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Engine.CoverLink

Extends
NavigationPoint
Modifiers
native DependsOn ( Pylon ) placeable ClassGroup ( Cover ) config ( Game )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.CoverLink

Constants Summary
COVERLINK_DangerDist=1536.f
COVERLINK_EdgeCheckDot=0.25f
COVERLINK_EdgeExposureDot=0.85f
COVERLINK_ExposureDot=0.4f
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST
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

Variables Summary
floatAlignDist
floatAutoCoverSlotInterval
boolbAutoSort
boolbDynamicCover
vectorCircularOrigin
floatCircularRadius
array<Pawn>Claims
VectorCrouchLeanOffset
array<DynamicLinkInfo>DynamicLinkInfos
boolGLOBAL_bUseSlotMarkers
floatLeanTraceDist
floatMidHeight
CoverLinkNextCoverLink
VectorPopupOffset
floatSlipDist
floatStandHeight
VectorStandingLeanOffset
floatTurnDist
CoverLink
boolbAutoAdjust
boolbCircular
boolbClaimAllSlots
boolbDisabled
boolbDoAutoSlotDensityFixup
boolbFractureOnTouch
boolbLooped
boolbPlayerOnly
floatDangerScale
floatInvalidateDistance
ECoverLocationDescriptionLocationDescription
floatMaxFireLinkDist
array<CoverSlot>Slots
Debug
boolbDebug_CoverGen
boolbDebug_ExposedLinks
boolbDebug_FireLinks
Inherited Variables from Engine.NavigationPoint
AnchoredPawn, BadSprite, bAlreadyVisited, bAlwaysUseStrafing, bAutoBuilt, bBlockable, bBlocked, bBlockedForVehicles, bBuildLongPaths, bCanReach, bCanWalkOnToReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForceNoStrafing, bHasCrossLevelPaths, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bMustTouchToReach, bNeverUseStrafing, bNoAutoConnect, bNotBased, bOneWayPath, bPathsChanged, bPreferredVehiclePath, bShouldSaveForCheckpoint, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, Cost, CostArray, CylinderComponent, EditorForcedPaths, EditorProscribedPaths, ExtraCost, FearCost, GoodSprite, InventoryCache, InventoryDist, LastAnchoredPawnTime, LastDetourWeight, MaxPathSize, NavGuid, NavOctreeObject, NetworkID, nextNavigationPoint, nextOrdered, PathList, previousPath, prevOrdered, TransientCost, visitedWeight, Volumes
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo

Enumerations Summary
ECoverAction
CA_Default, CA_BlindLeft, CA_BlindRight, CA_LeanLeft, CA_LeanRight, CA_PopUp, CA_BlindUp, CA_PeekLeft, CA_PeekRight, CA_PeekUp,
ECoverDirection
CD_Default, CD_Left, CD_Right, CD_Up,
ECoverLocationDescription
CoverDesc_None, CoverDesc_InWindow, CoverDesc_InDoorway, CoverDesc_BehindCar, CoverDesc_BehindTruck, CoverDesc_OnTruck, CoverDesc_BehindBarrier, CoverDesc_BehindColumn, CoverDesc_BehindCrate, CoverDesc_BehindWall, CoverDesc_BehindStatue, CoverDesc_BehindSandbags,
ECoverType
CT_None, CT_Standing, CT_MidLevel,
EFireLinkID
FLI_FireLink, FLI_RejectedFireLink,
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
CoverInfo
Link, SlotIdx
CoverReference
SlotIdx
CoverSlot
SlotOwner, SlotValidAfterTime, ForceCoverType, CoverType, LocationDescription, LocationOffset, RotationOffset, Actions, FireLinks, RejectedFireLinks, ExposedCoverPackedProperties, TurnTargetPackedProperties, SlipRefs, OverlapClaimsList, bLeanLeft, bLeanRight, bForceCanPopUp, bCanPopUp, bCanMantle, bCanClimbUp, bForceCanCoverSlip_Left, bForceCanCoverSlip_Right, bCanCoverSlip_Left, bCanCoverSlip_Right, bCanSwatTurn_Left, bCanSwatTurn_Right, bEnabled, bAllowPopup, bAllowMantle, bAllowCoverSlip, bAllowClimbUp, bAllowSwatTurn, bForceNoGroundAdjust, bPlayerOnly, bSelected, bFailedToFindSurface
CovPosInfo
Link, LtSlotIdx, RtSlotIdx, LtToRtPct, Location, Normal, Tangent
DynamicLinkInfo
LastTargetLocation, LastSrcLocation
ExposedLink
TargetActor, ExposedScale
FireLink
Interactions, PackedProperties_CoverPairRefAndDynamicInfo, bFallbackLink, bDynamicIndexInited
FireLinkItem
SrcType, SrcAction, DestType, DestAction
SlotMoveRef
Poly, Dest, Direction
Inherited Structures from Engine.NavigationPoint
CheckpointRecord, DebugNavCost, NavigationOctreeObject
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
functionint AddCoverSlot (vector SlotLocation, rotator SlotRotation, optional int SlotIdx = -1, optional bool bForceSlotUpdate, optional Scout Scout)
functionbool AllowLeftTransition (int SlotIdx))
functionbool AllowRightTransition (int SlotIdx))
function ApplyCheckpointRecord (const out CheckpointRecord Record))
functionbool AutoAdjustSlot (int SlotIdx, bool bOnlyCheckLeans)
function BreakFracturedMeshes (vector Origin, float Radius, float RBStrength, class<DamageType> DamageType))
eventbool Claim (Pawn NewClaim, int SlotIdx ))
function CreateCheckpointRecord (out CheckpointRecord Record))
functionbool FindSlots (vector CheckLocation, float MaxDistance, out int LeftSlotIdx, out int RightSlotIdx)
eventstring GetDebugAbbrev ()))
eventstring GetDebugString (int SlotIdx))
functionbool GetFireLinkTargetCoverInfo (int SlotIdx, int FireLinkIdx, out CoverInfo out_Info, optional EFireLinkID ArrayID)
functionbool GetFireLinkTo (int SlotIdx, CoverInfo ChkCover, ECoverAction ChkAction, ECoverType ChkType, out int out_FireLinkIdx, out array<int> out_Items)
functionECoverLocationDescription GetLocationDescription (int SlotIdx)
function GetSlotActions (int SlotIdx, out array<ECoverAction> Actions)
functionint GetSlotIdxToLeft (int SlotIdx, optional int Cnt = 1)
functionint GetSlotIdxToRight (int SlotIdx, optional int Cnt = 1)
functionvector GetSlotLocation (int SlotIdx, optional bool bForceUseOffset)
functionrotator GetSlotRotation (int SlotIdx, optional bool bForceUseOffset)
functionvector GetSlotViewPoint (int SlotIdx, optional ECoverType Type, optional ECoverAction Action)
functionbool GetSwatTurnTarget (int SlotIdx, int Direction, out CoverInfo out_Info)
functionbool HasFireLinkTo (int SlotIdx, CoverInfo ChkCover, optional bool bAllowFallbackLinks)
functionbool IsEdgeSlot (int SlotIdx, optional bool bIgnoreLeans)
functionbool IsEnabled ()
functionbool IsExposedTo (int SlotIdx, CoverInfo ChkSlot, out float out_ExposedScale)
functionbool IsLeftEdgeSlot (int SlotIdx, bool bIgnoreLeans)
functionbool IsRightEdgeSlot (int SlotIdx, bool bIgnoreLeans)
functionbool IsStationarySlot (int SlotIdx))
functionbool IsValidClaim (Pawn ChkClaim, int SlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck)
functionbool IsValidClaimBetween (Pawn ChkClaim, int StartSlotIdx, int EndSlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck)
function NotifySlotOwnerCoverDisabled (int SlotIdx, optional bool bAIOnly ))
function OnModifyCover (SeqAct_ModifyCover Action))
function OnToggle (SeqAct_Toggle inAction))
functionBYTE PackFireLinkInteractionInfo (ECoverType SrcType, ECoverAction SrcAction, ECoverType DestType, ECoverAction DestAction)
event SetDisabled (bool bNewDisabled))
event SetInvalidUntil (int SlotIdx, float TimeToBecomeValid))
event SetSlotEnabled (int SlotIdx, bool bEnable))
event SetSlotPlayerOnly (int SlotIdx, bool bInPlayerOnly ))
event ShutDown ()))
event Tick (float DeltaTime ))
eventbool UnClaim (Pawn OldClaim, int SlotIdx, bool bUnclaimAll ))
function UnPackFireLinkInteractionInfo (const BYTE PackedByte, out ECoverType SrcType, out ECoverAction SrcAction, out ECoverType DestType, out ECoverAction DestAction)
Inherited Functions from Engine.NavigationPoint
Accept, ApplyCheckpointRecord, CanTeleport, CreateCheckpointRecord, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetDebugAbbrev, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsOnDifferentNetwork, IsUsableAnchorFor, OnToggle, ProceedWithMove, ShouldSaveForCheckpoint, ShutDown, SpecialCost, SuggestMovePreparation
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap


Constants Detail

COVERLINK_DangerDist Source code

const COVERLINK_DangerDist = 1536.f;

COVERLINK_EdgeCheckDot Source code

const COVERLINK_EdgeCheckDot = 0.25f;

COVERLINK_EdgeExposureDot Source code

const COVERLINK_EdgeExposureDot = 0.85f;

COVERLINK_ExposureDot Source code

const COVERLINK_ExposureDot = 0.4f;


Variables Detail

AlignDist Source code

var const float AlignDist;
Distance used when aligning to nearby surfaces

AutoCoverSlotInterval Source code

var const float AutoCoverSlotInterval;
Minimum distance to place between non-essential cover slots when auto-generating a cover link

bAutoSort Source code

var bool bAutoSort;
Allow auto-sorting of the Slots array

bDynamicCover Source code

var bool bDynamicCover;
This cover is dynamic

CircularOrigin Source code

var const vector CircularOrigin;
Origin for circular cover

CircularRadius Source code

var const float CircularRadius;
Radius for circular cover

Claims Source code

var array<Pawn> Claims;
List of all players using this cover

CrouchLeanOffset Source code

var const Vector CrouchLeanOffset;

DynamicLinkInfos Source code

var array<DynamicLinkInfo> DynamicLinkInfos;
Array of src and target location for dynamic links

GLOBAL_bUseSlotMarkers Source code

var globalconfig bool GLOBAL_bUseSlotMarkers;
Global flag: Whether coverlinks should create slot markers for navigation Should be FALSE if using navigation mesh, where cover navigation info will be built into the mesh

LeanTraceDist Source code

var float LeanTraceDist;
How far auto adjust code traces forward from lean fire point

MidHeight Source code

var const float MidHeight;
Min height for nearby geometry to categorize as mid-level cover

NextCoverLink Source code

var const CoverLink NextCoverLink;
Used for the WorldInfo.CoverList linked list

PopupOffset Source code

var const Vector PopupOffset;

SlipDist Source code

var const float SlipDist;
Forward distance for checking cover slip links

StandHeight Source code

var const float StandHeight;
Min height for nearby geometry to categorize as standing cover

StandingLeanOffset Source code

var const Vector StandingLeanOffset;

TurnDist Source code

var const float TurnDist;
Lateral distance for checking swat turn links

CoverLink

bAutoAdjust Source code

var(CoverLink) bool bAutoAdjust;
Allow auto-adjusting of the Slots orientation/position and covertype?

bCircular Source code

var(CoverLink) bool bCircular;
Is this circular cover?

