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UTGame.UTWalkerBody

Extends
Actor
Modifiers
native ( Vehicle ) abstract notplaceable

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTWalkerBody

Direct Known Subclasses:

UTWalkerBody_DarkWalker, UTWalkerBody_Scavenger

Constants Summary
NUM_WALKER_LEGS=3
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
vectorBaseLegDirLocal[EWalkerLegID.EnumCount]
boolbHasCrouchMode
boolbIsDead
nameBodyBoneName
vectorCurrentFootPosition[NUM_WALKER_LEGS]
nameFootBoneName[NUM_WALKER_LEGS]
byteFootInWater[NUM_WALKER_LEGS]
NameFootStepAnimNodeName[NUM_WALKER_LEGS]
AnimNodeFootStepAnimNode[NUM_WALKER_LEGS]
array<MaterialImpactEffect>FootStepEffects
ParticleSystemComponentFootStepParticles[NUM_WALKER_LEGS]
ParticleSystemFootWaterEffect
DynamicLightEnvironmentComponentLegLightEnvironment
intLegMapping[EWalkerLegID.EnumCount]
floatMaxFootStepEffectDist
floatNextStepStageTime[NUM_WALKER_LEGS]
vectorPreviousTraceSeedLocation[NUM_WALKER_LEGS]
nameShoulderBoneName[NUM_WALKER_LEGS]
NameShoulderSkelControlName[NUM_WALKER_LEGS]
SkelControlLookatShoulderSkelControl[NUM_WALKER_LEGS]
WalkerLegStepAnimDataStepAnimData[EWalkerLegID.EnumCount]
intStepStage[NUM_WALKER_LEGS]
UTVehicle_WalkerWalkerVehicle
UTWalkerBody
floatCustomGravityScale
UTWalkerStepHandleFootConstraints[NUM_WALKER_LEGS]
floatFootEmbedDistance
floatFootPosVelAdjScale[EWalkerLegID.EnumCount]
floatFootStepEndLift
floatFootStepStartLift
byteIgnoreFoot[NUM_WALKER_LEGS]
floatLandedFootDistSq
floatLegSpreadFactor
floatMaxLegReach
floatMinStepDist
SkeletalMeshComponentSkeletalMeshComponent
array<float>StepStageTimes
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EWalkerLegID
WalkerLeg_Rear, WalkerLeg_FrontLeft, WalkerLeg_FrontRight
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
WalkerLegStepAnimData
DesiredFootPosition, DesiredFootPosNormal, DesiredFootPosPhysMaterial, bNoValidFootHold
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
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
function AddVelocity (vector NewVelocity, vector HitLocation, lass<DamageType> DamageType, optional TraceHitInfo HitInfo ))
function DoTestStep (int LegIdx, float Mag)
function InitFeet ()
function InitFeetOnLanding ()
function PlayDying ()))
event PlayFootStep (int LegIdx))
function PostBeginPlay ()))
function ReattachMesh ()))
function SetBurnOut ()))
function SetWalkerVehicle (UTVehicle_Walker V))
event SpawnFootWaterEffect (int LegIdx))
functionbool StopsProjectile (Projectile P))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
DyingVehicle
function TeamChanged ()))
function UpdateShadowSettings (bool bWantShadow))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors
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, ^, ^^, |, ||, ~, ~=

States Summary
DyingVehicle Source code
state DyingVehicle
TakeDamage


Constants Detail

NUM_WALKER_LEGS Source code

const NUM_WALKER_LEGS = 3;


Variables Detail

BaseLegDirLocal[EWalkerLegID.EnumCount] Source code

var protected const vector BaseLegDirLocal[EWalkerLegID.EnumCount];
Base directions from the walker center for the legs to point, in walker-local space. Indexed by LegID.

bHasCrouchMode Source code

var protected const bool bHasCrouchMode;

bIsDead Source code

var bool bIsDead;

BodyBoneName Source code

var const name BodyBoneName;

CurrentFootPosition[NUM_WALKER_LEGS] Source code

var vector CurrentFootPosition[NUM_WALKER_LEGS];
Where the feet are right now

FootBoneName[NUM_WALKER_LEGS] Source code

var const name FootBoneName[NUM_WALKER_LEGS];
Bone names for this walker

FootInWater[NUM_WALKER_LEGS] Source code

var byte FootInWater[NUM_WALKER_LEGS];
used to play water effects when feet enter/exit water

FootStepAnimNodeName[NUM_WALKER_LEGS] Source code

var protected const Name FootStepAnimNodeName[NUM_WALKER_LEGS];
Names of the anim nodes for playing the step anim for a leg. Used to fill in FootStepAnimNode array.

