UE3:UTDamageType internal variables (UDK)

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UDK Object >> DamageType >> UTDamageType (internal variables)

Internal variables

AlwaysGibDamageThreshold

Type: int

Minimum damage in one tick to always cause gibbing

Default value: 150

bBulletHit

Type: bool


bCauseConvulsions

Type: bool


bCausesBloodSplatterDecals

Type: bool

Whether or not this damage type can cause a blood splatter *

bComplainFriendlyFire

Type: bool

Whether teammates should complain about friendly fire with this damage type

Default value: True

bDestroysBarricades

Type: bool

If true, this type of damage blows up barricades

bDirectDamage

Type: bool


Default value: True

bDontHurtInstigator

Type: bool

if true, this damage type should never harm its instigator

bHeadGibCamera

Type: bool

whether getting gibbed with this damage type attaches the camera to the head gib

Default value: True

bLeaveBodyEffect

Type: bool


bOverrideHitEffectColor

Type: bool

if set, when taking this damage HUD hit effect is our HitEffectColor instead of the default

bSelfDestructDamage

Type: bool


bSeversHead

Type: bool


bSpecialDeathCamera

Type: bool

if set, UTPawn::Dying::CalcCamera() calls this DamageType's CalcDeathCamera() function to handle the camera

bThrowRagdoll

Type: bool


bUseTearOffMomentum

Type: bool

For ragdoll death. Add entirety of killing hit's momentum to ragdoll's initial velocity.

bVehicleHit

Type: bool

caused by vehicle running over you

CustomTauntIndex

Type: int

Custom taunt index for this damage type

Default value: -1

DamageBodyMatColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 10.0

DamageCameraAnim

Type: CameraAnim

camera anim played instead of the default damage shake when taking this type of damage

DamageOverlayTime

Type: float


Default value: 0.1

DamageWeaponClass

Type: class<UTWeapon>

Information About the weapon that caused this if available

DamageWeaponFireMode

Type: int


DeathCameraEffectInstigator

Type: class<UTEmitCameraEffect>

Modifiers: protected

This is the Camera Effect you get when you cause from this Damage Type *

DeathCameraEffectVictim

Type: class<UTEmitCameraEffect>

Modifiers: protected

This is the Camera Effect you get when you die from this Damage Type *

DeathOverlayTime

Type: float


Default value: 0.1

DeathStatsName

Type: name

Name used for stats for deaths with this damage type

Default value: 'DEATHS_ENVIRONMENT'

GibPerterbation

Type: float

When gibbing, the chunks will fly off in random directions.

Default value: 0.06

GibThreshold

Type: int

Health threshold at which this damagetype gibs

Default value: -50

GibTrail

Type: ParticleSystem

Particle system trail to attach to gibs caused by this damage type GibTrail would normally be blood, but we only have robots now.

Default value: ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'

HitEffectColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

KillStatsName

Type: name

Name used for stats for kills with this damage type

Default value: 'KILLS_ENVIRONMENT'

MinAccumulateDamageThreshold

Type: int

Minimum damage in one tick to cause gibbing when health is below gib threshold

Default value: 50

NodeDamageScaling

Type: float

Damage scaling when hit warfare node/core

Default value: 1.0

PhysicsTakeHitMomentumThreshold

Type: float

magnitude of momentum that must be caused by this damagetype for physics based takehit animations to be used on the target

Default value: 250.0

RewardAnnouncementClass

Type: class<UTLocalMessage>


Default value: Class'UTGame.UTWeaponRewardMessage'

RewardAnnouncementSwitch

Type: int

Announcement switch for reward announcement.

RewardCount

Type: int

If > 0, how many kills of this type get you a reward announcement

RewardEvent

Type: name

Stats event associated with reward

SuicideStatsName

Type: name

Name used for stats for suicides with this damage type

Default value: 'SUICIDES_ENVIRONMENT'

XRayEffectTime

Type: float