Reyhard/Sandbox – User

From Bohemia Interactive Community
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AIAnimalAimingComponent

Param Type Default value Unit Description
Aiming PID
Vector with 3 elements 3
Origin Offset
Vector with 3 elements 3

AICharacterAimingComponent

Param Type Default value Unit Description
Aiming PID
Vector with 3 elements 3
Use PID
Boolean 0
Time ADSOff
Scalar 3 How long ADS should be enabled

AITurretAimingComponent

Param Type Default value Unit Description
Aiming PID
Vector with 3 elements 3 Coefficients of main PID controller for aiming of turret
Aiming PIDMax Error Integral
Scalar 3 Max value of integral component of main PID controller
Aiming Base PID
Vector with 3 elements 3 Coefficients of PID controller for aiming turret base. Only for turrets with movable base.
Aiming Base PIDMax Error Integral
Scalar 3 Max value of integral component of PID controller for aiming turret base.

AIAnimal

Param Type Default value Unit Description
Dead Reaction Radius
Scalar 3 Will not react to danger closer than the dead zone

AIAnimalData

Param Type Default value Unit Description
Prefab To Use
Resource Name 0
Tags
Array of Integers 0 Which tile tags should this animal spawn at (ie: Soundmap tile tags are: Sea = 0, Forest = 1, City = 2)
Weight
Scalar 3 Weight of this animal among the other ones in its tile type. The higher it is compared to the other weights the more likely it is to appear

AIAnimalManagerComponent

Param Type Default value Unit Description
Animal Activation Mode
Integer 0 Animal activation mode
Max Active Animals
Integer 0 Maximum ammount of simultaneous active animals. More animals could be spawned, but would not be activated
Animal Prefabs To Use
Array of Objects 0
Animal Spawn Cooldown
Scalar 3 Distance from every other agent so animal despawns
Animal Despawn Range
Scalar 3 Distance from every other agent so animal despawns
Animal To Animal Spawn Range
Scalar 3 When spawning animals, how far should it be from other animals to do spawn
Check Animal Time
Scalar 3 How often to check to spawn / despawn animals

AIBirdManagerComponent

Param Type Default value Unit Description
Tree Height Threshold
Scalar 3 Any tree with a Y scale less than this will be ignored (bushes)
Cells To Check
Integer 0 How many cells to check to each side using Manhatan distance)
Coast Percentage
Scalar 3 From the soundmap, if the soundmap tile value is above the coast percentage, the first prefab will always be used
Rain Threshold
Scalar 3 Rain intensity limit for spawning birds

BirdAnimationComponent

Param Type Default value Unit Description
Max Bird Takeoff Speed Modifier
Scalar 3 When taking off, each bird has a small time offest. This is the max it can be
Min Bird Takeoff Speed Modifier
Scalar 3 When taking off, each bird has a small time offest. This is the min it can be
Curve XOffset
Scalar 3 Offset for the X values of the curve
Curve TOffset
Scalar 3 Offset for the Y values of the curve
Curve YModifier
Scalar 3 Modifier for the Y values of the takeoff / landing curves

ChimeraCoverManagerComponent

Param Type Default value Unit Description
Filter Visibility
Boolean 0 Filters out non visible threats from cover point. Expensive
Filter Cover To Enemy Angle
Boolean 0 Filters out cover that are out of a given angle from cover to threat
Filter Cover Height
Boolean 0 Filters out covers that anre not in the height limits
Filter Cover Is Occupied
Boolean 0 Filters out covers that are occupied
Visibility Check Vertical Offset
Scalar 3 Vertical offset from cover top position, used for visibility checks
Visibility Check Layers
Flags 0 Physics layers for visibility check
Score Distance
Boolean 0 Scores cover points by inverse distance to the querier
Query Max Nodes
Integer 0 Maximum number of nodes that will be used for cover queries.

AIFlock

Param Type Default value Unit Description
Lod Threshold
Integer 0 The LOD threshold to simulate the flocking or just have the particle many birds in the flock
Reaction Cooldown
Scalar 3 How many seconds to wait before reacting to danger again
Chance To Create Cell
Scalar 3 When creating the posible original positions of the birds, chance to delete a particular cell for it not to be used
Number Of Birds
Vector with 2 elements 3 How many birds min/max in the flock
Flock Dist
Vector with 2 elements 3 When creating a new position for each bird, the min/max distance from the center of the flock
Max Flock Visible Distance
Scalar 3 Distance within the flock will be visible
Visibility Cooldown
Scalar 3 How many seconds to wait before checking visibility again
Bird Prefab
Resource Name 0 Prefab of the birds
Takeoff Time
Scalar 3 For how long the flock is taking off
Takeoff Speed
Scalar 3 Speed of movement at start of take off
Max Wind Speed
Scalar 3 Max speed the wind can have
Wind Factor
Scalar 3 How much the wind affect us
Movement Speed
Vector with 2 elements 3 Min/max speed while flying. It is used to define the Amplitude the speed curve: Y = YOffset + Amplitude * sin((X - XOffset) * Period)
Speed Curve XOffset
Scalar 3 Offset of the X in the speed curve: Y = YOffset + Amplitude * sin((X - XOffset) * Period)
Speed Curve Period
Scalar 3 Period of the speed curve: Y = YOffset + Amplitude * sin((X - XOffset) * Period
Nodes For Flight Speed
Integer 0 How many nodes to use in the flight for speed calculations
Nodes To Land
Integer 0 How many nodes before the end of the path should the birds start the landing animation
Wind Speed Threshold
Scalar 3 Below this threshold, back wind and front wind will not affect the annimations
Wind Angle Threshold
Scalar 3 How big is the angle in which we have back-wind or are against it
Altitude Threshold
Vector with 2 elements 3 Min/max At how much absolute vertical movement, the Animation Score Min, Mid and Max Level are reached. Below the first threshold, MIN. Between the thresholds, Mid. Above the last threshold, Max
Animation Score Max Level
Scalar 3 Score added to the animation (Glide if moving down, Flap if moving up) while in the Max vertical movement threshold
Animation Score Mid Level
Scalar 3 Score added to the animation (Glide if moving down, Flap if moving up) while in the Mid vertical movement threshold
Animation Score Min Level
Scalar 3 Score added to the animation (Glide if moving down, Flap if moving up) while in the Min vertical movement threshold
Animation Score Back Wind
Scalar 3 Score added to the Glide animation when flying with back wind
Animation Score Against Wind
Scalar 3 Score added to the Flap animation when flying with back wind
Animation Score Decelerating
Scalar 3 Score added to the Glide animation while decelerating
Animation Score Accelerating
Scalar 3 Score added to the Flap animation while accelerating
Take Off To Fly Threshold
Scalar 3 In the direction of the movement, the needed vertical proportion to stop the Take off animation and to start the Flying animations
Bird Time Offset
Vector with 2 elements 3 Min/max When checking the accelerate function for the animations, the min/max offset a bird can have
Bird Takeoff Speed
Vector with 2 elements 3 Min/max When taking off, the min/max speed of the animation
Max Bird Radius
Scalar 3 Radius of the movement possible positions of each bird from its center
Bird Lerp Factor
Vector with 2 elements 3 Min/max for the initial lerping factor number. This are the limits for how they will flock
Bird Lerp Factor Change
Vector with 2 elements 3 Min/max for how much the lerp factor number can change each time a new target is created.
Bird Time
Vector with 2 elements 3 Min/max When creating a new position for each bird, the min/max time to get there
Bird Pitch Angle
Vector with 2 elements 3 Min/max In degrees, how much a bird pitches at least/most while turning
Max Bird Roll Angle
Scalar 3 In degrees, how much can a bird roll while turning
Min Bird Roll Angle
Scalar 3 In degrees, how much the angle difference must be for the bird to roll
Bird Degrees Per Second
Scalar 3 In degrees, how fast a bird can roll while turning
Nodes For Turning
Integer 0 How many nodes ahead in the path do we consider for the bird tilting
Local Movement At Turning Percentage
Scalar 3 How the local movement of the bird and the flock are related for the calculation of the turning