bClaimAllSlots Source code

var(CoverLink) bool bClaimAllSlots;
Claim all slots when someone claims one - used for cover that needs more than one slot, but slots overlap

bDisabled Source code

var(CoverLink) bool bDisabled;
Whether cover link is disabled

bDoAutoSlotDensityFixup Source code

var(CoverLink) bool bDoAutoSlotDensityFixup;
Should we automatically insert slots when there is too big of a gap?

bFractureOnTouch Source code

var(CoverLink) bool bFractureOnTouch;
This cover fractures when it is interacted with

bLooped Source code

var(CoverLink) bool bLooped;
Cover is looped, first slot and last slot should be reachable direclty

bPlayerOnly Source code

var(CoverLink) bool bPlayerOnly;
Is this cover restricted to player use?

DangerScale Source code

var(CoverLink) float DangerScale;
Scale applied to danger cost during path finding for slots of this link

InvalidateDistance Source code

var(CoverLink) float InvalidateDistance;
Distance link must move to invalidate it's info

LocationDescription Source code

var(CoverLink) const ECoverLocationDescription LocationDescription;
Description for the entire CoverLink. Can be overridden per-slot.

MaxFireLinkDist Source code

var(CoverLink) float MaxFireLinkDist;
Max trace dist for fire links to check

Slots Source code

var(CoverLink) editinline array<CoverSlot> Slots;
All slots linked to this node

Debug

bDebug_CoverGen Source code

var(Debug) bool bDebug_CoverGen;
when enabled, extra info will be drawn and printed to the log related to generation of cover information for this link

bDebug_ExposedLinks Source code

var(Debug) bool bDebug_ExposedLinks;

bDebug_FireLinks Source code

var(Debug) bool bDebug_FireLinks;


Enumerations Detail

ECoverAction Source code

enum ECoverAction
{
CA_Default, CA_BlindLeft, CA_BlindRight, CA_LeanLeft, CA_LeanRight, CA_PopUp, CA_BlindUp, CA_PeekLeft, CA_PeekRight, CA_PeekUp,
};
Represents the current action this pawn is performing at the current cover node.

ECoverDirection Source code

enum ECoverDirection
{
CD_Default, CD_Left, CD_Right, CD_Up,
};
Represents a direction associated with cover, for use with movement/camera/etc.

ECoverLocationDescription Source code

enum ECoverLocationDescription
{
CoverDesc_None, CoverDesc_InWindow, CoverDesc_InDoorway, CoverDesc_BehindCar, CoverDesc_BehindTruck, CoverDesc_OnTruck, CoverDesc_BehindBarrier, CoverDesc_BehindColumn, CoverDesc_BehindCrate, CoverDesc_BehindWall, CoverDesc_BehindStatue, CoverDesc_BehindSandbags,
};
Descriptive tags for a particular cover location. Could be used for custom dialogue, for instance.

ECoverType Source code

enum ECoverType
{
CT_None, CT_Standing, CT_MidLevel,
};
Represents what type of cover this node provides.

EFireLinkID Source code

enum EFireLinkID
{
FLI_FireLink, FLI_RejectedFireLink,
};


Structures Detail

CoverInfo Source code

struct immutablewhencooked CoverInfo
{
var(CoverLink) editconst CoverLink Link;
var(CoverLink) editconst int SlotIdx;
};
Utility struct for referencing cover link slots.

CoverReference Source code

struct immutablewhencooked CoverReference extends ActorReference
{
var(CoverLink) int SlotIdx;
};

