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UTGame.UTFamilyInfo

Extends
Object
Modifiers
native abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. Structure defining information about a particular 'family' (eg. Ironguard Male)

Core.Object
|   
+-- UTGame.UTFamilyInfo

Direct Known Subclasses:

UTFamilyInfo_Human, UTFamilyInfo_Krall, UTFamilyInfo_Liandri

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
array<AnimSet>AnimSets
stringArmMeshName
stringArmMeshPackageName
stringArmSkinPackageName
MaterialInstanceConstantBaseMICParent
floatBaseTranslationOffset
MaterialInstanceConstantBioDeathMICParent
boolbIsFemale
array<DistanceBasedParticleTemplate>BloodEffects
class<UTEmit_HitEffect>BloodEmitterClass
MaterialInstanceBloodSplatterDecalMaterial
stringBlueArmSkinName
floatCameraXOffset
floatCameraYOffset
nameCharEditorIdleAnimName
class<UTEmitCameraEffect>DeathCameraEffect
array<Name>DeathMeshBreakableJoints
intDeathMeshNumMaterialsToSetResident
PhysicsAssetDeathMeshPhysAsset
SkeletalMeshDeathMeshSkelMesh
floatDefaultMeshScale
floatDrivingDrawScale
floatExtraCameraZOffset
stringFaction
array<EmoteInfo>FamilyEmotes
stringFamilyID
ParticleSystemGibExplosionTemplate
array<GibInfo>Gibs
GibInfoHeadGib
ParticleSystemHeadShotEffect
nameHeadShotGoreSocketName
StaticMeshHeadShotNeckGoreAttachment
vectorHeroFireOffset
AnimSetHeroMeleeAnimSet
nameLeftFootBone
SkeletalMeshMasterSkeleton
intMergeLODsToStrip
floatMinCameraDistSq
stringNeckStumpName
LinearColorNonTeamEmissiveColor
LinearColorNonTeamTintColor
PhysicsAssetPhysAsset
vectorPortraitExtraOffset
stringRedArmSkinName
nameRightFootBone
array<MaterialInstanceTimeVarying>SkeletonBurnOutMaterials
class<UTPawnSoundGroup>SoundGroupClass
vectorSuperHeroFireOffset
array<name>TakeHitPhysicsFixedBones
floatTrustWorthiness
class<UTVoice>VoiceClass
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
EmoteInfo
CategoryName, EmoteTag, EmoteName, EmoteAnim, bVictoryEmote, bTopHalfEmote, Command, bRequiresPlayer
GibInfo
BoneName, GibClass, bHighDetailOnly
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionint GetEmoteGroupCnt (name Category))
functionint GetEmoteIndex (name EmoteTag))
function GetEmotes (name Category, out array<string> Captions, out array<name> EmoteTags))
functionclass<UTVoiceGetVoiceClass (CustomCharData CharacterData))
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

AnimSets Source code

var array<AnimSet> AnimSets;
Animation sets to use for a character in this 'family'

ArmMeshName Source code

var string ArmMeshName;
Name of mesh within ArmMeshPackageName to use for arms.

ArmMeshPackageName Source code

var string ArmMeshPackageName;
Package to load to find the arm mesh for this char.

ArmSkinPackageName Source code

var string ArmSkinPackageName;
Package that contains team-skin materials for first-person arms.

BaseMICParent Source code

var MaterialInstanceConstant BaseMICParent;

BaseTranslationOffset Source code

var float BaseTranslationOffset;

BioDeathMICParent Source code

var MaterialInstanceConstant BioDeathMICParent;

bIsFemale Source code

var bool bIsFemale;
Whether these are female characters

BloodEffects Source code

var array<DistanceBasedParticleTemplate> BloodEffects;
Hit impact effects. Sprays when you get shot

BloodEmitterClass Source code

var class<UTEmit_HitEffect> BloodEmitterClass;

BloodSplatterDecalMaterial Source code

var MaterialInstance BloodSplatterDecalMaterial;
This is the blood splatter effect to use on the walls when this pawn is shot @see LeaveABloodSplatterDecal

BlueArmSkinName Source code

var string BlueArmSkinName;
Name of blue team material for first-person arms.