ChimeraAIWorld

Param Type Default value Unit Description
Initialize Road Network
Boolean 0
Allowed Link Navmesh Types
Array of Strings 0 Only navlinks declared for these Navmesh Types will be built into the road network
Navmesh For Off Roads
String 0 Navmesh where to search for off roads when a road is blocked
Off Road Flags
Flags 0 Flags used to find off roads on navmesh
Price of crossroad on Road network
Scalar 3
Price of roadnetwork paths
Scalar 3
Accepted Road Types
Flags 0 Road types
Collision detection layers
Flags 0 What layers are used when doing road rebuilding
Actual road width percentage
Scalar 3 Percentage of the road width that is afected by obstacles
Min Road Width
Scalar 3 Minimum width a road can have after rebuilding
Road Width Change Step
Scalar 3 Minimum size change unit (in meters) for road width changes when rebuilding

AICarMovementComponent

Param Type Default value Unit Description
Cruise Vehicle Speed Kmh
Scalar 3 Typical (cruise) speed of vehicle in km/h
Reverse Vehicle Speed Kmh
Scalar 3 Reverse speed of vehicle in km/h (should be negative)
Friction Coefficient
Scalar 3 How good is this car at braking (usually in range 0.5 to 1.0)
Stop Distance Coefficient
Scalar 3 Used for approximation how long it takes to stop the vehicle. Higher val - shorter distance. Used for speed predictions.
Max Reverse Travel Distance
Scalar 3 Max distance a vehicle will traverse reversing.
Break Treshold
Scalar 3 Use break when speed is higher than desired in km/h
Max Break At
Scalar 3 Use full break when speed is higher than this in km/h
Max Bump Speed
Scalar 3 Speed in which it should be safe to bump a static vehicle (km/h).
Max Steering Change S
Scalar 3 Max change in steering per second in radians
Steering PIDOn Water
Vector with 3 elements 3
Steering PID
Vector with 3 elements 3
Throttle PID
Vector with 3 elements 3
Use navmesh for pathfinding
Boolean 0 If unchecked, road network will be used. Navmesh, otherwise.
Collision rays origin height from pivot
Scalar 3 The Y difference between the object pivot and the desired origin of collision detection rays
Collision detection layers
Flags 0 What layers are used when doing reversing collision detection (if preset not set)
Collision detection layers preset
String 0 Preset of layer definition
AILOD level
Integer 0 Level of LOD at which speed is reduced
Max AILOD
Integer 0 Level of LOD max for drivers
LOD speed coeficient
Scalar 3 How much reduce reduce speed in higher AILODs
Obstacle Avoidance Timer
Scalar 3
Obstacle Avoidance Check Dist
Scalar 3
Detection Angle
Scalar 3 Angle of the circle sector for detection in degrees
Min Range Detection Angle
Scalar 3 Angle of the circle sector in proximity
Min Detection Range
Scalar 3 Min range
Min Horn Time S
Scalar 3 Min time for performing the horn in seconds
Max Horn Time S
Scalar 3 Max time for performing the horn in seconds
Min Horn Pause S
Scalar 3 Min time between horns in seconds
Max Horn Pause S
Scalar 3 Max pause between horns in seconds

AICharacterMovementComponent

Param Type Default value Unit Description
Orientation PID
Vector with 3 elements 3
Obstacle Avoidance Timer
Scalar 3
Obstacle Avoidance Check Dist
Scalar 3

AIFlockMovementComponent

Param Type Default value Unit Description
Possible Splines To Use
Array of Resource Names 0
Wind Factor
Scalar 3 How much the wind speed affects the path
Distance Factor
Scalar 3 The farther from the origin of the spline in the y, the more the wind affets the path
Max Wind Skew Factor
Scalar 3 Maximum ammount that the wind can displace the points from their origin
Force Above Terrain
Boolean 0 Force the path to always be above the point the bird spawned in reference to terrain
Enable Random Path Orientation
Boolean 0 Randomly rotate the spline for movement or use the one in the prefab

AIFlyingMovementComponent

Param Type Default value Unit Description
Direct Flight
Boolean 0 Avoid pathfinding and fly directly in the direction of the target location.

AIGroupMovementComponent

Param Type Default value Unit Description
Leader movement history size
Integer 0 Maximum number of recent leader positions recorded in history buffer.
Leader movement distance threshold
Scalar 3 Minimum distance the leader needs to travel before a new position is recorded in history buffer.
Default Formation
String 0

AIHelicopterMovementComponent

Inherits from: AIFlyingMovementComponent

Param Type Default value Unit Description
Prediction Time
Scalar 3 Time to predict future position.
Max Pitch
Scalar 3 Max pitch of the Helicopter, in radians.
Max Roll
Scalar 3 Max roll of the Helicopter, in radians.

AIRocketMovementComponent

Param Type Default value Unit Description
Prediction Time
Scalar 3 Time to predict future position.
Max Pitch
Scalar 3 Velocity damper.
Max Head Change
Scalar 3 Max heading change.
Forward Thrust
Scalar 3 Forward thrust.
Rotation Thrust
Scalar 3 Rotation thrust.

InsectFlyMovementComponent

Param Type Default value Unit Description
Max height
Scalar 3 Maximum prefered height of flight
Min height
Scalar 3 Minimum prefered height of flight
Max radius
Scalar 3 Maximum prefered radius
Rest time min
Scalar 3 Rest period after landing
Rest time max
Scalar 3 Rest period after landing
Takeoff delay
Scalar 3 Delay between sending take-off command to animation graph and entity starting to move
Direction change period min
Scalar 3 in seconds, how often direction is changed
Direction change period max
Scalar 3 in seconds, how often direction is changed
Direction change delta min
Scalar 3 degrees, rotation around Y axis, only positive values, value is mirrored on both sides
Direction change delta max
Scalar 3 degrees, rotation around Y axis, only positive values, value is mirrored on both sides
Direction change interpolation
Scalar 3 in seconds, length of interpolation
Forward speed period min
Scalar 3 in seconds, how often forward speed is changed
Forward speed period max
Scalar 3 in seconds, how often forward speed is changed
Forward speed duration min
Scalar 3 in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0
Forward speed duration max
Scalar 3 in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0
Forward speed range min
Scalar 3
Forward speed range max
Scalar 3
Forward speed interpolation
Scalar 3 in seconds, length of interpolation
Side speed period min
Scalar 3 in seconds, how often side speed is changed
Side speed period max
Scalar 3 in seconds, how often side speed is changed
Side speed duration min
Scalar 3 in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0
Side speed duration max
Scalar 3 in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0
Side speed range min
Scalar 3 only positive values, value is mirrored on both sides
Side speed range max
Scalar 3 only positive values, value is mirrored on both sides
Side speed interpolation
Scalar 3 in seconds, length of interpolation
Up speed period min
Scalar 3 in seconds, how often up speed is changed
Up speed period max
Scalar 3 in seconds, how often up speed is changed
Up speed duration min
Scalar 3 in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0
Up speed duration max
Scalar 3 in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0
Up speed range min
Scalar 3 only positive values, value is mirrored on both sides
Up speed range max
Scalar 3 only positive values, value is mirrored on both sides
Up speed interpolation
Scalar 3 in seconds, length of interpolation
Pitch limit min
Scalar 3 degrees, minimum attainable pitch, applied only if speed that affects pitch is not 0
Pitch limit max
Scalar 3 degrees, maximum attainable pitch
Max pitch at forward acceleration
Scalar 3 at what acceleration pitch is maximum
Max pitch at upward acceleration
Scalar 3 at what acceleration pitch is maximum
Pitch interpolation
Scalar 3 in seconds, length of interpolation
Roll limit min
Scalar 3 degrees, minimum attainable roll, applied only if speed that affects roll is not 0
Roll limit max
Scalar 3 degrees, maximum attainable roll
Turn speed max roll
Scalar 3 at what turn speed roll is maximum
Max roll at side acceleration
Scalar 3 at what acceleration roll is maximum
Roll interpolation
Scalar 3 in seconds, length of interpolation