SlotIdx:
Slot referenced in the link

CoverSlot Source code

struct immutablewhencooked CoverSlot
{
var array<ECoverAction> Actions;
var(CoverLink) bool bAllowClimbUp;
var(CoverLink) bool bAllowCoverSlip;
var(CoverLink) bool bAllowMantle;
var(CoverLink) bool bAllowPopup;
var(CoverLink) bool bAllowSwatTurn;
var(Auto) editconst bool bCanClimbUp;
var(Auto) editconst bool bCanCoverSlip_Left;
var(Auto) editconst bool bCanCoverSlip_Right;
var(Auto) editconst bool bCanMantle;
var(Auto) editconst bool bCanPopUp;
var(Auto) editconst bool bCanSwatTurn_Left;
var(Auto) editconst bool bCanSwatTurn_Right;
var(CoverLink) bool bEnabled;
var(CoverLink) transient editconst bool bFailedToFindSurface;
var(Auto) bool bForceCanCoverSlip_Left;
var(Auto) bool bForceCanCoverSlip_Right;
var(Auto) bool bForceCanPopUp;
var(CoverLink) bool bForceNoGroundAdjust;
var(Auto) bool bLeanLeft;
var(Auto) bool bLeanRight;
var(CoverLink) bool bPlayerOnly;
var transient bool bSelected;
var(Auto) editconst ECoverType CoverType;
var private array<int> ExposedCoverPackedProperties;
var(CoverLink) editconst array<FireLink> FireLinks;
var(CoverLink) ECoverType ForceCoverType;
var(CoverLink) ECoverLocationDescription LocationDescription;
var vector LocationOffset;
var(Auto) editconst array<CoverInfo> OverlapClaimsList;
var(CoverLink) editconst transient array<FireLink> RejectedFireLinks;
var rotator RotationOffset;
var editoronly array<SlotMoveRef> SlipRefs;
var Pawn SlotOwner;
var transient float SlotValidAfterTime;
var private int TurnTargetPackedProperties;
};
Contains information for a cover slot that a player can occupy
Actions:
List of actions possible from this slot
bAllowClimbUp:
Is climbing up allowed here?
bAllowCoverSlip:
Is cover slip allowed?
bAllowMantle:
Is mantling allowed here?
bAllowPopup:
Is popping up allowed for midlevel/crouching cover?
bAllowSwatTurn:
Is swat turn allowed?
bCanClimbUp:
Can we mantle up?
bCanMantle:
Can we mantle over this cover?
bCanSwatTurn_Left:
Can swat turn at this slot?
bCanSwatTurn_Right:
Can swat turn at this slot?
bEnabled:
Is this slot currently enabled?
bFailedToFindSurface:
Map Error: Cover slot failed to find surface to align to
bForceCanCoverSlip_Left:
Can cover slip at this slot?
bForceCanCoverSlip_Right:
Can cover slip at this slot?
bForceCanPopUp:
Can we popup?
bForceNoGroundAdjust:
if this is on ground adjustments will be skipped
bLeanLeft:
Can we lean left/right to shoot from this slot?
bLeanRight:
Can we lean left/right to shoot from this slot?
bPlayerOnly:
Slot can only be used by players, not AI
bSelected:
Is this slot currently selected for editing?
CoverType:
Type of cover this slot provides
ExposedCoverPackedProperties:
ExposedCover Packed Properties CoverRefIdx (Bits 0 - 15) - Index into Levels CoverIndexPairs array ExposedScale (Bits 16 - 23) - Scale of how dangerous this exposure is (0,255] -- ~0 = not very dangerous, 255 = extremely dangerous
FireLinks:
List of all attackable nodes
ForceCoverType:
Gives LDs ability to force the type - CT_None == auto find
LocationDescription:
Per-slot description tag. If _None, fall back to the description in the CoverLink.
LocationOffset:
Offset from node location for this slot
OverlapClaimsList:
List of cover slots that should be claimed when this slot is claimed
RejectedFireLinks:
List of coverlinks/slots that couldn't be shot at - used by COVERLINK_DYNAMIC
RotationOffset:
Offset from node rotation for this slot
SlipRefs:
Info about where cover slip can move to
SlotOwner:
Current owner of this slot
SlotValidAfterTime:
Slot is invalid until world.timeseconds is >= this value (allows temporary disabling of slots)
TurnTargetPackedProperties:
Link/slot info about where swat turn evade can move to Packs left/right index into Level CoverIndexPair left turn target into bits 0-15, right turn target into 16-31

