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GameFramework.GameThirdPersonCamera

Extends
GameCameraBase
Modifiers
config ( Camera ) native ( Camera )

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

Core.Object
|   
+-- GameFramework.GameCameraBase
   |   
   +-- GameFramework.GameThirdPersonCamera

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
vectorActualFocusPointWorldLoc
boolbDoingACameraTurn
boolbDoingDirectLook
boolbDoSeamlessPivotTransition
boolbFocusPointSet
boolbFocusPointSuccessful
boolbTurnAlignTargetWhenFinished
intDirectLookYaw
vectorLastActualCameraOrigin
rotatorLastActualCameraOriginRot
vectorLastActualOriginOffset
floatLastCamFOV
floatLastFocusChangeTime
vectorLastFocusPointLoc
floatLastHeightAdjustment
vectorLastIdealCameraOrigin
rotatorLastIdealCameraOriginRot
vectorLastOffsetAdjustment
floatLastPitchAdjustment
intLastPostCamTurnYaw
vectorLastPreModifierCameraLoc
rotatorLastPreModifierCameraRot
vectorLastViewOffset
vectorLastWorstLocationLocal
floatLastYawAdjustment
floatLeftoverPitchAdjustment
floatPenetrationBlockedPct
floatTurnCurTime
floatTurnDelay
intTurnEndAngle
intTurnStartAngle
floatTurnTotalTime
floatWorstLocBlockedPct
Debug
boolbDebugChangedCameraMode
Focus
CamFocusPointParamsFocusPoint
floatFocus_BackOffStrength
floatFocus_FastAdjustKickInTime
intFocus_MaxTries
floatFocus_StepHeightAdjustment
GameThirdPersonCamera
boolbDrawDebug
GameThirdPersonCameraModeCurrentCamMode
floatDirectLookInterpSpeed
floatOriginOffsetInterpSpeed
array<PenetrationAvoidanceFeeler>PenetrationAvoidanceFeelers
floatPenetrationBlendInTime
floatPenetrationBlendOutTime
floatPenetrationExtentScale
GameThirdPersonCameraModeThirdPersonCamDefault
class<GameThirdPersonCameraMode>ThirdPersonCamDefaultClass
floatWorstLocInterpSpeed
floatWorstLocPenetrationExtentScale
Inherited Variables from GameFramework.GameCameraBase
bResetCameraInterpolation, PlayerCamera
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
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
CamFocusPointParams
FocusActor, FocusBoneName, FocusWorldLoc, CameraFOV, InterpSpeedRange, InFocusFOV, bAlwaysFocus, bAdjustCamera, bIgnoreTrace, FocusPitchOffsetDeg
PenetrationAvoidanceFeeler
AdjustmentRot, WorldWeight, PawnWeight, Extent, TraceInterval, FramesUntilNextTrace
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function AdjustFocusPointInterpolation (rotator Delta))
function AdjustTurn (int AngleOffset))
function BeginTurn (int StartAngle, int EndAngle, float TimeSec, optional float DelaySec, optional bool bAlignTargetWhenFinished))
function ClearFocusPoint (optional bool bLeaveCameraRotation))
functionGameThirdPersonCameraMode CreateCameraMode (class<GameThirdPersonCameraMode> ModeClass))
function EndTurn ()
functionGameThirdPersonCameraMode FindBestCameraMode (Pawn P))
functionvector GetActualFocusLocation ()))
eventfloat GetDesiredFOV (Pawn ViewedPawn ))
functionActor GetFocusActor ()))
function Init ()))
event ModifyPostProcessSettings (out PostProcessSettings PP))
function OnBecomeActive (GameCameraBase OldCamera ))
function PlayerUpdateCamera (Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT)
function ProcessViewRotation (float DeltaTime, Actor ViewTarget, out Rotator out_ViewRotation, out Rotator out_DeltaRot ))
function Reset ()))
function ResetInterpolation ()))
function SetFocusOnActor (Actor FocusActor, Name FocusBoneName, Vector2d InterpSpeedRange, Vector2d InFocusFOV, optional float CameraFOV, optional bool bAlwaysFocus, optional bool bAdjustCamera, optional bool bIgnoreTrace, optional float FocusPitchOffsetDeg ))
function SetFocusOnLoc (vector FocusWorldLoc, Vector2d InterpSpeedRange, Vector2d InFocusFOV, optional float CameraFOV, optional bool bAlwaysFocus, optional bool bAdjustCamera, optional bool bIgnoreTrace, optional float FocusPitchOffsetDeg ))
function UpdateCamera (Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT))
function UpdateCameraMode (Pawn P))
event UpdateFocusPoint (Pawn P ))
Inherited Functions from GameFramework.GameCameraBase
DisplayDebug, Init, ModifyPostProcessSettings, OnBecomeActive, OnBecomeInActive, ProcessViewRotation, ResetInterpolation, UpdateCamera
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