ChimeraAIPathfindingComponent

Param Type Default value Unit Description
Use Road Network
Boolean 0 Enforces the use of Road Network when pathfinding if it's available.
Turn radius
Scalar 3 Turn radius for path smoothing.

ChimeraNavmeshWorld

Param Type Default value Unit Description
Destructible Area Type
String 0 Area type for destructibles

PathVisualizer

Param Type Default value Unit Description
End Position
Vector with 3 elements 3 End position wanted in world coordinates
Start Obj Name
String 0 Name of the entity that will be used for determining the start position.
End Obj Name
String 0 Name of the entity that will be used for determining the end position.
Precision
Scalar 3 Minimum position change required for recalculating a new path.
Navmesh Project
String 0 Navmesh that will be used to get navmesh world.
Use Road Network
Boolean 0 Enables the use of Road Network when pathfinding.

RoadNetworkBridgeComponent

Param Type Default value Unit Description
Points
Array of Vectors with 3 elements 3
Bridge Width
Scalar 3

AISmartActionComponent

Param Type Default value Unit Description
AIBehavior Tree
Resource Name 0
Tags
Array of Strings 0 tags of smart action
Action Offset
Vector with 3 elements 3 Action position offset

AITaskPerformObjectAction

Param Type Default value Unit Description
In Action Entity
Integer 0

AIAnimalManagerReactToCloseEntitiesMovement

Param Type Default value Unit Description
Walk Speed Limit
Scalar 3 Until what speed it is considered Walking
Run Speed Limit
Scalar 3 Until what speed it is considered Running
Car Speed Limit
Scalar 3 When the top max achieved. Going faster would not increase the chance
Walk Trigger Chance
Scalar 3 Base chance, while walking, of triggering
Run Trigger Chance
Scalar 3 Base chance, while running, of triggering
Car Trigger Chance
Scalar 3 Base chance, while going faster than running, of triggering
Min Distance
Scalar 3 If closer than this, the chance will not be fading out
Max Distance
Scalar 3 If farther than this, the chance will be faded out

AITaskPlayGesture

Param Type Default value Unit Description
Gesture
Integer 0 Pick gesture type from the list
Play
Boolean 0 Play gesture if TRUE; Stop gesture if FALSE

AITaskSetADS

Param Type Default value Unit Description
Use ADS
Boolean 0

AITaskChangeStance

Param Type Default value Unit Description
Stance
Integer 0 Wanted Stance
In Stance
Integer 0

AITaskCharacterAim

Param Type Default value Unit Description
Aim Type
Integer 0
Use ADS
Boolean 0

AITaskCharacterRaiseWeapon

Param Type Default value Unit Description
Raise
Boolean 0 Raise weapon

AITaskCharacterSetMovementSpeed

Param Type Default value Unit Description
Movement speed
Integer 0 Wanted movement speed
Input Movement speed
Integer 0

AITaskCharacterStop

Param Type Default value Unit Description
Aim Type
Integer 0

DecoAiming

Param Type Default value Unit Description
Test Type
Integer 0 What test to run
Aim Threshold
Scalar 6u Value for testing
In Aim Threshold
Integer 0
Aim Type
Integer 0

DecoCheckLOD

Param Type Default value Unit Description
Check LOD
Integer 0

DecoDangerEvent

Param Type Default value Unit Description
Has Any
Boolean 0 Check for any type of danger event
Danger Event Type
Integer 0 Pick type of danger event to check
Distance Threshold
Scalar 3 TLimit search for danger events to a certain radius. Default 0 = range not limited

DecoIsInVehicle

Param Type Default value Unit Description
Entity In
Integer 0
Vehicle Out
Integer 0
Compartment Type Out
Integer 0

DecoTestOrder

Param Type Default value Unit Description
Has Any
Boolean 0 Check for any type of order
Order Type
Integer 0 Pick a type of order to check
In Agent
Integer 0

AITaskGetFormationOffset

Param Type Default value Unit Description
Out Offset
Integer 0
Out Default World Pos
Integer 0
Out Projected World Pos
Integer 0
In Leader
Integer 0
In Scale
Integer 0
Scale
Scalar 3 Scale applied to default formation

AITaskGroupSetMovementSpeed

Param Type Default value Unit Description
Movement speed
Integer 0 Wanted movement speed
Input Movement speed
Integer 0

AITaskGroupMove

Param Type Default value Unit Description
In Group Move Completion Type
Integer 0 Group movement will complete based on which set of move handlers completes movement.
Group Move Completion Type
Integer 0 Group movement will complete based on which set of move handlers completes movement.
Failed Handler Id
Integer 0

AITaskGroupMoveToEntity

Param Type Default value Unit Description
In Group Move Completion Type
Integer 0 Group movement will complete based on which set of move handlers completes movement.
Group Move Completion Type
Integer 0 Group movement will complete based on which set of move handlers completes movement.
Failed Handler Id
Integer 0

AITaskMoveInFormation

Param Type Default value Unit Description
In Scale
Integer 0 Scale input applied to formation.
Scale
Scalar 3 Scale applied to default formation.
In Max Dist To Formation Pos
Integer 0 Input Maximum distance an agent can have from it's default formation position.
Max Dist To Formation Position
Scalar 3 Maximum distance an agent can have from it's default formation position.
In Projected Distance
Integer 0 Input distance to project the formation on the leader's path
Projected Distance
Scalar 3 Distance to project the formation on the leader's path

AITaskMoveToWaypoint

Inherits from: AITaskGroupMove

Param Type Default value Unit Description
In Waypoint Entity
Integer 0

AITaskCurrentOrder

Param Type Default value Unit Description
Out Order Object
Integer 0
Out Order Position
Integer 0
Out Order Type
Integer 0
Out Order
Integer 0

AITaskSendOrder

Param Type Default value Unit Description
In Agent Sender
Integer 0
In Agent Receiver
Integer 0
Order Type
Integer 0 Order type to send
In Order Position
Integer 0
In Order Entity
Integer 0
In Order Type
Integer 0
In Order
Integer 0
Highest Priority
Boolean 0 If true, order will be first one in queue. If false will be queued.
Order Object
String 0 Class name with base class of AIOrder