CovPosInfo Source code

struct immutablewhencooked CovPosInfo
{
var CoverLink Link;
var vector Location;
var int LtSlotIdx;
var float LtToRtPct;
var vector Normal;
var int RtSlotIdx;
var vector Tangent;
};
Utility struct to reference a position in cover
Link:
CoverLink holding cover position
Location:
Location in cover
LtSlotIdx:
Index of left bounding slot
LtToRtPct:
Pct of distance Location is, between left and right slots
Normal:
Normal vector, used to define direction. Pointing from Location away from Wall.
RtSlotIdx:
Index of right bounding slot
Tangent:
Tangent vector, gives alignement of cover. With multiple slots cover, this gives the direction from Left to Right slots.

DynamicLinkInfo Source code

struct immutablewhencooked DynamicLinkInfo
{
var Vector LastSrcLocation;
var Vector LastTargetLocation;
};
Updated DynamicLinkInfos array if source or destination is dynamic
LastSrcLocation:
Location of the src when this FireLink was created/updated (Used for tracking CoverLink_Dynamic)
LastTargetLocation:
Location of the target when this FireLink was created/updated (Used for tracking CoverLink_Dynamic)

ExposedLink Source code

struct immutablewhencooked ExposedLink
{
var(CoverLink) byte ExposedScale;
var(CoverLink) editconst const CoverReference TargetActor;
};
Contains information about other cover nodes this node is exposed to (ie flanked by)
ExposedScale:
Scale of how dangerous this exposure is
TargetActor:
Slot that is dangerous to this link

FireLink Source code

struct immutablewhencooked FireLink
{
var private bool bDynamicIndexInited;
var private bool bFallbackLink;
var array<byte> Interactions;
var private const int PackedProperties_CoverPairRefAndDynamicInfo;
};
Contains information about what other cover nodes this node is capable of firing on.
bDynamicIndexInited:
Whether DynamicLinkInfoIndex has been initialized
bFallbackLink:
Is this link considered a fallback link? (Shouldn't be desired, but is acceptable)
Interactions:
List of fire link interactions
PackedProperties_CoverPairRefAndDynamicInfo:
Packed properties CoverRefIdx (Bits 0 - 15) - Index into Levels CoverIndexPairs array DynamicLinkInfoIndex (Bits 16 - 31) - Index into this CoverLinks DynamicLinkInfos array

FireLinkItem Source code

struct immutablewhencooked FireLinkItem
{
var ECoverAction DestAction;
var ECoverType DestType;
var ECoverAction SrcAction;
var ECoverType SrcType;
};
Contains specific links between SOURCE actions/postures to DEST actions/postures
DestAction:
Action for source
DestType:
CT_Standing/CT_MidLevel for source
SrcAction:
Action for source
SrcType:
CT_Standing/CT_MidLevel for source

SlotMoveRef Source code

struct immutablewhencooked SlotMoveRef
{
var(CoverLink) BasedPosition Dest;
var(CoverLink) int Direction;
var(CoverLink) PolyReference Poly;
};



Functions Detail

AddCoverSlot Source code

native final function int AddCoverSlot ( vector SlotLocation, rotator SlotRotation, optional int SlotIdx = -1, optional bool bForceSlotUpdate, optional Scout Scout )

AllowLeftTransition Source code

simulated final function bool AllowLeftTransition ( int SlotIdx) )

AllowRightTransition Source code

simulated final function bool AllowRightTransition ( int SlotIdx) )

ApplyCheckpointRecord Source code

function ApplyCheckpointRecord ( const out CheckpointRecord Record) )

AutoAdjustSlot Source code

native final function bool AutoAdjustSlot ( int SlotIdx, bool bOnlyCheckLeans )
Auto-adjusts the slot orientation/location to the nearest geometry, as well as determine leans and cover type. Returns TRUE if the cover type changed.