FootStepAnimNode[NUM_WALKER_LEGS] Source code

var protected AnimNode FootStepAnimNode[NUM_WALKER_LEGS];
Refs to AnimNodes used for playing step animations

FootStepEffects Source code

var array<MaterialImpactEffect> FootStepEffects;

FootStepParticles[NUM_WALKER_LEGS] Source code

var ParticleSystemComponent FootStepParticles[NUM_WALKER_LEGS];

FootWaterEffect Source code

var ParticleSystem FootWaterEffect;

LegLightEnvironment Source code

var DynamicLightEnvironmentComponent LegLightEnvironment;
The walker legs's light environment

LegMapping[EWalkerLegID.EnumCount] Source code

var transient int LegMapping[EWalkerLegID.EnumCount];
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 Source code

var float MaxFootStepEffectDist;

NextStepStageTime[NUM_WALKER_LEGS] Source code

var float NextStepStageTime[NUM_WALKER_LEGS];
world time to advance to the next phase of the step - experimental walker leg code

PreviousTraceSeedLocation[NUM_WALKER_LEGS] Source code

var protected vector PreviousTraceSeedLocation[NUM_WALKER_LEGS];
keeps track of previous leg locations

ShoulderBoneName[NUM_WALKER_LEGS] Source code

var const name ShoulderBoneName[NUM_WALKER_LEGS];

ShoulderSkelControlName[NUM_WALKER_LEGS] Source code

var protected const Name ShoulderSkelControlName[NUM_WALKER_LEGS];
Names for the shoulder skelcontrol nodes for each leg (from the animtree)

ShoulderSkelControl[NUM_WALKER_LEGS] Source code

var protected transient SkelControlLookat ShoulderSkelControl[NUM_WALKER_LEGS];
Refs to shoulder lookat skelcontrols for each leg

StepAnimData[EWalkerLegID.EnumCount] Source code

var protected WalkerLegStepAnimData StepAnimData[EWalkerLegID.EnumCount];
Indexed by LegID.

StepStage[NUM_WALKER_LEGS] Source code

var protected int StepStage[NUM_WALKER_LEGS];
which stage the step is in for each leg - experimental walker leg code

WalkerVehicle Source code

var transient UTVehicle_Walker WalkerVehicle;
Ref to the walker vehicle that we are attached to.

UTWalkerBody

CustomGravityScale Source code

var(UTWalkerBody) float CustomGravityScale;

FootConstraints[NUM_WALKER_LEGS] Source code

var(UTWalkerBody) UTWalkerStepHandle FootConstraints[NUM_WALKER_LEGS];
Handles used to move the walker feet around.

FootEmbedDistance Source code

var(UTWalkerBody) protected const float FootEmbedDistance;
How far foot should embed into ground.

FootPosVelAdjScale[EWalkerLegID.EnumCount] Source code

var(UTWalkerBody) const float FootPosVelAdjScale[EWalkerLegID.EnumCount];
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.

FootStepEndLift Source code

var(UTWalkerBody) protected const float FootStepEndLift;
How far above the desired foot position to end the foot step interpolation

FootStepStartLift Source code

var(UTWalkerBody) protected const float FootStepStartLift;
How far above the current foot position to begin interpolating towards.

IgnoreFoot[NUM_WALKER_LEGS] Source code

var(UTWalkerBody) byte IgnoreFoot[NUM_WALKER_LEGS];
If TRUE for corresponding foot, walking/stepping code will ignore that leg

LandedFootDistSq Source code

var(UTWalkerBody) float LandedFootDistSq;

LegSpreadFactor Source code

var(UTWalkerBody) float LegSpreadFactor;
Factor in range [0..1]. 0 means no leg spread, 1 means legs are spread as far as possible.

MaxLegReach Source code

var(UTWalkerBody) float MaxLegReach;
Max leg extension

MinStepDist Source code

var(UTWalkerBody) float MinStepDist;
Min dist trigger to make foot a possible candidate for next step

SkeletalMeshComponent Source code

var(UTWalkerBody) editconst SkeletalMeshComponent SkeletalMeshComponent;
Skel mesh for the legs.

StepStageTimes Source code

var(UTWalkerBody) const array<float> StepStageTimes;
Time, in seconds, that each step stage lasts.


Enumerations Detail

EWalkerLegID Source code

enum EWalkerLegID
{
WalkerLeg_Rear, WalkerLeg_FrontLeft, WalkerLeg_FrontRight
};


Structures Detail

WalkerLegStepAnimData Source code

struct WalkerLegStepAnimData
{
var bool bNoValidFootHold;
var vector DesiredFootPosition;
var vector DesiredFootPosNormal;
var PhysicalMaterial DesiredFootPosPhysMaterial;
};

bNoValidFootHold:
True if we don't have a valid desired foot position for this leg.
DesiredFootPosition:
Where foot wants to be.
DesiredFootPosNormal:
Normal of the surface at the desired foot position.
DesiredFootPosPhysMaterial:
Physical material at the DesiredFootPosition


Functions Detail

AddVelocity Source code

function AddVelocity ( vector NewVelocity, vector HitLocation,class<DamageType> DamageType, optional TraceHitInfo HitInfo ) )

DoTestStep Source code

native function DoTestStep ( int LegIdx, float Mag )
cause a single step, used for debugging

InitFeet Source code

native function InitFeet ( )
Called once to set up legs.

