modifiers: native
- name SoundStartTag
- name SoundEndTag
- SoundCue SoundTemplate
- AudioComponent SoundRef
WeaponEffectInfo[edit]
Modifiers: native
info on locations for weapon bonus effects (UDamage, etc)
- name SocketName
- socket to base on
- Object.Vector Offset
- offset from the socket to place the effect
- Object.Vector Scale3D
- Scaling for the effect
- StaticMeshComponent Effect
- reference to the component
Default values:
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Scale3D |
|