AITaskPickTarget

Param Type Default value Unit Description
Out Entity
Integer 0
Out Count Enemies
Integer 0
Last Seen Max
Scalar 3 Filter target by how long ago it was seen
Enemy
Integer 0 Wanted Target

AITaskFindSmartAction

Param Type Default value Unit Description
Radius
Scalar 3 The radius to search for actions within
Out Smart Action
Integer 0
In Position
Integer 0
In Radius
Integer 0
Tags
Array of Strings 0 Tags of smart action
Tags Test
Integer 0 Way of testing tags
In Tags
Integer 0

AITaskGetCurrentSmartAction

Param Type Default value Unit Description
Out Smart Action
Integer 0

AITaskGetSmartActionParams

Param Type Default value Unit Description
In Smart Action
Integer 0
Out Behavior
Integer 0
Out Pos
Integer 0
Out Smart Action Entity
Integer 0

AITaskPerformSmartAction

Param Type Default value Unit Description
In Smart Action
Integer 0

AITaskGetInVehicle

Param Type Default value Unit Description
Position
Integer 0 Wanted Position
Vehicle Name
String 0 Select vehicle by name
In Vehicle
Integer 0
In Compartment Type
Integer 0
In Compartment Slot
Integer 0

AITaskFire

Param Type Default value Unit Description
Period
Scalar 3 For how long to idle
Keep Firing
Boolean 0 Keep firing during whole period (will work only with auto firemodes)
Period Key
Integer 0

AICombatPropertiesComponent

Param Type Default value Unit Description
Priority
Scalar 3 Priority affecting which magazine AI prefer to use against a target
Priority Against Vehicles
Scalar 3 Overrides priority against vehicles. If not specified, same priority is used.
Used Against
Flags 0 Against what unit types AI will use this magazine
Indirectly Used Against
Flags 0 Against what unit types AI will use this magazine when can't see target directly
Traits
Flags 0 Flags of traits, to aid finding of magazines by traits

AnimationAttachmentInfo

Param Type Default value Unit Description
Anim Graph
Resource Name 0 Anim graph name
Anim Instance
Resource Name 0 Anim graph instance
Start Node
String 0 Node where to start from
Binding Name
String 0 Binding name in root graph

AnimationIKTargetInfo

Param Type Default value Unit Description
Binding Name
String 0 Binding name in accessor (e.g character) graph
Position Info
Object 0 Position of target

ProcAnimComponent

Param Type Default value Unit Description
On Frame Update
Boolean 0 Enable/disable on-frame updating of the component

ChimeraGlobalConfig

Param Type Default value Unit Description
Default Player Controller
Resource Name 0 Default player controller to be spawned if world does not have one already.
Maximum View Distance
Scalar 3 Hard limit of maximum view distance in meters.
Minimum View Distance
Scalar 3 Hard limit of minimum view distance in meters.
Minimum Scaled Explosion Distance
Scalar 3 Minimum scaled limit of distance from explosion for damage calculation.
Maximum Scaled Explosion Distance
Scalar 3 Maximum scaled limit of distance from explosion for damage calculation.
Ballistics
Object 0
Input Button Layout Config
Resource Name 0

BaseEventHandler

Param Type Default value Unit Description
Event Name
String 0 Event which will be handled

EventHandlerManagerComponent

Param Type Default value Unit Description
Event Handlers
Array of Objects 0 List of event handler definitions for events to be registered into

SoundInfo

Param Type Default value Unit Description
Surface Signal Value
Integer 0

HitEffectInfo

Param Type Default value Unit Description
Particle Effect
Resource Name 0 Default particle effect
Decal Material
Resource Name 0 Decal(s) to be spawned on that material
Bayonet Hit Particle Effect
Resource Name 0 Particle effect for bayonets
Decal Scale
Scalar 3 Scale - multiplier applied to decal size (based on projectile diameter)
Decal Far Plane
Scalar 3 Far plane - maximum distance for decal projection box
Decal Offset
Scalar 3 Offset - distance of a projection start away from impact point

CollisionInfo

Param Type Default value Unit Description
Particle Effect
Resource Name 0 Default particle effect

BallisticInfo

Param Type Default value Unit Description
Density
Scalar 3 [g/cm^3]
Kinetic Penetration Resistance
Scalar 3 [] Kinetic penetrator resistance multiplier
Chemical Penetration Resistance
Scalar 3 [] Chemical penetrator resistance multiplier
Thickness Override
Integer 0 Select type of thickness override
Thickness
Scalar 3 [mm]
Thickness Max
Scalar 3 [mm]
Allow Deflection
Boolean 0
Stop Explosion Trace
Boolean 0
Penetration Dir Distribution
Scalar 3 []
Penetration Dir Combine
Integer 0
Water Surface
Boolean 0
Glass Surface
Boolean 0
Mushrooming Damage Multiplier
Scalar 3 Multiplier for mushrooming damage. When set to 0, the mushrooming ability of the projectile will not affect the damage outcome on this material.
Tumbling Damage Multiplier
Scalar 3 Multiplier for tumbling damage. When set to 0, the tumbling ability of the projectile will not affect the damage outcome on this material.
Cavitation Damage Multiplier
Scalar 3 Multiplier for cavitation damage. When set to 0, the cavitation ability of the projectile will not affect the damage outcome on this material.
Penetration Damage Model
Boolean 0 Allow penetration damage model\nENABLED (Material and Projectile):\n SpeedLoss * PenetrationDepth * PenetrationDensity / PenetrationSpeed\nDISABLED (Material or Projectile):\n InitSpeed * Mass

ParticleEffectInfo

Param Type Default value Unit Description
Vehicle Dust
Array of Resource Names 0 Vehicle dust particle effects
Blast
Array of Resource Names 0 Blast particle effects

GameMaterial

Param Type Default value Unit Description
Sound Info
Object 0
Hit Effect Info
Object 0
Collision Info
Object 0
Ballistic Info
Object 0
Particle Effect Info
Object 0

HierarchicalParametricMaterialInstanceComponent

Inherits from: ParametricMaterialInstanceComponent

Param Type Default value Unit Description
Hierarchy Propagation
Flags 0 If the property value should be propagate to hierarchy.