BreakFracturedMeshes Source code

simulated function BreakFracturedMeshes ( vector Origin, float Radius, float RBStrength, class<DamageType> DamageType) )
Applies an impulse to all nearby fractureable objects, if this coverlink is set to fracture on touch
@param Origin - Origin of fracture pulse
@param Radius - Radius around origin to apply the fracturable pulse. All parts in radius will fracture
@param RBStrength - strength to apply to fractureable parts
@param DamageType - DamageType to use as the fracturable pulse, potentially ignored by certain fractureable objects

Claim Source code

simulated final event bool Claim ( Pawn NewClaim, int SlotIdx ) )
Asserts a claim on this link by the specified controller.

CreateCheckpointRecord Source code

function CreateCheckpointRecord ( out CheckpointRecord Record) )

FindSlots Source code

simulated native final function bool FindSlots ( vector CheckLocation, float MaxDistance, out int LeftSlotIdx, out int RightSlotIdx )
Finds the current set of slots the specified point is between. Returns true if a valid slot set was found.

GetDebugAbbrev Source code

simulated event string GetDebugAbbrev ( ) )

GetDebugString Source code

simulated final event string GetDebugString ( int SlotIdx) )

GetFireLinkTargetCoverInfo Source code

simulated native function bool GetFireLinkTargetCoverInfo ( int SlotIdx, int FireLinkIdx, out CoverInfo out_Info, optional EFireLinkID ArrayID )

GetFireLinkTo Source code

native noexport function bool GetFireLinkTo ( int SlotIdx, CoverInfo ChkCover, ECoverAction ChkAction, ECoverType ChkType, out int out_FireLinkIdx, out array<int> out_Items )
Searches for a fire link to the specified cover/slot and returns the cover actions.

GetLocationDescription Source code

simulated native final function ECoverLocationDescription GetLocationDescription ( int SlotIdx )

GetSlotActions Source code

native final function GetSlotActions ( int SlotIdx, out array<ECoverAction> Actions )
Returns a list of AI actions possible from this slot

GetSlotIdxToLeft Source code

simulated native final function int GetSlotIdxToLeft ( int SlotIdx, optional int Cnt = 1 )

GetSlotIdxToRight Source code

simulated native final function int GetSlotIdxToRight ( int SlotIdx, optional int Cnt = 1 )

GetSlotLocation Source code

simulated native final function vector GetSlotLocation ( int SlotIdx, optional bool bForceUseOffset )
Returns the world location of the requested slot.

GetSlotRotation Source code

simulated native final function rotator GetSlotRotation ( int SlotIdx, optional bool bForceUseOffset )
Returns the world rotation of the requested slot.

GetSlotViewPoint Source code

simulated native final function vector GetSlotViewPoint ( int SlotIdx, optional ECoverType Type, optional ECoverAction Action )
Returns the world location of the default viewpoint for the specified slot.

GetSwatTurnTarget Source code

simulated native function bool GetSwatTurnTarget ( int SlotIdx, int Direction, out CoverInfo out_Info )

HasFireLinkTo Source code

native noexport function bool HasFireLinkTo ( int SlotIdx, CoverInfo ChkCover, optional bool bAllowFallbackLinks )
Searches for a valid fire link to the specified cover/slot. NOTE: marked noexport until 'optional out int' is fixed in the exporter

IsEdgeSlot Source code

simulated native final function bool IsEdgeSlot ( int SlotIdx, optional bool bIgnoreLeans )
Return true if the specified slot is an edge, signifying "End Of Cover".

IsEnabled Source code

native final function bool IsEnabled ( )

IsExposedTo Source code

simulated native final function bool IsExposedTo ( int SlotIdx, CoverInfo ChkSlot, out float out_ExposedScale )

IsLeftEdgeSlot Source code

simulated native final function bool IsLeftEdgeSlot ( int SlotIdx, bool bIgnoreLeans )

IsRightEdgeSlot Source code

simulated native final function bool IsRightEdgeSlot ( int SlotIdx, bool bIgnoreLeans )

IsStationarySlot Source code

simulated final function bool IsStationarySlot ( int SlotIdx) )
Checks to see if the specified slot support stationary cover actions.