ActualFocusPointWorldLoc Source code

var transient protected vector ActualFocusPointWorldLoc;

bDoingACameraTurn Source code

var bool bDoingACameraTurn;

bDoingDirectLook Source code

var transient bool bDoingDirectLook;

bDoSeamlessPivotTransition Source code

var transient bool bDoSeamlessPivotTransition;
Set to TRUE when the Pivot makes a big jump if you want to keep the camera in place across that transition.

bFocusPointSet Source code

var bool bFocusPointSet;
do we have a focus point set?

bFocusPointSuccessful Source code

var protected transient bool bFocusPointSuccessful;
Internal. TRUE if the focus point was good and the camera looked at it, FALSE otherwise (e.g. failed the trace).

bTurnAlignTargetWhenFinished Source code

var protected bool bTurnAlignTargetWhenFinished;

DirectLookYaw Source code

var transient int DirectLookYaw;
direct look vars

LastActualCameraOrigin Source code

var transient vector LastActualCameraOrigin;
Last actual camera origin position, for lazy cam interpolation. It's only applied to player's origin, not view offsets, for faster/smoother response

LastActualCameraOriginRot Source code

var transient rotator LastActualCameraOriginRot;
Last actual camera origin rotation, for lazy cam interpolation. It's only applied to player's origin, not view offsets, for faster/smoother response

LastActualOriginOffset Source code

var transient vector LastActualOriginOffset;
Last pawn relative offset, for slow offsets interpolation. This is because this offset is relative to the Pawn's rotation, which can change abruptly (when snapping to cover). Used to adjust the camera origin (evade, lean, pop up, blind fire, reload..)

LastCamFOV Source code

var transient float LastCamFOV;
last CamFOV for war cam interpolation

LastFocusChangeTime Source code

var transient protected float LastFocusChangeTime;
Last time focus point changed (location)

LastFocusPointLoc Source code

var transient protected vector LastFocusPointLoc;
Last focus point location

LastHeightAdjustment Source code

var transient float LastHeightAdjustment;
last offset adjustment, for smooth blend out

LastIdealCameraOrigin Source code

var transient vector LastIdealCameraOrigin;
Cached ideal pivot loc

LastIdealCameraOriginRot Source code

var transient rotator LastIdealCameraOriginRot;
Cached ideal pivot rot

LastOffsetAdjustment Source code

var protectedwrite transient vector LastOffsetAdjustment;
Offset adjustment from last tick, used for interpolation.

LastPitchAdjustment Source code

var transient float LastPitchAdjustment;
last adjusted pitch, for smooth blend out

LastPostCamTurnYaw Source code

var protected transient int LastPostCamTurnYaw;
Saved data for camera turn "align when finished" functionality

LastPreModifierCameraLoc Source code

var transient vector LastPreModifierCameraLoc;
Last location and rotation of the camera, cached before camera modifiers are applied.

LastPreModifierCameraRot Source code

var transient rotator LastPreModifierCameraRot;

LastViewOffset Source code

var transient vector LastViewOffset;
View relative offset. This offset is relative to Controller's rotation, mainly used for Pitch positioning.

LastWorstLocationLocal Source code

var transient vector LastWorstLocationLocal;

LastYawAdjustment Source code

var transient float LastYawAdjustment;
last adjusted Yaw, for smooth blend out

LeftoverPitchAdjustment Source code

var transient float LeftoverPitchAdjustment;
pitch adjustment when keeping target is done in 2 parts. this is the amount to pitch in part 2 (post view offset application)

PenetrationBlockedPct Source code

var protected float PenetrationBlockedPct;
Percentage of distance blocked by collision. From worst location, to desired location.