ParametricMaterialInstanceComponent

Param Type Default value Unit Description
Accept Hierarchy Properties
Flags 0 If the property value should be accepted from hierarchy.
Color Albedo
Color 4
Color Emissive
Color 4
Emissive Multiplier
Integer 0
Use User Param One
Boolean 0 If user User Parameter One should be used
User Param One
Integer 0 Usually mud
Use User Param Two
Boolean 0 If user User Parameter Two should be used
User Param Two
Integer 0 Usually dirt
Use User Param Three
Boolean 0 If user User Parameter Three should be used
User Param Three
Integer 0
Use User Param Four
Boolean 0 If user User Parameter Four should be used
User Param Four
Integer 0
Use User Param Alpha
Boolean 0 If user User Parameter Alpha should be used
User Param Alpha
Integer 0
Custom Wetness Enabled
Boolean 0 If custom wetness is enabled. Custom wetness value itslef is then set in User Param Three
Sliding Drops Enabled
Boolean 0 If sliding rain drops are enabled.
Apply Properties When Mesh Changed
Boolean 0 If set to true same properties would be applied to mesh that was changed at runtime on entity

DecalSlotInfo

Param Type Default value Unit Description
Projection Offset
Scalar 3 Projection offset from PointInfo target transform
Projection Rotation
Vector with 3 elements 3 Projection rotation around PointInfo target transform
Far Plane
Scalar 3 Far plane - maximum distance for decal projection box
Stretch
Scalar 3 Stretch of decal
Scale
Scalar 3 Scale
Lifetime
Scalar 3 Decal lifetime, value <= 0 is indeffinite.
Create On Init
Boolean 0
Debug Draw
Boolean 0
Material
Resource Name 0 Decal material

DecalZoneConfigurationItem

Param Type Default value Unit Description
Show Threshold
Scalar 3 Show decal when hitzone accumulated at least provided damage alpha value (damage/maxDamage)
Decal Slot
Object 0

EntitySlotInfo

Param Type Default value Unit Description
Auto Transform
Boolean 0 auto transform
Merge Physics
Boolean 0 merge physics
Child Pivot ID
String 0 offset defined by child node
Enabled
Boolean 0 Should the prefab be spawned.
Prefab
Resource Name 0 Prefab to spawn
Disable Physics Interaction
Boolean 0 Should attached object not collide with any parent
Inherit Parent Skeleton
Boolean 0 Should attached object inherit parent skeleton
Activate Physics On Detaching
Boolean 0 Should physics be activated when entity is detached from slot?
Deactivate Physics On Ataching
Boolean 0 Should physics be deactivated when entity is atached to slot?
Update Replication Parent
Boolean 0 The slot takes care of (un)registering the replication parent. Used only for entities with RplComponent that has \"Parent Node From Parent Entity\" disabled. Helpful in situations where some component complains that it's not compatible with the RplComponent's setting enabled or when nothing else handles setting the replication parent

RegisteringComponentSlotInfo

Inherits from: EntitySlotInfo

Param Type Default value Unit Description
Register Actions
Boolean 0 register action to parent
Register Damage
Boolean 0 register damage to parent
Register Controllers
Boolean 0 register controllers to parent
Register Weapons
Boolean 0 register weapons to parent
Register Compartments
Boolean 0 register compartments to parent
Register Lights
Boolean 0 register lights to parent
Register Action Signals
Boolean 0 register action signals to nearest parent
Count As Parent For Explosions
Boolean 0 If true, this entity will count as hitting the parent on traced explosions, and will not block traces to it.

SlotManagerComponent

Param Type Default value Unit Description
Slots
Array of Objects 0 List of Entity slots
Slot Mappers
Array of Objects 0

PlayerController

Param Type Default value Unit Description
Player Entity Name
String 0 Player entity
Self Register
Boolean 0 Registers itself to Game as local controller.
Default Controlled Entity
Resource Name 0 Default entity to spawn if player controlled entity name is not set.
Default Player Camera
Resource Name 0 Default player camera to spawn after spawning default entity.

SignalsComponent

Param Type Default value Unit Description
On Frame Update
Boolean 0 Enable/disable on-frame updating of the component
Filenames
Resource Name 0

SignalsSourceAccess

Param Type Default value Unit Description
signals Suffix
String 0 Signals suffix

CommunicationSoundComponent

Inherits from: SoundComponent

Param Type Default value Unit Description
Stamina Threshold
Scalar 4 Threshold to start breathing
Stamina Threshold Minimum
Scalar 4 Minimum Threshold to start breathing heavily

ProjectileSoundsManager

Param Type Default value Unit Description
Filenames
Array of Resource Names 0
Exclusion Radius
Scalar 2u Projectiles spawned within this radius [m] relative to the listener are ignored
Subsonic
Scalar 2u Maximum audible distance for subsonic projectiles [m]
Supersonic
Scalar 2u Maximum audible distance for supersonic projectiles [m]

SimpleSoundComponent

Param Type Default value Unit Description
On Frame Update
Boolean 0 Enable/disable on-frame updating of the component
Script Callbacks
Boolean 0 Callbacks for scripted methods
Distance Management
Boolean 0 Updating sounds and ability to play them automatically enabled or disabled based on their distance from camera
Include Inactive
Boolean 0 Distance management for inactive component

SoundComponent

Inherits from: SimpleSoundComponent

Param Type Default value Unit Description
Sound Points
Array of Objects 0

VoNComponent

Param Type Default value Unit Description
Speaking Range
Scalar 3 Speaking range in meters
Filename
Resource Name 0

Music

Param Type Default value Unit Description
Acp
Resource Name 0 .acp path where the music to play resides
Music Name
String 0 Name of the sound node of the music you want to play
Priority
Integer 0 Priority is used when shouldplay is evaluated
Interruptible
Boolean 0 Whether a interruption can stop the music from playing
Time between repeats
Scalar 3 Time (in seconds) of rest between repeating music (0 = Allow Repeat Directly)
Categories
Flags 0 Categories this sound belongs in

MusicManager

Param Type Default value Unit Description
Fade out time interruption
Scalar 3 Time to use to fade out when an interruption happens (ms)
Fade out time force play
Scalar 3 Time to use to fade out when another music track is played (ms)
Time between music
Scalar 3 Time (in seconds) of rest between music ending and the next one playing
Min interruption volume
Scalar 3 Minimum volume for an interruption to stop the music that's currently playing
Music
Array of Objects 0 List of Music structures to include.

AnimalAnimationComponent

Inherits from: BaseAnimPhysComponent

Param Type Default value Unit Description
Layers
Flags 0 Interaction layers we belong to
Layer Preset
String 0 Presets of layer definitions
Collision Mass
Scalar 3 Collision mass
Collision Min
Vector with 3 elements 3 Min vector of collision shape
Collision Max
Vector with 3 elements 3 Max vector of collision shape

AnimalControllerComponent

Inherits from: BaseControllerComponent

Param Type Default value Unit Description
Use speed mapping
Boolean 0
Speed mapping
Array of Scalars 3

AimingComponent

Param Type Default value Unit Description
Signals Source Access
Object 0
Provide Aiming Type
Integer 0 defines which aimning component will be used
Limits Horiz
Vector with 2 elements 3 Aiming horizontal limits (turn)
Limits Vert
Vector with 2 elements 3 Aiming vertical limits (elevation)
Init Aiming
Vector with 2 elements 3 Initial aiming
Aiming Max Speed
Vector with 2 elements 3 Aiming Max Speed
Aiming Speed Controls
Vector with 2 elements 3 Aiming Speed Controls

BaseAnimPhysComponent

Param Type Default value Unit Description
Anim Graph
Resource Name 0 Anim graph name
Anim Instance
Resource Name 0 Anim graph instance
Start Node
String 0 Node where to start from
Collision bone
String 0 Bone which is used as an offset for collision shape
Server LOD
Integer 0 Animation LOD on dedicated server

BaseControllerComponent

Param Type Default value Unit Description
Draw Debug Info
Boolean 0
Apply Controls
Boolean 0 Should the controller be able to create inputs

FlattenGrassParametersObject

Param Type Default value Unit Description
Side X
Scalar 3
Side Z
Scalar 3
Offset
Scalar 3
Center Lerp
Scalar 3
Time Down
Scalar 3
Max Height
Scalar 3
Shape Of Grass Flattening
String 0 Shape which is going to be used for grass flattening

BaseFlattenGrassComponent

Param Type Default value Unit Description
Parameters Collection
Array of Objects 0 Available configurations for grass flattening
Default Collection
Integer 0 Configuration to use by default from predefined parameters collection
Offset From Com
Scalar 3 How much the object should be high enough to disable the flattening of grass. (Only works with helicopter for now)

MeshesVisibilitySwitchConfig

Param Type Default value Unit Description
Event
String 0 When change should be applied?
Meshes
Array of Strings 0 To which submeshes should be applied?
Hide Mesh
Boolean 0 Should we hide or show mesh when event arrives?