CameraXOffset Source code

var float CameraXOffset;

CameraYOffset Source code

var float CameraYOffset;

CharEditorIdleAnimName Source code

var name CharEditorIdleAnimName;
Idle animation to use in character editor screen.

DeathCameraEffect Source code

var class<UTEmitCameraEffect> DeathCameraEffect;
death camera blood effect

DeathMeshBreakableJoints Source code

var array<Name> DeathMeshBreakableJoints;
Which joints we can break when applying damage

DeathMeshNumMaterialsToSetResident Source code

var int DeathMeshNumMaterialsToSetResident;
This is the number of materials on the DeathSkeleton

DeathMeshPhysAsset Source code

var PhysicsAsset DeathMeshPhysAsset;

DeathMeshSkelMesh Source code

var SkeletalMesh DeathMeshSkelMesh;
This is the skeleton skel mesh that will replace the character's mesh for various death effects

DefaultMeshScale Source code

var float DefaultMeshScale;
Mesh scaling

DrivingDrawScale Source code

var float DrivingDrawScale;
scale for meshes in this family when driving a vehicle

ExtraCameraZOffset Source code

var float ExtraCameraZOffset;
Camera offsets for Hero

Faction Source code

var string Faction;
Faction that this family belongs to.

FamilyEmotes Source code

var array<EmoteInfo> FamilyEmotes;
Set of all emotes for this family.

FamilyID Source code

var string FamilyID;
Matches the FamilyID in the CustomCharData

GibExplosionTemplate Source code

var ParticleSystem GibExplosionTemplate;
When you are gibbed this is the particle effect to play

Gibs Source code

var array<GibInfo> Gibs;

HeadGib Source code

var GibInfo HeadGib;
Head gib

HeadShotEffect Source code

var ParticleSystem HeadShotEffect;
The visual effect to play when a headshot gibs a head.

HeadShotGoreSocketName Source code

var name HeadShotGoreSocketName;
Name of the HeadShotGoreSocket

HeadShotNeckGoreAttachment Source code

var StaticMesh HeadShotNeckGoreAttachment;
This is attached to the HeadShotGoreSocket on the pawn if there exists one. Some pawns do no need to have this as their mesh already has gore pieces. But some do not.

HeroFireOffset Source code

var vector HeroFireOffset;
Projectile offsets for Hero

HeroMeleeAnimSet Source code

var AnimSet HeroMeleeAnimSet;
AnimSet for this family's Hero Melee attack

LeftFootBone Source code

var name LeftFootBone;
Names for specific bones in the skeleton

MasterSkeleton Source code

var SkeletalMesh MasterSkeleton;
Contains all bones used by this family - used for animating character on creation screen.

MergeLODsToStrip Source code

var int MergeLODsToStrip;
When creating this custom char, number of LODs to strip from the source parts.

MinCameraDistSq Source code

var float MinCameraDistSq;

NeckStumpName Source code

var string NeckStumpName;
Name of 'neck stump' mesh to use if head is enclosed by helmet.

NonTeamEmissiveColor Source code

var LinearColor NonTeamEmissiveColor;
When not in a team game, this is the color to use for glowy bits.

NonTeamTintColor Source code

var LinearColor NonTeamTintColor;
When not in a team game, this is the color to tint character at a distance.

PhysAsset Source code

var PhysicsAsset PhysAsset;
Physics Asset to use

PortraitExtraOffset Source code

var vector PortraitExtraOffset;
Extra offset to apply to mesh when rendering portrait for this family.

RedArmSkinName Source code

var string RedArmSkinName;
Name of red team material for first-person arms.

