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UTGame.UTVehicle_Walker

Extends
UTVehicle
Modifiers
native ( Vehicle ) abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- UTGame.UTVehicleBase
               |   
               +-- UTGame.UTVehicle
                  |   
                  +-- UTGame.UTVehicle_Walker

Direct Known Subclasses:

UTVehicle_DarkWalker, UTVehicle_Scavenger

Constants Summary
Inherited Contants from UTGame.UTVehicle
UTVEHICLE_UNSET_TEAM

Variables Summary
boolbAnimateDeadLegs
boolbCurrentlyVisible
boolbHoldingDuck
UTWalkerBodyBodyActor
class<UTWalkerBody>BodyType
boolbPreviousInAir
boolbWasOnGround
EWalkerStanceCurrentStance
floatEyeStepOffset
floatHoverAdjust[EWalkerStance.EnumCount]
floatInAirStart
floatLandingFinishTime
array<MaterialInterface>PowerOrbBurnoutTeamMaterials
array<MaterialInterface>PowerOrbTeamMaterials
EWalkerStancePreviousStance
vectorStoppedBeingVisibleLocation
UTVehicle_Walker
vectorBaseBodyOffset
NameBodyAttachSocketName
RB_HandleBodyHandle
floatBodyHandleOrientInterpSpeed
floatDuckForceMag
floatEyeStepBlendRate
floatEyeStepFadeRate
vectorLegTraceOffset
floatLegTraceZUpAmount
floatMaxEyeStepOffset
floatSuspensionTravelAdjustSpeed
floatWheelSuspensionTravel[EWalkerStance.EnumCount]
Inherited Variables from UTGame.UTVehicle
AccruedFireDamage, AccumulatedWaterDamage, AIPurpose, bAcceptTurretJump, bAllowedExit, bAllowTowFromAllDirections, bCameraNeverHidesVehicle, bCanCarryFlag, bDeadVehicle, bDisplayHealthBar, bDrawHealthOnHUD, bDriverCastsShadow, bDriverHoldsFlag, bDropDetailWhenDriving, bEjectKilledBodies, bEjectPassengersWhenFlipped, bEnteringUnlocks, bFindGroundExit, bFixedCamZ, bFrontalCollision, bFrontalCollisionWithFixed, bHasBeenDriven, bHasCustomEntryRadius, bHasEnemyVehicleSound, bHasTowCable, bHasTurretExplosion, bHasWeaponBar, bHomingTarget, BigExplosionSocket, BigExplosionTemplates, bInitializedVehicleEffects, bIsBurning, bIsConsoleTurning, bIsDisabled, bIsInDestroyablePenetration, bIsNecrisVehicle, bIsOnTrack, bIsScraping, bIsTowingHoverboard, bKeyVehicle, bLightArmor, bLimitCameraZLookingUp, bLookSteerOnNormalControls, bLookSteerOnSimpleControls, bMustBeUpright, bNeverReset, bNoFollowJumpZ, bNoZDamping, bNoZDampingInAir, bNoZSmoothing, BoostPadSound, bOverrideAVRiLLocks, bPlayingSpawnEffect, bPostRenderOtherTeam, bPostRenderTraceSucceeded, bRagdollDriverOnDarkwalkerHorn, bReducedFallingCollisionDamage, bRequestedEntryWithFlag, bRotateCameraUnderVehicle, bShouldAutoCenterViewPitch, bShouldLeaveForCombat, bShowDamageDebug, bShowLocked, bSpectatedView, bStealthVehicle, bStickDeflectionThrottle, bStopDeathCamera, bTakeWaterDamageWhileDriving, bTeamLocked, BurnOutMaterialInstances, BurnOutMaterial[2], BurnOutTime, BurnTimeParameterName, bUseAlternatePaths, bUsingLookSteer, bValidLinkTarget, CameraLag, CameraOffset, CameraSmoothingFactor, ChargeBarCoords, ChargeBarEndCapCoords, ChargeBarHeight, ChargeBarPosX, ChargeBarPosY, ChargeBarWidth, ClientHealth, CollisionDamageMult, ConsoleSteerScale, CurrentTireMaterial, DamageMaterialInstance[2], DamageMorphTargets, DamageParamScaleLevels, DamageSkelControls, DamageSmokeThreshold, DeadVehicleLifeSpan, DeathExplosion, DeathExplosionShake, DefaultFOV, DefaultPhysicalMaterial, DeflectionReverseThresh, DelayedBurnoutCount, DestroyedTurret, DestroyedTurretTemplate, DestroyOnPenetrationDuration, DestroyOnPenetrationThreshold, DisabledEffectComponent, DisabledTemplate, DisabledTime, DistanceTurretExplosionTemplates, DriverStatusChangedWaveform, DrivingAnim, DrivingPhysicalMaterial, DropFlagIconCoords, DropOrbIconCoords, EnemyVehicleSound, EnterToolTipIconCoords, ExplosionDamage, ExplosionDamageType, ExplosionInAirAngVel, ExplosionLightClass, ExplosionMomentum, ExplosionRadius, ExplosionSound, ExplosionTemplate, ExtraReachDownThreshold, FireDamagePerSec, FireDamageThreshold, FlagBone, FlagOffset, FlagRotation, FlippedCount, FlipToolTipIconCoords, GreedCoinBonus, HealthPulseTime, HeroBonus, HornAIRadius, HornIndex, HornSounds, HoverBoardAttachSockets, HoverBoardSocketInUse, HUDExtent, HUDLocation, IconCoords, ImpactHitSound, InitialSpawnDelay, InnerExplosionShakeRadius, KillerController, LargeChunkImpactSound, LastCheckUpsideDownTime, LastCollisionDamageTime, LastDeathImpactTime, LastEnemyWarningTime, LastHealth, LastHornTime, LastJumpOutCheck, LastPostRenderTraceTime, LastRunOverWarningTime, LastTakeHitInfo, LastTakeHitTimeout, LeftStickDirDeadZone, LightEnvironment, LinkedEndSound, LinkedToAudio, LinkedToCount, LinkedToCue, LinkHealMult, LockedOnSound, LookForwardDist, LookSteerDamping, LookSteerDeadZone, LookSteerSensitivity, MapSize, MaxDesireability, MaxExplosionLightDistance, MaxFireEffectDistance, MaxImpactEffectDistance, MaxWheelEffectDistSq, MediumChunkImpactSound, MinCameraDistSq, MinRunOverSpeed, MinRunOverWarningAim, NeedToPickUpAnnouncement, NextVehicle, NoPassengerObjective, ObjectiveGetOutDist, OccupiedUpsideDownDamagePerSec, OldCameraPosition, OldCamPosZ, OldPositions, OriginalMaterials, OuterExplosionShakeRadius, ParentFactory, PassengerPRI, PassengerTeamBeaconOffset, PlayerStartTime, RanOverDamageType, RanOverSound, ReferenceMovementMesh, RemainingBurn, Reservation, ResetTime, RespawnTime, ScrapeSound, SeatCameraScale, SeatMask, Seats, SecondaryExplosion, ShowLockedMaxDist, SmallChunkImpactSound, SpawnInSound, SpawnInTemplates, SpawnInTime, SpawnMaterialLists, SpawnMaterialParameterCurve, SpawnMaterialParameterName, SpawnOutSound, SpawnRadius, StolenAnnouncementIndex, StolenSound, Team, TeamBeaconMaxDist, TeamBeaconOffset, TeamBeaconPlayerInfoMaxDist, TeamMaterials, TimeInDestroyablePenetration, TimeLastDisabled, TimeTilSecondaryVehicleExplosion, TireAudioComp, TireSoundList, Trackers, TurretExplosiveForce, TurretOffset, TurretScaleControlName, TurretSocketName, UpsideDownDamagePerSec, VehicleAnims, VehicleDestroyedSound, VehicleDrowningDamType, VehicleEffects, VehicleIndex, VehicleLockedSound, VehicleLostTime, VehicleNameString, VehiclePieceClass, VehiclePositionString, VehicleSounds, WaterDamage, WaterEffectType, WeaponRotation, WheelParticleEffects
Inherited Variables from UTGame.UTVehicleBase
bHasBarGraph, bShouldEject, HudCoords, HudIcons