TurnCurTime Source code

var protected float TurnCurTime;
Vars for code-driven camera turns

TurnDelay Source code

var protected float TurnDelay;

TurnEndAngle Source code

var protected int TurnEndAngle;

TurnStartAngle Source code

var protected int TurnStartAngle;

TurnTotalTime Source code

var protected float TurnTotalTime;

WorstLocBlockedPct Source code

var float WorstLocBlockedPct;
obstruction pct from origin to worstloc origin

Debug

bDebugChangedCameraMode Source code

var(Debug) bool bDebugChangedCameraMode;
Change in camera mode happened this frame - reset on first call to PlayerUpdateCamera

Focus

FocusPoint Source code

var(Focus) CamFocusPointParams FocusPoint;
current focus point

Focus_BackOffStrength Source code

var(Focus) float Focus_BackOffStrength;
move back pct based on move up

Focus_FastAdjustKickInTime Source code

var(Focus) float Focus_FastAdjustKickInTime;
time it takes for fast interpolation speed to kick in

Focus_MaxTries Source code

var(Focus) int Focus_MaxTries;
number of tries to have focus in view

Focus_StepHeightAdjustment Source code

var(Focus) float Focus_StepHeightAdjustment;
Z offset step for every try

GameThirdPersonCamera

bDrawDebug Source code

var(GameThirdPersonCamera) bool bDrawDebug;
toggles debug mode

CurrentCamMode Source code

var(GameThirdPersonCamera) editinline transient GameThirdPersonCameraMode CurrentCamMode;
Current GearCam Mode

DirectLookInterpSpeed Source code

var(GameThirdPersonCamera) float DirectLookInterpSpeed;

OriginOffsetInterpSpeed Source code

var(GameThirdPersonCamera) float OriginOffsetInterpSpeed;
origin offset interpolation speed

PenetrationAvoidanceFeelers Source code

var(GameThirdPersonCamera) array<PenetrationAvoidanceFeeler> PenetrationAvoidanceFeelers;

PenetrationBlendInTime Source code

var(GameThirdPersonCamera) float PenetrationBlendInTime;
Time to transition from ideal location to blocked position, after camera collision with geometry. (used only by predictive feelers)

PenetrationBlendOutTime Source code

var(GameThirdPersonCamera) float PenetrationBlendOutTime;
Time to transition from blocked location to ideal position, after camera collision with geometry.

PenetrationExtentScale Source code

var(GameThirdPersonCamera) float PenetrationExtentScale;
camera extent scale to use when calculating penetration for this segment

ThirdPersonCamDefault Source code

var(GameThirdPersonCamera) protected editinline GameThirdPersonCameraMode ThirdPersonCamDefault;
Base camera position when walking

ThirdPersonCamDefaultClass Source code

var(GameThirdPersonCamera) protected class<GameThirdPersonCameraMode> ThirdPersonCamDefaultClass;

WorstLocInterpSpeed Source code

var(GameThirdPersonCamera) float WorstLocInterpSpeed;

WorstLocPenetrationExtentScale Source code

var(GameThirdPersonCamera) float WorstLocPenetrationExtentScale;
camera extent scale to use when calculating penetration for this segment


