UE3:UTWalkerBody (UT3)
- Package:
- UTGame
- Direct subclasses:
- UTWalkerBody_DarkWalker, UTWalkerBody_Scavenger
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Constants
NUM_WALKER_LEGS
Value: 3
Properties
Property group 'UTWalkerBody'
CustomGravityScale
Type: float
FootConstraints
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
Type: float
Modifiers: protected, const
How far foot should embed into ground.
Default value: 8.0
FootPosVelAdjScale
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
Type: float
Modifiers: protected, const
How far above the desired foot position to end the foot step interpolation
Default value: 128.0
FootStepStartLift
Type: float
Modifiers: protected, const
How far above the current foot position to begin interpolating towards.
Default value: 512.0
IgnoreFoot
Type: byte
Array size: 3 (NUM_WALKER_LEGS
)
If TRUE for corresponding foot, walking/stepping code will ignore that leg
LandedFootDistSq
Type: float
Default value: 400.0
LegSpreadFactor
Type: float
Factor in range [0..1]. 0 means no leg spread, 1 means legs are spread as far as possible.
MaxLegReach
Type: float
Max leg extension
Default value: 450.0
MinStepDist
Type: float
Min dist trigger to make foot a possible candidate for next step
Default value: 20.0
SkeletalMeshComponent
Type: SkeletalMeshComponent
Modifiers: editconst
Skel mesh for the legs.
Default value: SkeletalMeshComponent'LegMeshComponent'
StepStageTimes
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
BaseLegDirLocal
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
Type: bool
Modifiers: protected, const
bIsDead
Type: bool
BodyBoneName
Type: name
Modifiers: const
Default value: 'Root'
CurrentFootPosition
Type: Object.Vector
Array size: 3 (NUM_WALKER_LEGS
)
Where the feet are right now
FootBoneName
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
Type: byte
Array size: 3 (NUM_WALKER_LEGS
)
used to play water effects when feet enter/exit water
FootStepAnimNode
Type: AnimNode
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected
Refs to AnimNodes used for playing step animations
FootStepAnimNodeName
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
Type: array<UTPhysicalMaterialProperty.MaterialImpactEffect>
FootStepParticles
Type: ParticleSystemComponent
Array size: 3 (NUM_WALKER_LEGS
)
FootWaterEffect
Type: ParticleSystem
LegLightEnvironment
Type: DynamicLightEnvironmentComponent
The walker legs's light environment
Default value: DynamicLightEnvironmentComponent'LegLightEnvironmentComp'
LegMapping
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
Type: float
Default value: 5000.0
NextStepStageTime
Type: float
Array size: 3 (NUM_WALKER_LEGS
)
world time to advance to the next phase of the step - experimental walker leg code
PreviousTraceSeedLocation
Type: Object.Vector
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected
keeps track of previous leg locations
ShoulderBoneName
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
Type: SkelControlLookAt
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected, transient
Refs to shoulder lookat skelcontrols for each leg
ShoulderSkelControlName
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
Type: WalkerLegStepAnimData
Array size: 3 (EWalkerLegID.EnumCount
)
Modifiers: protected
Indexed by LegID.
StepStage
Type: int
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected
which stage the step is in for each leg - experimental walker leg code
WalkerVehicle
Type: UTVehicle_Walker
Modifiers: transient
Ref to the walker vehicle that we are attached to.
Default values
Subobjects
LegLightEnvironmentComp
Class: Engine.DynamicLightEnvironmentComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AmbientGlow |
|
LegMeshComponent
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
Class: UTGame.UTWalkerStepHandle
Property | Value |
---|---|
LinearDamping | 50.0 |
LinearStiffness | 10000.0 |
RB_FootHandle1
Class: UTGame.UTWalkerStepHandle
Property | Value |
---|---|
LinearDamping | 50.0 |
LinearStiffness | 10000.0 |
RB_FootHandle2
Class: UTGame.UTWalkerStepHandle
Property | Value |
---|---|
LinearDamping | 50.0 |
LinearStiffness | 10000.0 |
Enums
EWalkerLegID
- WalkerLeg_Rear
- WalkerLeg_FrontLeft
- WalkerLeg_FrontRight
Structs
WalkerLegStepAnimData
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
Native functions
DoTestStep
InitFeet
Called once to set up legs.
InitFeetOnLanding
Called on landing to reestablish a foothold
Events
PlayFootStep
PostBeginPlay
Overrides: Actor.PostBeginPlay
SpawnFootWaterEffect
TakeDamage
Overrides: Actor.TakeDamage
Default behavior when shot is to apply an impulse and kick the KActor.
Other instance functions
AddVelocity
PlayDying
ReattachMesh
reattaches the mesh component, because settings were updated
SetBurnOut
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker *
SetWalkerVehicle
StopsProjectile
Overrides: Actor.StopsProjectile
TeamChanged
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker *
UpdateShadowSettings
States
DyingVehicle
DyingVehicle.TakeDamage
Overrides: TakeDamage (global)
Default behavior when shot is to apply an impulse and kick the KActor.