UE3:UTVehicle structs (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle (structs)
UTVehicle structs in other games:
Other member categories for this class:

Structs

BurnOutDatum

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

Modifiers: native

name DamageParamName
float Scale

FDamageMorphTargets

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

Modifiers: native

team specific materials to apply when spawning in

array<MaterialInterface> Materials

TimePosition

Modifiers: native

Saved Camera positions (for lagging camera)

Object.Vector Position
float Time

VehicleAnim

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

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

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

Modifiers: native

name SoundStartTag
name SoundEndTag
SoundCue SoundTemplate
AudioComponent SoundRef

WeaponEffectInfo

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
Member Value
X 1.0
Y 1.0
Z 1.0