Structures Detail

CamFocusPointParams Source code

struct CamFocusPointParams
{
var(GameThirdPersonCamera) bool bAdjustCamera;
var(GameThirdPersonCamera) bool bAlwaysFocus;
var(GameThirdPersonCamera) bool bIgnoreTrace;
var(GameThirdPersonCamera) float CameraFOV;
var(GameThirdPersonCamera) Actor FocusActor;
var(GameThirdPersonCamera) Name FocusBoneName;
var(GameThirdPersonCamera) float FocusPitchOffsetDeg;
var(GameThirdPersonCamera) vector FocusWorldLoc;
var(GameThirdPersonCamera) vector2d InFocusFOV;
var(GameThirdPersonCamera) vector2d InterpSpeedRange;
};
Camera focus point definition
bAdjustCamera:
If TRUE, camera adjusts to keep player in view, if FALSE the camera remains fixed and just rotates in place
bAlwaysFocus:
If FALSE, focus only if point roughly in view; if TRUE, focus no matter where player is looking
bIgnoreTrace:
If TRUE, ignore world trace to find a good spot
CameraFOV:
If >0, FOV to force upon camera while looking at this point (degrees)
FocusActor:
Actor to focus on.
FocusBoneName:
Bone name to focus on. Ignored if FocusActor is None or has no SkeletalMeshComponent
FocusPitchOffsetDeg:
Offsets the pitch. e.g. 20 will look 20 degrees above the target
FocusWorldLoc:
Focus point location in world space. Ignored if FocusActor is not None.
InFocusFOV:
FOV where target is considered in focus, no correction is made. X is yaw tolerance, Y is pitch tolerance.
InterpSpeedRange:
Interpolation speed (X=slow/focus loc moving, Y=fast/focus loc steady/blending out)

PenetrationAvoidanceFeeler Source code

struct PenetrationAvoidanceFeeler
{
var(GameThirdPersonCamera) Rotator AdjustmentRot;
var(GameThirdPersonCamera) vector Extent;
var transient int FramesUntilNextTrace;
var(GameThirdPersonCamera) float PawnWeight;
var(GameThirdPersonCamera) int TraceInterval;
var(GameThirdPersonCamera) float WorldWeight;
};
Struct defining a feeler ray used for camera penetration avoidance.
AdjustmentRot:
rotator describing deviance from main ray
Extent:
extent to use for collision when firing this ray
FramesUntilNextTrace:
number of frames since this feeler was used
PawnWeight:
how much this feeler affects the final position if it hits a Pawn (setting to 0 will not attempt to collide with pawns at all)
TraceInterval:
minimum frame interval between traces with this feeler if nothing was hit last frame
WorldWeight:
how much this feeler affects the final position if it hits the world


Functions Detail

AdjustFocusPointInterpolation Source code

function AdjustFocusPointInterpolation ( rotator Delta) )
Use this if you keep the same focus point, but move the camera basis around underneath it e.g. you want the camera to hold steady focus, but the camera target is rotating

AdjustTurn Source code

function AdjustTurn ( int AngleOffset) )
Adjusts a camera rotation. Useful for situations where the basis of the rotation changes.
@param AngleOffset Yaw adjustment to apply (in Rotator units)

BeginTurn Source code

function BeginTurn ( int StartAngle, int EndAngle, float TimeSec, optional float DelaySec, optional bool bAlignTargetWhenFinished) )
Initiates a forced camera rotation.
@param StartAngle Starting Yaw offset (in Rotator units)
@param EndAngle Finishing Yaw offset (in Rotator units)
@param TimeSec How long the rotation should take
@param DelaySec How long to wait before starting the rotation

ClearFocusPoint Source code

function ClearFocusPoint ( optional bool bLeaveCameraRotation) )
Clear focus point

CreateCameraMode Source code

protected function GameThirdPersonCameraMode CreateCameraMode ( class<GameThirdPersonCameraMode> ModeClass) )
Internal.

EndTurn Source code

native function EndTurn ( )
Stops a camera rotation.

FindBestCameraMode Source code

function GameThirdPersonCameraMode FindBestCameraMode ( Pawn P) )
Evaluates the game state and returns the proper camera mode.
@return new camera mode to use

GetActualFocusLocation Source code

protected function vector GetActualFocusLocation ( ) )
Internal. Returns the world space position of the current focus point.

GetDesiredFOV Source code

event float GetDesiredFOV ( Pawn ViewedPawn ) )
returns camera mode desired FOV

GetFocusActor Source code

function Actor GetFocusActor ( ) )
Returns ref to the actor currently being used as a focus point, if any.