BaseItemAnimationComponent

Param Type Default value Unit Description
Always Active
Boolean 0 Should component be always active? Otherwise will be active only when synced with Character.
Anim Injection
Object 0 Character animation injection to be set to character's anim graph attachment node
Bind With Injection
Boolean 0 Bind commands only when character injection is setup
Auto Command Bind
Boolean 0 Automatically Bind all commands from template
Anim Commands To Bind
Array of Strings 0 Animation commands to be synchronized with character graph
Auto Variables Bind
Boolean 0 Automatically Bind all variables from template
Anim Variables To Bind
Array of Strings 0 Animation variables to be synchronized with character graph
Mesh Visibility Configurations
Array of Objects 0
Reset On Deactivation
Boolean 0 On component deactivation, should the internal animation state be reset and the base pose applied?
Simulate On Headless
Boolean 0 Should we simulate current animations on headless builds?
Deactivation Delay
Scalar 3 Delay before animations go to sleep when inactive state was requested

PreloadEntry

Param Type Default value Unit Description
Prefab
Resource Name 0
Fully Preload
Boolean 0 Should the prefab be fully preloaded by spawning it in a world?

BasePreloadManager

Param Type Default value Unit Description
Prefabs To Preload
Array of Objects 0 Prefabs to preload

BaseStaminaComponent

Param Type Default value Unit Description
Signals Source Access
Object 0

BaseVehicleNodeComponent

Param Type Default value Unit Description
Default Node
Boolean 0

BaseBuilding

Param Type Default value Unit Description
House Number
Integer 0 The unique number given to the building.

BaseSlotComponent

Param Type Default value Unit Description
Attach Type
Object 0
Entity Prefab
Resource Name 0 Prefab to spawn in that slot.
Disable Physics Interaction
Boolean 0 Should attached object not collide with any parent
Inherit Parent Skeleton
Boolean 0 Should attached object inherit parent skeleton

SlotBoneMappingObject

Param Type Default value Unit Description
Bone Prefix
String 0 Bone prefix to find
Prefab
Resource Name 0 What entity to spawn

Building

Inherits from: BaseBuilding

Param Type Default value Unit Description
Is Building
Boolean 0 Mark this entity as a building
Slot Bone Mappings
Array of Objects 0
Adjust Height Map
Boolean 0 Modify terrain under building
Adjust Height Map Prio
Integer 0 Priority of terrain heightmap adjust
Falloff Start Width
Scalar 3
Falloff Width
Scalar 3
Underground Structure
Boolean 0 Tunnel, cellar etc.

ClimbingDataComponent

Param Type Default value Unit Description
Can Climb Over
Boolean 0 If false, this object cannot be climbed over by player - the jumping animation will be used instead.

SoundPointEventInfo

Param Type Default value Unit Description
Event
Integer 0

DoorComponent

Param Type Default value Unit Description
Door Action
Object 0
Pivot ID
String 0
Open Both Ways
Boolean 0 Should the door open both ways
Door Width Is XYZ
Integer 0 Which dimension of the door's bounds is used for door width: X Y or Z
Angle Range
Scalar 3 Maximum angle of rotation of the Door hinge
Closed Angle
Scalar 3 Angle in which the Door is considered to be closed (must be lower or equal to the range)
Initial Angle
Scalar 3 Angle of the Door upon initialization
Open Time
Scalar 3
Door Animation Type
Integer 0
Max Impulse
Scalar 3
Softness
Scalar 3
Bias Factor
Scalar 3
Relaxation Factor
Scalar 3
Sound Filename
Resource Name 0
Sound Points
Array of Objects 0
Direction Change Angle Threshold
Scalar 4u Alpha value to consider open and closed door as complete and allowed to change direction on next interaction.\n0 will mean blocked door at any time can change open/close state;\n1 will mean that only when the door is completed it's open/close angle it will be allowed to change open/close state
Test Contacts
Boolean 0 Should this door component perform contact tests
Test Collider
String 0 Collider that will be tested for contacts

DoorSlotComponent

Inherits from: BaseSlotComponent

Param Type Default value Unit Description
Door Mirrored
Boolean 0 Should door open the other way
Door Open Both Ways
Boolean 0 Should the door open both ways
Door Angle Range Override
Scalar 3 Change max angle (in degrees) for spawned door (-1 to disable).
Door Closed Angle Override
Scalar 3 Change closed angle (in degrees) for spawned door (-1 to disable).
Door Initial Angle Override
Scalar 3 Change initial angle (in degrees) for spawned door (-1 to disable).

LadderExitPointInfo

Param Type Default value Unit Description
Final Transform
Object 0
Apply Orientation
Boolean 0
Use As Entry Alignment
Boolean 0

LadderComponent

Param Type Default value Unit Description
Bottom Front Position Info
Object 0
Top Front Position Info
Object 0
Top Left Position Info
Object 0
Top Right Position Info
Object 0
Enable Top Front Entry
Boolean 0 Should top front entry be allowed by default
Top Variant
Integer 0 Top front entry animation variant
Middle Lefts Position Info
Array of Objects 0
Middle Rights Position Info
Array of Objects 0
Ladder Step Length
Scalar 3
Visible in editor
Boolean 0 Visible in editor

StreetLampComponent

Param Type Default value Unit Description
Emissive Color
Color 4 Default emmisive color.
Use Electricity
Boolean 0 Should it use the electricity

CameraBase

Param Type Default value Unit Description
FOV
Scalar 3 Camera field of view
near Plane
Scalar 3 Camera near plane clipping
far Plane
Scalar 3 Camera far plane clipping
projection Type
Integer 0 Type of projection
camera Flags
Flags 0 Camera usage flags
lens Flare Set Type
Integer 0 Type of lens flare set
lens Flare Set User Name
String 0 Name for user lens flare set.

CameraHandlerComponent

Param Type Default value Unit Description
Camera entity prefab
Resource Name 0 Camera prefab to spawn
Camera Set name
String 0 Name of camera set

CameraManager

Param Type Default value Unit Description
Default Cam Name
String 0 Default camera name
Fov Mininum
Scalar 3 Minimum field of view
Fov Maximum
Scalar 3 Maximum field of view
Fov Firstperson
Scalar 3 First person field of view
Fov Thirdperson
Scalar 3 Third person field of view
Fov Vehicle
Scalar 3 Vehicle field of view
Default View Position
Vector with 3 elements 3 Default view position (meters), if no camera is present.
Default View Angles
Vector with 3 elements 3 Default view rotation (pitch,yaw,roll in degrees), if no camera is present.
Default View Fov
Scalar 3 Default view field of view, if no camera is present.
Default View Nearplane
Scalar 3 Default view near plane (in meters), if no camera is present.
Default View Farplane
Scalar 3 Default view far plane (in meters), if no camera is present.