Enumerations Summary
EWalkerStance
WalkerStance_None, WalkerStance_Standing, WalkerStance_Parked, WalkerStance_Crouched
Inherited Enumerations from UTGame.UTVehicle
EAIVehiclePurpose

Structures Summary
Inherited Structures from UTGame.UTVehicle
BurnOutDatum, DamageParamScales, FDamageMorphTargets, MaterialList, TimePosition, VehicleAnim, VehicleEffect, VehicleSeat, VehicleSound, WeaponEffectInfo

Functions Summary
functionbool AllowLinkThroughOwnedActor (Actor OwnedActor))
function BlowupVehicle ()))
function Destroyed ()))
functionbool DriverEnter (Pawn P))
function DriverLeft ()))
function PlaySpawnEffect ()))
function PostBeginPlay ()))
function SetBurnOut ()))
function StopSpawnEffect ()))
function TeamChanged ()))
function TookStep (int LegIdx)
function UpdateShadowSettings (bool bWantShadow))
Inherited Functions from UTGame.UTVehicle
AdjustCameraScale, AllowLinkThroughOwnedActor, AnySeatAvailable, ApplyMorphDamage, ApplyMorphHeal, ApplyRandomMorphDamage, ApplyWeaponEffects, AttachDriver, AttachFlag, BaseChange, BeginState, BlowupVehicle, BotDesireability, CalcCamera, CanAttack, CanDeployedAttack, CanEnterVehicle, CauseMuzzleFlashLight, ChangedReservation, ChangeSeat, ChargeAttackObjective, CheckDamageSmoke, CheckGameClass, CheckReset, CheckTurretPitchLimit, ClearFlashCount, ClearFlashLocation, ContinueOnFoot, CreateDamageMaterialInstance, CreateVehicleEffect, CriticalChargeAttack, DecrementLinkedToCount, Destroyed, DetachDriver, DetachTowCable, Died, DisableCollision, DisableDamageSmoke, DisableVehicle, DisplayExtraHud, DisplayHud, DisplaySeats, DisplayWeaponBar, Dodge, DoVehicleExplosion, DrawBarGraph, DrawKillIcon, DriverEnter, DriverLeave, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EagleEyeTarget, EditUDmgFX, EjectSeat, EnableVehicle, EntryAnnouncement, ExitRotation, FastVehicle, FellOutOfWorld, FindAutoExit, FindGoodEndView, FindWeaponHitNormal, FixedView, ForceWeaponRotation, GetAlternateLockTarget, GetBarrelIndex, GetBarrelLocationAndRotation, GetCameraFocus, GetCameraStart, GetChargePower, GetClampedViewRotation, GetCollisionDamageInstigator, GetCollisionDamageModifier, GetControllerForSeatIndex, GetDisplayedHealth, GetEffectLocation, GetFirstAvailableSeat, GetHealth, GetHomingTarget, GetHoverBoardAttachPoint, GetHumanReadableName, GetMoveTargetFor, GetPhysicalFireStartLoc, GetSeatColor, GetSeatIndexForController, GetSeatIndexFromPrefix, GetSeatPivotPoint, GetSeatPRI, GetSVehicleDebug, GetTeamNum, GetTowedVehicles, GetTowingVehicle, GetVehicleKillStatName, GetViewRotation, GetWeaponAim, GetWeaponViewAxes, HandleEnteringFlag, HasOccupiedTurret, HasPriority, HealDamage, HoldGameObject, ImportantVehicle, IncomingMissile, IncrementFlashCount, IncrementLinkedToCount, InCustomEntryRadius, InitDamageSkel, InitializeEffects, InitializeMorphs, InitializeSeats, InitializeTurrets, InUseableRange, IsArtillery, IsDeployed, IsDriverSeat, IsGoodTowTruck, IsSeatControllerReplicationViewer, JumpOutCheck, KickOutBot, Landed, LimitCameraZ, LockOnWarning, MorphTargetDestroyed, NativePostRenderFor, NotifyTakeHit, NumPassengers, Occupied, OnAnimEnd, OnDriverPhysicsAssetChanged, OnExitVehicle, OnPropertyChange, OnTouchForcedDirVolume, OpenPositionFor, OverrideBeginFire, OverrideEndFire, PancakeOther, PassengerEnter, PassengerLeave, PerformDeathEffects, PerformSecondaryVehicleExplosion, PlayHit, PlayHorn, PlayNextAnimation, PlaySpawnEffect, PlayTakeHitEffects, PlayVehicleAnimation, PlayVehicleExplosionEffect, PlayVehicleSound, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostRenderFor, PostRenderPassengerBeacon, PreCacheSeatNames, ProcessViewRotation, RanInto, RBPenetrationDestroy, ReattachMesh, ReceivedHealthChange, RecommendCharge, RenderMapIcon, RenderPassengerBeacons, ReplicatedEvent, ReservationCostMultiplier, RigidBodyCollision, SeatAvailable, SeatFiringMode, SeatFlashCount, SeatFlashLocation, SeatWeaponRotation, SecondaryVehicleExplosion, SelfDestruct, SendLockOnMessage, ServerAdjacentSeat, ServerChangeSeat, ServerSetConsoleTurning, SetBurnOut, SetFiringMode, SetFlashLocation, SetHoverBoardAttachPointInUse, SetHUDLocation, SetInputs, SetKeyVehicle, SetMaxRadius, SetMovementEffect, SetReservation, SetSeatStoragePawn, SetShieldActive, SetTeamNum, SetTexturesToBeResident, SetVehicleEffectParms, ShootMissile, ShouldClamp, ShouldLeaveForCombat, ShouldShowUseable, ShouldSpawnExplosionLight, SitDriver, SpawnGibVehicle, SpawnImpactEmitter, SpokenFor, StartBurnOut, StartLinkedEffect, StopLinkedEffect, StopSpawnEffect, StopsProjectile, StopVehicleSounds, TakeDamage, TakeFireDamage, TakeHeadShot, TakeWaterDamage, TeamChanged, TeamChanged_VehicleEffects, TeamLink, TooCloseToAttack, TornOff, TriggerVehicleEffect, TryAttachingTowCable, TryToDrive, TurnOffShadows, TurretExplosion, UpdateControllerOnPossess, UpdateDamageMaterial, UpdateLookSteerStatus, UpdateShadowSettings, VehicleAdjustFlashCount, VehicleAdjustFlashLocation, VehicleCalcCamera, VehicleEvent, VehicleHudCoordsFixup, VehicleLocked, VehicleWeaponFired, VehicleWeaponFireEffects, VehicleWeaponImpactEffects, VehicleWeaponStoppedFiring, WeaponFired, WeaponRotationChanged, WeaponStoppedFiring
Inherited Functions from UTGame.UTVehicleBase
AdjacentSeat, ApplyWeaponEffects, BotFire, ChooseFireMode, DetachDriver, DisplayHud, DriverEnter, DriverLeft, DrivingStatusChanged, EjectDriver, GetDamageScaling, GetPowerLevel, GetQuickPickCells, GetVehicleDrivingStatName, HandleDeadVehicleDriver, HoldGameObject, NeedToTurn, QuickPick, ServerAdjacentSeat, ServerChangeSeat, StopFiringWeapon, SwitchWeapon, TakeHeadShot