Init Source code

function Init ( ) )

ModifyPostProcessSettings Source code

event ModifyPostProcessSettings ( out PostProcessSettings PP) )

OnBecomeActive Source code

function OnBecomeActive ( GameCameraBase OldCamera ) )
Called when Camera mode becomes active

PlayerUpdateCamera Source code

native protected function PlayerUpdateCamera ( Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT )
Internal camera updating code

ProcessViewRotation Source code

function ProcessViewRotation ( float DeltaTime, Actor ViewTarget, out Rotator out_ViewRotation, out Rotator out_DeltaRot ) )
Gives cameras a chance to change player view rotation

Reset Source code

function Reset ( ) )

ResetInterpolation Source code

function ResetInterpolation ( ) )

SetFocusOnActor Source code

function SetFocusOnActor ( Actor FocusActor, Name FocusBoneName, Vector2d InterpSpeedRange, Vector2d InFocusFOV, optional float CameraFOV, optional bool bAlwaysFocus, optional bool bAdjustCamera, optional bool bIgnoreTrace, optional float FocusPitchOffsetDeg ) )
Tells camera to focus on the given actor.

SetFocusOnLoc Source code

function SetFocusOnLoc ( vector FocusWorldLoc, Vector2d InterpSpeedRange, Vector2d InFocusFOV, optional float CameraFOV, optional bool bAlwaysFocus, optional bool bAdjustCamera, optional bool bIgnoreTrace, optional float FocusPitchOffsetDeg ) )
Tells camera to focus on the given world position.

UpdateCamera Source code

function UpdateCamera ( Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT) )
Player Update Camera code

UpdateCameraMode Source code

final protected function UpdateCameraMode ( Pawn P) )
Update current camera modes. Pick Best, handle transitions, etc.

UpdateFocusPoint Source code

protected event UpdateFocusPoint ( Pawn P ) )
Per-tick focus point processing, for polling gamestate and adjusting as desired. Override if you want other systems or criteria to set focus points.


Defaultproperties

defaultproperties
{
	PenetrationBlendOutTime=0.15f
	PenetrationBlendInTime=0.1f
	PenetrationBlockedPct=1.f
	PenetrationExtentScale=1.f

	WorstLocPenetrationExtentScale=1.f
	WorstLocInterpSpeed=8

	bResetCameraInterpolation=TRUE	

	OriginOffsetInterpSpeed=8

	Focus_BackOffStrength=0.33f
	Focus_StepHeightAdjustment= 64
	Focus_MaxTries=4
	Focus_FastAdjustKickInTime=0.5

	bDoingACameraTurn=FALSE

	DirectLookInterpSpeed=6.f

	
	PenetrationAvoidanceFeelers(0)=(AdjustmentRot=(Pitch=0,Yaw=0,Roll=0),WorldWeight=1.f,PawnWeight=1.f,Extent=(X=14,Y=14,Z=14))

	
	PenetrationAvoidanceFeelers(1)=(AdjustmentRot=(Pitch=0,Yaw=3072,Roll=0),WorldWeight=0.75f,PawnWeight=0.75f,Extent=(X=0,Y=0,Z=0), TraceInterval=3)
	PenetrationAvoidanceFeelers(2)=(AdjustmentRot=(Pitch=0,Yaw=-3072,Roll=0),WorldWeight=0.75f,PawnWeight=0.75f,Extent=(X=0,Y=0,Z=0), TraceInterval=3)
	PenetrationAvoidanceFeelers(3)=(AdjustmentRot=(Pitch=0,Yaw=6144,Roll=0),WorldWeight=0.5f,PawnWeight=0.5f,Extent=(X=0,Y=0,Z=0), TraceInterval=5)
	PenetrationAvoidanceFeelers(4)=(AdjustmentRot=(Pitch=0,Yaw=-6144,Roll=0),WorldWeight=0.5f,PawnWeight=0.5f,Extent=(X=0,Y=0,Z=0), TraceInterval=5)

	
	PenetrationAvoidanceFeelers(5)=(AdjustmentRot=(Pitch=3640,Yaw=0,Roll=0),WorldWeight=1.f,PawnWeight=1.f,Extent=(X=0,Y=0,Z=0), TraceInterval=4)
	PenetrationAvoidanceFeelers(6)=(AdjustmentRot=(Pitch=-3640,Yaw=0,Roll=0),WorldWeight=0.5f,PawnWeight=0.5f,Extent=(X=0,Y=0,Z=0), TraceInterval=4)

	ThirdPersonCamDefaultClass=class'GameThirdPersonCameraMode_Default'
}


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Creation time: ti 22-3-2011 19:56:49.690 - Created with UnCodeX