PlayerCamera

Inherits from: CameraBase

Param Type Default value Unit Description
Focus Mode FOV
Scalar 3 Camera field of view when in focus mode

ScriptCharacterCommandMoveSettings

Param Type Default value Unit Description
Movement Filter Max Change
Scalar 6u
Movement Speed Anim Threshold
Scalar 6u Speed threshold to start movement animation for no root motion target
Speed Variable Interpolation
Scalar 3 Speed at which we interpolate speed animation variable (units/s eg at value of 10 one unit of speed change will be interpolated over 100ms)
Max Slope
Scalar 3 Max slope angle of surface that character can move againsts.
Overencumberance Worst Speed Multiplier
Scalar 3 Speed multiplier applied to character movement when carrying 70+kg of gear.
Sample Slope Factor Smoothing Time
Scalar 3 Smoothing of slope sample factor (effectively angle player is moving against). Higher values mean more smoothing but slower reaction to changes.
Slope Slowdown Curve
Array of Vectors with 2 elements 3 How much will character max speed gets slowed down when moving against a slope. Curve gets sampled with fraction of (player movement angle) / (max slope angle) and the result will be slowdown factor of max speed.
Slope Speedup Curve
Array of Vectors with 2 elements 3 How much will character max speed gets sped up down when moving down a slope. Curve gets sampled with fraction of (player movement angle) / (max slope angle) and the result will be speedup factor of max speed.
Slope Stamina Penalty Curve
Array of Vectors with 2 elements 3 Describes the stamina regen penalty when moving against the slope. Curve gets sampled with fraction of (player movement angle) / (max slope angle) and the result will be used as stamina regen penalty.
Slope Stamina Bonus Curve
Array of Vectors with 2 elements 3 Describes the stamina regen bonus when moving down the slope. Curve gets sampled with fraction of (player movement angle) / (max slope angle) and the result will be used as stamina regen bonus.
Run Spring Timeout
Scalar 6u
Run Spring Max Change
Scalar 6u
Dir Filter Timeout
Scalar 6u
Dir Filter Speed
Scalar 6u
Max Sprint Angle
Scalar 6u
Rotation Change Blend
Scalar 6u
On Turn Speed Reduc Factor
Scalar 6u
On Turn No Reduc Angle
Scalar 6u
Turn Angle
Scalar 3
Turn End Update NTime
Scalar 6u
Turn Next NTime
Scalar 6u
Banking Strength
Scalar 3 Just a multiplier of how strongly the mouse movement transforms to banking. Higher value fills the max delta easier.
Banking Max Angle
Scalar 3
Banking Max Delta Growth
Scalar 3 Max change in the angle per second when the banking is increasing.
Banking Max Delta Decay
Scalar 3 Max change in the angle per second when returning from banking to 0.
Banking Max Delta Switching
Scalar 3 Max change in the angle per second when banking one side, but turning the other.
Banking Decay Delay
Scalar 3 After the peak in mouse movement speed, the character stays banked for *this time period* before returning to normal. Also smooths out any noise in input.
Banking Delta Early Decay Multiplier
Scalar 3 The multiplier of banking during the BankingDecayDelay period.
Banking Angle Curve
Array of Vectors with 2 elements 3 Describes the translation of final banking (after smoothing and clamping) into the angle - input is the fraction of the max angle, output is a multiplier of the result.
Sliding Pose Angle
Scalar 1u
Sliding Speed Lower
Scalar 4u
Sliding Friction
Scalar 4u
Allow Jump When Sliding
Boolean 0
Sliding Pose Track Time
Scalar 3
Sliding Pose Rep Time
Scalar 3
Heading Change Limiter Idle
Scalar 3
Heading Change Limiter Walk
Scalar 3
Heading Change Limiter Run
Scalar 3
Leaning Speed
Scalar 3
Lean Collision Test Distance
Scalar 3
Adjusted Stance Change Time
Scalar 3
Adjusted Stance Change Max Speed
Scalar 3
Weapon Deployment Adjusted Stance Change Time
Scalar 3 Time of dynamic adjust stance change 0->1 or 1->0 when stance is changed
Adjusted Stance Trace Length
Scalar 3
Adjusted Stance Upper Threshold
Scalar 3
Adjusted Stance Lower Threshold
Scalar 3
Detect Ladders
Boolean 0 enable ladder detection
Fall Time Ladder Detection
Scalar 3 Time of falling when ladder detection can start, any negative value will cancel detection during fall
Limit Fall Time Ladder Detection
Scalar 3 Limit previously set time to forbid automatic detection when fall time above this limit
Max Enter Ladder Angle
Scalar 3 max allowed angle between character and ladder for entering (deg)
Min Ladder Tangent Angle
Scalar 3 min angle of ladder allowed for climbing (deg)
Max Ladder Tangent Angle
Scalar 3 max angle of ladder allowed for climbing (deg)
Speed Erect Slow Forward
Scalar 5u Slow forward movement speed (in m/s)
Speed Erect Slow Backward
Scalar 5u Slow backward movement speed (in m/s)
Speed Erect Slow Strafe
Scalar 5u Slow side movement speed (in m/s)
Speed Erect Normal Forward
Scalar 5u Normal forward movement speed (in m/s)
Speed Erect Normal Backward
Scalar 5u Normal backward movement speed (in m/s)
Speed Erect Normal Strafe
Scalar 5u Normal side movement speed (in m/s)
Speed Erect Fast Forward
Scalar 5u Fast forward movement speed (in m/s)
Speed Erect Fast Strafe
Scalar 5u Fast side movement speed (in m/s)
Speed Crouch Slow Forward
Scalar 5u Slow forward movement speed (in m/s)
Speed Crouch Slow Backward
Scalar 5u Slow backward movement speed (in m/s)
Speed Crouch Slow Strafe
Scalar 5u Slow side movement speed (in m/s)
Speed Crouch Normal Forward
Scalar 5u Normal forward movement speed (in m/s)
Speed Crouch Normal Backward
Scalar 5u Normal backward movement speed (in m/s)
Speed Crouch Normal Strafe
Scalar 5u Normal side movement speed (in m/s)
Speed Crouch Fast Forward
Scalar 5u Fast forward movement speed (in m/s)
Speed Crouch Fast Strafe
Scalar 5u Fast side movement speed (in m/s)
Speed Prone Slow Forward
Scalar 5u Slow forward movement speed (in m/s)
Speed Prone Slow Backward
Scalar 5u Slow backward movement speed (in m/s)
Speed Prone Slow Strafe
Scalar 5u Slow side movement speed (in m/s)
Speed Prone Normal Forward
Scalar 5u Normal forward movement speed (in m/s)
Speed Prone Normal Backward
Scalar 5u Normal backward movement speed (in m/s)
Speed Prone Normal Strafe
Scalar 5u Normal side movement speed (in m/s)
Speed Prone Fast Forward
Scalar 5u Fast forward movement speed (in m/s)
Speed Prone Fast Strafe
Scalar 5u Fast side movement speed (in m/s)
Speed Erect Slope Slow Forward
Scalar 5u Slow forward movement speed (in m/s)
Speed Erect Slope Slow Backward
Scalar 5u Slow backward movement speed (in m/s)
Speed Erect Slope Slow Strafe
Scalar 5u Slow side movement speed (in m/s)
Speed Erect Slope Normal Forward
Scalar 5u Normal forward movement speed (in m/s)
Speed Erect Slope Normal Backward
Scalar 5u Normal backward movement speed (in m/s)
Speed Erect Slope Normal Strafe
Scalar 5u Normal side movement speed (in m/s)
Speed Erect Slope Fast Forward
Scalar 5u Fast forward movement speed (in m/s)
Speed Erect Slope Fast Strafe
Scalar 5u Fast side movement speed (in m/s)
Speed Crouch Slope Slow Forward
Scalar 5u Slow forward movement speed (in m/s)
Speed Crouch Slope Slow Backward
Scalar 5u Slow backward movement speed (in m/s)
Speed Crouch Slope Slow Strafe
Scalar 5u Slow side movement speed (in m/s)
Speed Crouch Slope Normal Forward
Scalar 5u Normal forward movement speed (in m/s)
Speed Crouch Slope Normal Backward
Scalar 5u Normal backward movement speed (in m/s)
Speed Crouch Slope Normal Strafe
Scalar 5u Normal side movement speed (in m/s)
Speed Crouch Slope Fast Forward
Scalar 5u Fast forward movement speed (in m/s)
Speed Crouch Slope Fast Strafe
Scalar 5u Fast side movement speed (in m/s)
Speed Prone Slope Slow Forward
Scalar 5u Slow forward movement speed (in m/s)
Speed Prone Slope Slow Backward
Scalar 5u Slow backward movement speed (in m/s)
Speed Prone Slope Slow Strafe
Scalar 5u Slow side movement speed (in m/s)
Speed Prone Slope Normal Forward
Scalar 5u Normal forward movement speed (in m/s)
Speed Prone Slope Normal Backward
Scalar 5u Normal backward movement speed (in m/s)
Speed Prone Slope Normal Strafe
Scalar 5u Normal side movement speed (in m/s)
Speed Prone Slope Fast Forward
Scalar 5u Fast forward movement speed (in m/s)
Speed Prone Slope Fast Strafe
Scalar 5u Fast side movement speed (in m/s)
Dynamic Speed Erect Min
Scalar 5u Minimum erect dynamic speed multiplier.
Dynamic Speed Crouch Min
Scalar 5u Minimum crouch dynamic speed multiplier.
Dynamic Speed Prone Min
Scalar 5u Minimum prone dynamic speed multiplier.
Speed Multiplier ADS
Scalar 5u Proportion of ADS speed to normal speed
Speed Air Control
Scalar 5u speed of air control m/s
Slope Locomotion
Boolean 0 Allow slope locomotion
Velocity To Jump Force Delta
Scalar 5u negative force scaler applied to initial velocity before jumping (in other words - how much of movement velocity will be transfered to jump translation vector), lower value will reduce the length of jump, higher will increase it
Air Time Before Fall
Scalar 5u Air time in seconds before transition to fall command
Max Prone Slope Angle
Scalar 5u Max allowed slope angle for prone before automatically switching to crouch
Max Crouch Slope Angle
Scalar 5u Max allowed slope angle for crouch before automatically switching to prone
Slope Based Stance
Boolean 0 Should stance be changed based on slope angle?
Innertia Curve
Array of Vectors with 2 elements 3 Acceleration alpha for different movement states (t0 - idle; t1 - sprint)
Curve Keys Tangential Tension
Scalar 3 Tension to be used for curve key control points
Heading Change Speed Min
Scalar 3 Heading change speed lower bound deg/s
Heading Change Speed Max
Scalar 3 Heading change speed upper bound deg/s
Heading Adjustment Speed Reduction
Array of Vectors with 2 elements 3 Heading adjustment upper bound speed reduction X (t0 - idle; t1 - sprint) Y (t0 - no reduction; t1 - full reduction)
Initiate Turn Minimal Angle Threshold
Scalar 3 In deg. Aim Offset from heading after which auto alignment timer would kick off (player *has* to stop adjusting aiming for the turn to start within this range).
Initiate Turn Minimal Angle Time
Scalar 3 In seconds. If character aim heading offset is above specified limit, it should take at least this amount of character idle time in order to start turn animation.
Initiate Turn Non Idle Angle Threshold
Scalar 3 In deg. Aim Offset from heading after which auto alignment timer would kick off (player *does not have* to stop adjusting aiming for the turn to start within this range).
Initiate Turn Non Idle Angle Time
Scalar 3 In seconds. If character aim heading offset is above specified limit, it should take at least this amount of time in order to start turn animation.
Max Allowed Turns Angle Offset
Scalar 3 In deg. Aim Offset from heading after which auto alignment triggers immediately.
Override Idle Turns Limits In Prone
Boolean 0 Allows to set separate idle turns limits for the prone stance.
Prone Initiate Turn Minimal Angle Threshold
Scalar 3 In deg. Aim Offset from heading after which auto alignment timer would kick off (player *has* to stop adjusting aiming for the turn to start within this range).
Prone Initiate Turn Minimal Angle Time
Scalar 3 In seconds. If character aim heading offset is above specified limit, it should take at least this amount of character idle time in order to start turn animation.
Prone Initiate Turn Non Idle Angle Threshold
Scalar 3 In deg. Aim Offset from heading after which auto alignment timer would kick off (player *does not have* to stop adjusting aiming for the turn to start within this range).
Prone Initiate Turn Non Idle Angle Time
Scalar 3 In seconds. If character aim heading offset is above specified limit, it should take at least this amount of time in order to start turn animation.
Prone Max Allowed Turns Angle Offset
Scalar 3 In deg. Aim Offset from heading after which auto alignment triggers immediately.
Climbing Animations Thresholds
Array of Scalars 3 Thresholds (in centimeters) for climbing types. Heights smaller than 1st element will trigger climbing type 1, with each successive brackter triggering climbing type higher by one. Climbing higher than the last value will not be allowed.

