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UE3:UTWalkerBody (UT3)
Contents
- 1 Constants
- 2 Properties
- 2.1 Property group 'UTWalkerBody'
- 2.2 Internal variables
- 2.2.1 BaseLegDirLocal
- 2.2.2 bHasCrouchMode
- 2.2.3 bIsDead
- 2.2.4 BodyBoneName
- 2.2.5 CurrentFootPosition
- 2.2.6 FootBoneName
- 2.2.7 FootInWater
- 2.2.8 FootStepAnimNode
- 2.2.9 FootStepAnimNodeName
- 2.2.10 FootStepEffects
- 2.2.11 FootStepParticles
- 2.2.12 FootWaterEffect
- 2.2.13 LegLightEnvironment
- 2.2.14 LegMapping
- 2.2.15 MaxFootStepEffectDist
- 2.2.16 NextStepStageTime
- 2.2.17 PreviousTraceSeedLocation
- 2.2.18 ShoulderBoneName
- 2.2.19 ShoulderSkelControl
- 2.2.20 ShoulderSkelControlName
- 2.2.21 StepAnimData
- 2.2.22 StepStage
- 2.2.23 WalkerVehicle
- 2.3 Default values
- 2.4 Subobjects
- 3 Enums
- 4 Structs
- 5 Functions
- 6 States
- Package:
- UTGame
- Direct subclasses:
- UTWalkerBody_DarkWalker, UTWalkerBody_Scavenger
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Constants[edit]
NUM_WALKER_LEGS[edit]
Value: 3
Properties[edit]
Property group 'UTWalkerBody'[edit]
CustomGravityScale[edit]
Type: float
FootConstraints[edit]
Type: UTWalkerStepHandle
Array size: 3 (NUM_WALKER_LEGS
)
Handles used to move the walker feet around.
Default value, index 0: UTWalkerStepHandle'RB_FootHandle0'
Default value, index 1: UTWalkerStepHandle'RB_FootHandle1'
Default value, index 2: UTWalkerStepHandle'RB_FootHandle2'
FootEmbedDistance[edit]
Type: float
Modifiers: protected, const
How far foot should embed into ground.
Default value: 8.0
FootPosVelAdjScale[edit]
Type: float
Array size: 3 (EWalkerLegID.EnumCount
)
Modifiers: const
Scalar to control how much velocity to add to the desired foot positions. Indexed by LegID. This effectively controls how far ahead of the walker the legs will try to reach while the walker is moving.
Default value, index 0: 1.2
Default value, index 1: 0.6
Default value, index 2: 0.6
FootStepEndLift[edit]
Type: float
Modifiers: protected, const
How far above the desired foot position to end the foot step interpolation
Default value: 128.0
FootStepStartLift[edit]
Type: float
Modifiers: protected, const
How far above the current foot position to begin interpolating towards.
Default value: 512.0
IgnoreFoot[edit]
Type: byte
Array size: 3 (NUM_WALKER_LEGS
)
If TRUE for corresponding foot, walking/stepping code will ignore that leg
LandedFootDistSq[edit]
Type: float
Default value: 400.0
LegSpreadFactor[edit]
Type: float
Factor in range [0..1]. 0 means no leg spread, 1 means legs are spread as far as possible.
MaxLegReach[edit]
Type: float
Max leg extension
Default value: 450.0
MinStepDist[edit]
Type: float
Min dist trigger to make foot a possible candidate for next step
Default value: 20.0
SkeletalMeshComponent[edit]
Type: SkeletalMeshComponent
Modifiers: editconst
Skel mesh for the legs.
Default value: SkeletalMeshComponent'LegMeshComponent'
StepStageTimes[edit]
Modifiers: const
Time, in seconds, that each step stage lasts.
Default value, index 0: 0.7
Default value, index 1: 0.135
Default value, index 2: 1.0
Internal variables[edit]
BaseLegDirLocal[edit]
Type: Object.Vector
Array size: 3 (EWalkerLegID.EnumCount
)
Modifiers: protected, const
Base directions from the walker center for the legs to point, in walker-local space. Indexed by LegID.
Default value, index 0:
Member | Value |
---|---|
X | -1.0 |
Y | 0.0 |
Z | 0.0 |
Default value, index 1:
Member | Value |
---|---|
X | 0.5 |
Y | -0.866025 |
Z | 0.0 |
Default value, index 2:
Member | Value |
---|---|
X | 0.5 |
Y | 0.866025 |
Z | 0.0 |
bHasCrouchMode[edit]
Type: bool
Modifiers: protected, const
bIsDead[edit]
Type: bool
BodyBoneName[edit]
Type: name
Modifiers: const
Default value: 'Root'
CurrentFootPosition[edit]
Type: Object.Vector
Array size: 3 (NUM_WALKER_LEGS
)
Where the feet are right now
FootBoneName[edit]
Type: name
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: const
Bone names for this walker
Default value, index 0: 'Leg1_End'
Default value, index 1: 'Leg2_End'
Default value, index 2: 'Leg3_End'
FootInWater[edit]
Type: byte
Array size: 3 (NUM_WALKER_LEGS
)
used to play water effects when feet enter/exit water
FootStepAnimNode[edit]
Type: AnimNode
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected
Refs to AnimNodes used for playing step animations
FootStepAnimNodeName[edit]
Type: name
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected, const
Names of the anim nodes for playing the step anim for a leg. Used to fill in FootStepAnimNode array.