Variables Detail

bAnimateDeadLegs Source code

var bool bAnimateDeadLegs;

bCurrentlyVisible Source code

var transient bool bCurrentlyVisible;

bHoldingDuck Source code

var bool bHoldingDuck;

BodyActor Source code

var UTWalkerBody BodyActor;

BodyType Source code

var class<UTWalkerBody> BodyType;

bPreviousInAir Source code

var bool bPreviousInAir;

bWasOnGround Source code

var bool bWasOnGround;

CurrentStance Source code

var transient EWalkerStance CurrentStance;

EyeStepOffset Source code

var float EyeStepOffset;
current Eyeheight desired offset because of stepping

HoverAdjust[EWalkerStance.EnumCount] Source code

var float HoverAdjust[EWalkerStance.EnumCount];
Specifies offset to suspension travel to use for determining approximate distance to ground (takes into account suspension being loaded)

InAirStart Source code

var float InAirStart;

LandingFinishTime Source code

var float LandingFinishTime;

PowerOrbBurnoutTeamMaterials Source code

var array<MaterialInterface> PowerOrbBurnoutTeamMaterials;

PowerOrbTeamMaterials Source code

var array<MaterialInterface> PowerOrbTeamMaterials;

PreviousStance Source code

var transient EWalkerStance PreviousStance;

StoppedBeingVisibleLocation Source code

var transient vector StoppedBeingVisibleLocation;

UTVehicle_Walker

BaseBodyOffset Source code

var(UTVehicle_Walker) vector BaseBodyOffset;

BodyAttachSocketName Source code

var(UTVehicle_Walker) protected const Name BodyAttachSocketName;

BodyHandle Source code

var(UTVehicle_Walker) RB_Handle BodyHandle;

BodyHandleOrientInterpSpeed Source code

var(UTVehicle_Walker) float BodyHandleOrientInterpSpeed;
Interpolation speed (for RInterpTo) used for interpolating the rotation of the body handle

DuckForceMag Source code

var(UTVehicle_Walker) float DuckForceMag;

EyeStepBlendRate Source code

var(UTVehicle_Walker) float EyeStepBlendRate;

EyeStepFadeRate Source code

var(UTVehicle_Walker) float EyeStepFadeRate;

LegTraceOffset Source code

var(UTVehicle_Walker) vector LegTraceOffset;
Offset to make sure leg traces start inside the walker collision volume

LegTraceZUpAmount Source code

var(UTVehicle_Walker) float LegTraceZUpAmount;
How far up in Z should we start the FindGround check

MaxEyeStepOffset Source code

var(UTVehicle_Walker) float MaxEyeStepOffset;
Max offset due to a step

SuspensionTravelAdjustSpeed Source code

var(UTVehicle_Walker) protected float SuspensionTravelAdjustSpeed;
controls how fast to interpolate between various suspension heights

WheelSuspensionTravel[EWalkerStance.EnumCount] Source code

var(UTVehicle_Walker) protected float WheelSuspensionTravel[EWalkerStance.EnumCount];
Suspension settings for each stance


Enumerations Detail

EWalkerStance Source code

enum EWalkerStance
{
WalkerStance_None, WalkerStance_Standing, WalkerStance_Parked, WalkerStance_Crouched
};


Functions Detail

AllowLinkThroughOwnedActor Source code

simulated function bool AllowLinkThroughOwnedActor ( Actor OwnedActor) )

BlowupVehicle Source code

simulated function BlowupVehicle ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

DriverEnter Source code

function bool DriverEnter ( Pawn P) )

DriverLeft Source code

function DriverLeft ( ) )

PlaySpawnEffect Source code

simulated function PlaySpawnEffect ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

SetBurnOut Source code

simulated function SetBurnOut ( ) )

StopSpawnEffect Source code

simulated function StopSpawnEffect ( ) )

TeamChanged Source code

simulated function TeamChanged ( ) )

TookStep Source code

function TookStep ( int LegIdx )
notification from WalkerBody that foot just landed

UpdateShadowSettings Source code

simulated function UpdateShadowSettings ( bool bWantShadow) )


Defaultproperties

defaultproperties
{
   Begin Object Class=RB_Handle Name=RB_BodyHandle ObjName=RB_BodyHandle Archetype=RB_Handle'Engine.Default__RB_Handle'
      LinearStiffness=4000.000000
      AngularStiffness=4000.000000
      Name="RB_BodyHandle"
      ObjectArchetype=RB_Handle'Engine.Default__RB_Handle'
   End Object
   BodyHandle=RB_BodyHandle
   BodyHandleOrientInterpSpeed=5.000000
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   CollisionDamageMult=0.000000
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup'
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance'
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance'
   bCanBeBaseForPawns=False
   BaseEyeHeight=300.000000
   EyeHeight=300.000000
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   Components(3)=RB_BodyHandle
   CollisionComponent=SVehicleMesh
   Name="Default__UTVehicle_Walker"
   ObjectArchetype=UTVehicle'UTGame.Default__UTVehicle'
}

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Creation time: sk 18-3-2018 10:01:01.488 - Created with UnCodeX