RightFootBone Source code

var name RightFootBone;

SkeletonBurnOutMaterials Source code

var array<MaterialInstanceTimeVarying> SkeletonBurnOutMaterials;
These are the materials that the skeleton for this race uses (i.e. some of them have more than one material

SoundGroupClass Source code

var class<UTPawnSoundGroup> SoundGroupClass;

SuperHeroFireOffset Source code

var vector SuperHeroFireOffset;

TakeHitPhysicsFixedBones Source code

var array<name> TakeHitPhysicsFixedBones;

TrustWorthiness Source code

var float TrustWorthiness;
How likely bot associated with this family is to betray teammates

VoiceClass Source code

var class<UTVoice> VoiceClass;


Structures Detail

EmoteInfo Source code

struct EmoteInfo
{
var bool bRequiresPlayer;
var bool bTopHalfEmote;
var bool bVictoryEmote;
var name CategoryName;
var name Command;
var name EmoteAnim;
var localized string EmoteName;
var name EmoteTag;
};
Structure containing information about a specific emote
bRequiresPlayer:
if true, the command requires a PRI
bTopHalfEmote:
Emote should only be played on top half of body.
bVictoryEmote:
Indicates that this is a whole body 'victory' emote which should only be offered at the end of the game.
CategoryName:
Category to which this emote belongs.
Command:
The command that goes with this emote
EmoteAnim:
Name of animation to play. Should be in AnimSets above.
EmoteName:
Friendly name of this emote (eg for menu)
EmoteTag:
This is a unique tag used to look up this emote

GibInfo Source code

struct GibInfo
{
var bool bHighDetailOnly;
var name BoneName;
var class<UTGib> GibClass;
};
information on what gibs to spawn and where
BoneName:
the bone to spawn the gib at
GibClass:
the gib class to spawn


Functions Detail

GetEmoteGroupCnt Source code

static function int GetEmoteGroupCnt ( name Category) )
Returns the # of emotes in a given group

GetEmoteIndex Source code

static function int GetEmoteIndex ( name EmoteTag) )
Finds the index of the emote given a tag

GetEmotes Source code

static function GetEmotes ( name Category, out array<string> Captions, out array<name> EmoteTags) )
returns all the Emotes in a group

GetVoiceClass Source code

static function class<UTVoice> GetVoiceClass ( CustomCharData CharacterData) )