IsValidClaim Source code

final native function bool IsValidClaim ( Pawn ChkClaim, int SlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck )
Returns true if the specified controller is able to claim the slot.

IsValidClaimBetween Source code

final native function bool IsValidClaimBetween ( Pawn ChkClaim, int StartSlotIdx, int EndSlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck )

NotifySlotOwnerCoverDisabled Source code

simulated function NotifySlotOwnerCoverDisabled ( int SlotIdx, optional bool bAIOnly ) )

OnModifyCover Source code

function OnModifyCover ( SeqAct_ModifyCover Action) )
Handle modify action by enabling/disabling the list of slots, or auto adjusting.

OnToggle Source code

function OnToggle ( SeqAct_Toggle inAction) )
Overridden to disable all slots when toggled off.

PackFireLinkInteractionInfo Source code

simulated static native function BYTE PackFireLinkInteractionInfo ( ECoverType SrcType, ECoverAction SrcAction, ECoverType DestType, ECoverAction DestAction )
Packs fire link item info into a single byte SrcType/DestType - only allow CT_Standing/CT_MidLevel SrcAction/DestAction - only allow CA_LeanLeft/CA_LeanRight/CA_PopUp/CA_Default(destonly)

SetDisabled Source code

simulated event SetDisabled ( bool bNewDisabled) )
Enable/disable the entire CoverLink.

SetInvalidUntil Source code

simulated final event SetInvalidUntil ( int SlotIdx, float TimeToBecomeValid) )

SetSlotEnabled Source code

simulated event SetSlotEnabled ( int SlotIdx, bool bEnable) )
Enable/disable a particular cover slot.

SetSlotPlayerOnly Source code

simulated event SetSlotPlayerOnly ( int SlotIdx, bool bInPlayerOnly ) )
Enable/disable playersonly on a particular cover slot.

ShutDown Source code

simulated event ShutDown ( ) )

Tick Source code

simulated event Tick ( float DeltaTime ) )

UnClaim Source code

simulated final event bool UnClaim ( Pawn OldClaim, int SlotIdx, bool bUnclaimAll ) )
Removes any claims the specified controller has on this link.

UnPackFireLinkInteractionInfo Source code

simulated static native function UnPackFireLinkInteractionInfo ( const BYTE PackedByte, out ECoverType SrcType, out ECoverAction SrcAction, out ECoverType DestType, out ECoverAction DestAction )


Defaultproperties

defaultproperties
{
	Components.Remove(PathRenderer)

	Begin Object Name=CollisionCylinder
		CollisionRadius=48.f
		CollisionHeight=58.f
	End Object

	Begin Object NAME=Sprite
		Sprite=Texture2D'EditorMaterials.CoverIcons.CoverNodeNoneLocked'
	End Object

	Begin Object Class=CoverMeshComponent Name=CoverMesh
		AlwaysLoadOnClient=False
		AlwaysLoadOnServer=False
		bUsePrecomputedShadows=False
	End Object
	Components.Add(CoverMesh)
	
	Components.Remove(Arrow)
	Slots(0)=(LocationOffset=(X=64.f))

	AlignDist=36.f
	StandHeight=160.f
	MidHeight=70.f
	AutoCoverSlotInterval=175.f

	StandingLeanOffset=(X=0,Y=78,Z=69)
	CrouchLeanOffset=(X=0,Y=70,Z=19)
	PopupOffset=(X=0,Y=0,Z=70)

	SlipDist=60.f
	TurnDist=512.f

	bAutoSort=TRUE
	bAutoAdjust=TRUE
	bSpecialMove=TRUE
	bBuildLongPaths=FALSE

	MaxFireLinkDist=2048.f
	InvalidateDistance=64.f
	DangerScale=2.f





	bDebug_FireLinks=FALSE
	bDebug_ExposedLinks=FALSE

	bDestinationOnly=TRUE

	LeanTraceDist=64.f

	bDoAutoSlotDensityFixup=FALSE
}

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Creation time: ti 22-3-2011 19:56:48.054 - Created with UnCodeX