UE3:CoverLink structs (UT3)

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UT3 Object >> Actor >> NavigationPoint >> CoverLink (structs)
CoverLink structs in other games:

Structs

CoverInfo

Modifiers: native

Utility struct for referencing cover link slots.

CoverLink Link
int SlotIdx

CoverReference

Extends: Actor.NavReference

Modifiers: native

int SlotIdx
Slot referenced in the link
int Direction
Direction, used for swat/slip

CoverSlot

Modifiers: native

Contains information for a cover slot that a player can occupy

Controller SlotOwner
Current owner of this slot
ECoverType ForceCoverType
Gives LDs ability to force the type - CT_None == auto find
ECoverType CoverType
Type of cover this slot provides
Object.Vector LocationOffset
Offset from node location for this slot
Object.Rotator RotationOffset
Offset from node rotation for this slot
array<FireLink> FireLinks
List of all attackable nodes
array<FireLink> ForcedFireLinks
array<CoverInfo> RejectedFireLinks
List of coverlinks/slots that couldn't be shot at - used by COVERLINK_DYNAMIC
array<CoverReference> ExposedFireLinks
List of targets that are flanked by this slot
array<Actor.NavReference> DangerLinks
List of nav points that are dangerous to path through when this slot is occupied
CoverReference MantleTarget
Link/slot info about where this slot can mantle to
array<CoverReference> TurnTarget
Fixme: can't these be a static 2 element array and eliminate the direction parameter in CoverReference?
array<CoverReference> SlipTarget
Info about where cover slip can move to
array<CoverReference> OverlapClaims
List of cover slots that should be claimed when this slot is claimed

because they are overlapping

bool bLeanLeft
Can we lean left/right to shoot from this slot?
bool bLeanRight
Can we lean left/right to shoot from this slot?
bool bCanPopUp
Can we popup?
bool bCanMantle
Can we mantle over this cover?
bool bCanCoverSlip_Left
Can cover slip at this slot?
bool bCanCoverSlip_Right
Can cover slip at this slot?
bool bCanSwatTurn_Left
Can swat turn at this slot?
bool bCanSwatTurn_Right
Can swat turn at this slot?
bool bEnabled
Is this slot currently enabled?
bool bAllowPopup
Is popping up allowed for midlevel/crouching cover?
bool bAllowMantle
Is mantling allowed here?
bool bAllowCoverSlip
Is cover slip allowed?
bool bAllowClimbUp
Is climbing up allowed here?
bool bAllowSwatTurn
Is swat turn allowed?
bool bSelected
Is this slot currently selected for editing?
float LeanTraceDist
How far auto adjust code traces forward from lean fire point

to determine if the lean has a valid fire line

CoverSlotMarker SlotMarker
Slot marker to allow the slot to exist on the navigation network

Default values:

Property Value
bAllowClimbUp False
bAllowCoverSlip True
bAllowMantle True
bAllowPopup True
bAllowSwatTurn True
bCanCoverSlip_Left True
bCanCoverSlip_Right True
bCanMantle True
bCanSwatTurn_Left True
bCanSwatTurn_Right True
bEnabled True
LeanTraceDist 64.0

CovPosInfo

Modifiers: native

Utility struct to reference a position in cover

CoverLink Link
CoverLink holding cover position
int LtSlotIdx
Index of left bounding slot
int RtSlotIdx
Index of right bounding slot
float LtToRtPct
Pct of distance Location is, between left and right slots
Object.Vector Location
Location in cover
Object.Vector Normal
Normal vector, used to define direction. Pointing from Location away from Wall.
Object.Vector Tangent
Tangent vector, gives alignement of cover. With multiple slots cover, this gives the direction from Left to Right slots.

Default values:

Property Value
LtSlotIdx -1
LtToRtPct 0.0
RtSlotIdx -1

FireLink

Modifiers: native

Contains information about what other cover nodes this node is capable of firing on.

array<ECoverAction> CoverActions
Acceptable methods of attack to use when engaging the target link
ECoverType CoverType
Type of cover for these links

(ie can be CT_MidLevel even in a standing slot)

Actor.NavReference TargetLink
Target link
int TargetSlotIdx
Target link slot
Object.Vector LastLinkLocation
Location of the TargetLink when this FireLink was created/updated (Used for tracking CoverLink_Dynamic)
bool bFallbackLink
Is this link considered a fallback link? (Shouldn't be desired, but is acceptable)

TargetInfo

Modifiers: native

Actor Target
int SlotIdx
Used if Target is a CoverLink
int Direction
-1 -> Left, 0 -> Center, +1 -> Right