Defaultproperties

defaultproperties
{
   LeftFootBone="b_LeftAnkle"
   RightFootBone="b_RightAnkle"
   TakeHitPhysicsFixedBones(0)="b_LeftAnkle"
   TakeHitPhysicsFixedBones(1)="b_RightAnkle"
   SoundGroupClass=Class'UTGame.UTPawnSoundGroup'
   VoiceClass=Class'UTGame.UTVoice_DefaultMale'
   BloodSplatterDecalMaterial=MaterialInstanceTimeVarying'T_FX.DecalMaterials.MITV_FX_BloodDecal_Small01'
   NonTeamEmissiveColor=(R=10.000000,G=0.200000,B=0.200000,A=1.000000)
   NonTeamTintColor=(R=4.000000,G=2.000000,B=0.500000,A=1.000000)
   MergeLODsToStrip=1
   FamilyEmotes(0)=(CategoryName="Taunt",EmoteTag="TauntA",EmoteName="Bring It On",EmoteAnim="Taunt_FB_BringItOn")
   FamilyEmotes(1)=(CategoryName="Taunt",EmoteTag="TauntB",EmoteName="Hoolahoop",EmoteAnim="Taunt_FB_Hoolahoop")
   FamilyEmotes(2)=(CategoryName="Taunt",EmoteTag="TauntC",EmoteName="Hip Thrust",EmoteAnim="Taunt_FB_Pelvic_Thrust_A")
   FamilyEmotes(3)=(CategoryName="Taunt",EmoteTag="TauntD",EmoteName="Bullet To Head",EmoteAnim="Taunt_UB_BulletToTheHead",bTopHalfEmote=True)
   FamilyEmotes(4)=(CategoryName="Taunt",EmoteTag="TauntE",EmoteName="Come Here",EmoteAnim="Taunt_UB_ComeHere",bTopHalfEmote=True)
   FamilyEmotes(5)=(CategoryName="Taunt",EmoteTag="TauntF",EmoteName="Throat Slit",EmoteAnim="Taunt_UB_Slit_Throat",bTopHalfEmote=True)
   FamilyEmotes(6)=(CategoryName="Order",EmoteTag="OrderA",EmoteName="Attack",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="ATTACK",bRequiresPlayer=True)
   FamilyEmotes(7)=(CategoryName="Order",EmoteTag="OrderB",EmoteName="Defend",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Defend",bRequiresPlayer=True)
   FamilyEmotes(8)=(CategoryName="Order",EmoteTag="OrderC",EmoteName="Hold This Position",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Hold",bRequiresPlayer=True)
   FamilyEmotes(9)=(CategoryName="Order",EmoteTag="OrderD",EmoteName="Cover Me",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Follow",bRequiresPlayer=True)
   FamilyEmotes(10)=(CategoryName="Order",EmoteTag="OrderE",EmoteName="Freelance",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Freelance",bRequiresPlayer=True)
   FamilyEmotes(11)=(CategoryName="Order",EmoteTag="OrderF",EmoteName="Drop Flag/Orb",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="DropFlag")
   FamilyEmotes(12)=(CategoryName="UnusedOrder",EmoteTag="OrderG",EmoteName="Drop Orb",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="DropOrb")
   FamilyEmotes(13)=(CategoryName="SpecialMove",EmoteTag="MeleeA",EmoteAnim="GroundPound_A")
   FamilyEmotes(14)=(CategoryName="Status",EmoteTag="ENCOURAGEMENT",EmoteName="Encouragement",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
   FamilyEmotes(15)=(CategoryName="Status",EmoteTag="ACK",EmoteName="Acknowledged",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
   FamilyEmotes(16)=(CategoryName="Status",EmoteTag="InPosition",EmoteName="In Position",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
   FamilyEmotes(17)=(CategoryName="Status",EmoteTag="UnderAttack",EmoteName="Under Attack",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
   FamilyEmotes(18)=(CategoryName="Status",EmoteTag="AreaSecure",EmoteName="Area Secure",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True)
   HeadShotEffect=ParticleSystem'T_FX.Effects.P_FX_HeadShot'
   HeadShotGoreSocketName="HeadShotGoreSocket"
   HeadShotNeckGoreAttachment=StaticMesh'CH_Gore.S_CH_Headshot_Gore'
   BloodEmitterClass=Class'UTGame.UTEmit_BloodSpray'
   BloodEffects(0)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Far',MinDistance=750.000000)
   BloodEffects(1)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Mid',MinDistance=350.000000)
   BloodEffects(2)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Near')
   GibExplosionTemplate=ParticleSystem'T_FX.Effects.P_FX_GibExplode'
   DrivingDrawScale=1.000000
   DefaultMeshScale=1.075000
   BaseTranslationOffset=7.000000
   DeathCameraEffect=Class'UTGame.UTEmitCameraEffect_BloodSplatter'
   ExtraCameraZOffset=-10.000000
   CameraXOffset=0.200000
   CameraYOffset=-1.000000
   MinCameraDistSq=1.000000
   HeroFireOffset=(X=180.000000,Y=-10.000000,Z=-20.000000)
   SuperHeroFireOffset=(X=380.000000,Y=-10.000000,Z=-30.000000)
   HeroMeleeAnimSet=AnimSet'CH_AnimHuman_Hero.Anims.K_AnimHuman_Hero'
   Name="Default__UTFamilyInfo"
   ObjectArchetype=Object'Core.Default__Object'
}

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Creation time: sk 18-3-2018 10:00:51.815 - Created with UnCodeX