InitFeetOnLanding Source code

native function InitFeetOnLanding ( )
Called on landing to reestablish a foothold

PlayDying Source code

function PlayDying ( ) )

PlayFootStep Source code

event PlayFootStep ( int LegIdx) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

ReattachMesh Source code

simulated function ReattachMesh ( ) )
reattaches the mesh component, because settings were updated

SetBurnOut Source code

simulated function SetBurnOut ( ) )
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker

SetWalkerVehicle Source code

function SetWalkerVehicle ( UTVehicle_Walker V) )

SpawnFootWaterEffect Source code

event SpawnFootWaterEffect ( int LegIdx) )

StopsProjectile Source code

simulated function bool StopsProjectile ( Projectile P) )

TakeDamage Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )
Default behavior when shot is to apply an impulse and kick the KActor.

TakeDamage DyingVehicle Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TeamChanged Source code

simulated function TeamChanged ( ) )
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker

UpdateShadowSettings Source code

simulated function UpdateShadowSettings ( bool bWantShadow) )


Defaultproperties

defaultproperties
{
   Begin Object Class=SkeletalMeshComponent Name=LegMeshComponent ObjName=LegMeshComponent Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      PhysicsWeight=1.000000
      bIgnoreControllersWhenNotRendered=True
      bHasPhysicsAssetInstance=True
      LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp'
      bUseAsOccluder=False
      CollideActors=True
      BlockZeroExtent=True
      BlockNonZeroExtent=True
      RBChannel=RBCC_Nothing
      RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True)
      Name="LegMeshComponent"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   SkeletalMeshComponent=LegMeshComponent
   ShoulderSkelControlName(0)="Shoulder1"
   ShoulderSkelControlName(1)="Shoulder2"
   ShoulderSkelControlName(2)="Shoulder3"
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle0 ObjName=RB_FootHandle0 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
      LinearDamping=50.000000
      LinearStiffness=10000.000000
      Name="RB_FootHandle0"
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
   End Object
   FootConstraints(0)=RB_FootHandle0
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle1 ObjName=RB_FootHandle1 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
      LinearDamping=50.000000
      LinearStiffness=10000.000000
      Name="RB_FootHandle1"
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
   End Object
   FootConstraints(1)=RB_FootHandle1
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle2 ObjName=RB_FootHandle2 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
      LinearDamping=50.000000
      LinearStiffness=10000.000000
      Name="RB_FootHandle2"
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
   End Object
   FootConstraints(2)=RB_FootHandle2
   StepStageTimes(0)=0.700000
   StepStageTimes(1)=0.135000
   StepStageTimes(2)=1.000000
   MinStepDist=20.000000
   MaxLegReach=450.000000
   LandedFootDistSq=400.000000
   FootEmbedDistance=8.000000
   FootBoneName(0)="Leg1_End"
   FootBoneName(1)="Leg2_End"
   FootBoneName(2)="Leg3_End"
   ShoulderBoneName(0)="Leg1_Shoulder"
   ShoulderBoneName(1)="Leg2_Shoulder"
   ShoulderBoneName(2)="Leg3_Shoulder"
   BodyBoneName="Root"
   BaseLegDirLocal(0)=(X=-1.000000,Y=0.000000,Z=0.000000)
   BaseLegDirLocal(1)=(X=0.500000,Y=-0.866025,Z=0.000000)
   BaseLegDirLocal(2)=(X=0.500000,Y=0.866025,Z=0.000000)
   FootPosVelAdjScale(0)=1.200000
   FootPosVelAdjScale(1)=0.600000
   FootPosVelAdjScale(2)=0.600000
   FootStepStartLift=512.000000
   FootStepEndLift=128.000000
   Begin Object Class=DynamicLightEnvironmentComponent Name=LegLightEnvironmentComp ObjName=LegLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
      AmbientGlow=(R=0.200000,G=0.200000,B=0.200000,A=1.000000)
      Name="LegLightEnvironmentComp"
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
   End Object
   LegLightEnvironment=LegLightEnvironmentComp
   MaxFootStepEffectDist=5000.000000
   Components(0)=LegLightEnvironmentComp
   Components(1)=LegMeshComponent
   Components(2)=RB_FootHandle0
   Components(3)=RB_FootHandle1
   Components(4)=RB_FootHandle2
   Physics=PHYS_RigidBody
   TickGroup=TG_PostAsyncWork
   bIgnoreEncroachers=True
   bCollideActors=True
   bProjTarget=True
   bNoEncroachCheck=True
   bEdShouldSnap=True
   CollisionComponent=LegMeshComponent
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTWalkerBody"
   ObjectArchetype=Actor'Engine.Default__Actor'
}

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Creation time: sk 18-3-2018 10:01:02.148 - Created with UnCodeX