FootStepEffects[edit]
Type: array<UTPhysicalMaterialProperty.MaterialImpactEffect>
FootStepParticles[edit]
Type: ParticleSystemComponent
Array size: 3 (NUM_WALKER_LEGS
)
FootWaterEffect[edit]
Type: ParticleSystem
LegLightEnvironment[edit]
Type: DynamicLightEnvironmentComponent
The walker legs's light environment
Default value: DynamicLightEnvironmentComponent'LegLightEnvironmentComp'
LegMapping[edit]
Type: int
Array size: 3 (EWalkerLegID.EnumCount
)
Modifiers: transient
Store indices into the legs array, used to map from rear/left/right leg designations to the model's leg indices. Indexed by LegID.
MaxFootStepEffectDist[edit]
Type: float
Default value: 5000.0
NextStepStageTime[edit]
Type: float
Array size: 3 (NUM_WALKER_LEGS
)
world time to advance to the next phase of the step - experimental walker leg code
PreviousTraceSeedLocation[edit]
Type: Object.Vector
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected
keeps track of previous leg locations
ShoulderBoneName[edit]
Type: name
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: const
Default value, index 0: 'Leg1_Shoulder'
Default value, index 1: 'Leg2_Shoulder'
Default value, index 2: 'Leg3_Shoulder'
ShoulderSkelControl[edit]
Type: SkelControlLookAt
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected, transient
Refs to shoulder lookat skelcontrols for each leg
ShoulderSkelControlName[edit]
Type: name
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected, const
Names for the shoulder skelcontrol nodes for each leg (from the animtree)
Default value, index 0: 'Shoulder1'
Default value, index 1: 'Shoulder2'
Default value, index 2: 'Shoulder3'
StepAnimData[edit]
Type: WalkerLegStepAnimData
Array size: 3 (EWalkerLegID.EnumCount
)
Modifiers: protected
Indexed by LegID.
StepStage[edit]
Type: int
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected
which stage the step is in for each leg - experimental walker leg code
WalkerVehicle[edit]
Type: UTVehicle_Walker
Modifiers: transient
Ref to the walker vehicle that we are attached to.
Default values[edit]
Subobjects[edit]
LegLightEnvironmentComp[edit]
Class: Engine.DynamicLightEnvironmentComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AmbientGlow |
|
LegMeshComponent[edit]
Class: Engine.SkeletalMeshComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bHasPhysicsAssetInstance | True | ||||||||
bIgnoreControllersWhenNotRendered | True | ||||||||
BlockNonZeroExtent | True | ||||||||
BlockZeroExtent | True | ||||||||
bUseAsOccluder | False | ||||||||
CollideActors | True | ||||||||
LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp' | ||||||||
PhysicsWeight | 1.0 | ||||||||
RBChannel | RBCC_Nothing | ||||||||
RBCollideWithChannels |
|
RB_FootHandle0[edit]
Class: UTGame.UTWalkerStepHandle
Property | Value |
---|---|
LinearDamping | 50.0 |
LinearStiffness | 10000.0 |
RB_FootHandle1[edit]
Class: UTGame.UTWalkerStepHandle
Property | Value |
---|---|
LinearDamping | 50.0 |
LinearStiffness | 10000.0 |
RB_FootHandle2[edit]
Class: UTGame.UTWalkerStepHandle
Property | Value |
---|---|
LinearDamping | 50.0 |
LinearStiffness | 10000.0 |
Enums[edit]
EWalkerLegID[edit]
- WalkerLeg_Rear
- WalkerLeg_FrontLeft
- WalkerLeg_FrontRight
Structs[edit]
WalkerLegStepAnimData[edit]
Modifiers: native
- Object.Vector DesiredFootPosition
- Where foot wants to be.
- Object.Vector DesiredFootPosNormal
- Normal of the surface at the desired foot position.
- PhysicalMaterial DesiredFootPosPhysMaterial
- Physical material at the DesiredFootPosition
- bool bNoValidFootHold
- True if we don't have a valid desired foot position for this leg.
Functions[edit]
Native functions[edit]
DoTestStep[edit]
InitFeet[edit]
Called once to set up legs.
InitFeetOnLanding[edit]
Called on landing to reestablish a foothold
Events[edit]
PlayFootStep[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
SpawnFootWaterEffect[edit]
TakeDamage[edit]
Overrides: Actor.TakeDamage
Default behavior when shot is to apply an impulse and kick the KActor.
Other instance functions[edit]
AddVelocity[edit]
PlayDying[edit]
ReattachMesh[edit]
reattaches the mesh component, because settings were updated
SetBurnOut[edit]
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker *
SetWalkerVehicle[edit]
StopsProjectile[edit]
Overrides: Actor.StopsProjectile
TeamChanged[edit]
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker *
UpdateShadowSettings[edit]
States[edit]
DyingVehicle[edit]
DyingVehicle.TakeDamage[edit]
Overrides: TakeDamage (global)
Default behavior when shot is to apply an impulse and kick the KActor.