CharacterAimingComponent

Inherits from: AimingComponent

Param Type Default value Unit Description
Crouch Limits Horizontal
Vector with 2 elements 5u Yaw aiming limits of held weapon relative to body direction in crouch stance (in deg)
Crouch Limits Vertical
Vector with 2 elements 5u Pitch aiming limits of held weapon relative to body direction in crouch stance (in deg)
Prone Limits Horizontal
Vector with 2 elements 5u Yaw aiming limits of held weapon relative to body direction in prone stance (in deg)
Prone Limits Vertical
Vector with 2 elements 5u Yaw aiming limits of held weapon relative to body direction in prone stance (in deg)
Deployed Sensitivity Scaler
Vector with 2 elements 5u Aim sensitivity scaler when weapon is deployed
Aim Modifiers
Array of Objects 0
Zeroing Interpolation Speed
Scalar 5u Rate at which interpolation of zeroing across different muzzles of a weapon works.
Shoulder
Object 0

PhysAgentCollisionShapeItem

Param Type Default value Unit Description
Shape
Integer 0
Size
Vector with 3 elements 3 Full size for box shape \t diameter from x component for sphere/capsule/cylinder \t height from y component for capsule/cylinder
Offset
Vector with 3 elements 3 Collision offset from center of mass
Dynamic Offset
Vector with 3 elements 3 Additive Collision offset from center of mass towards movement direction
Step Height
Scalar 3

CharacterAnimationComponent

Inherits from: BaseAnimPhysComponent

Param Type Default value Unit Description
Layers
Flags 0 Interaction layers we belong to
Default Shape Layer
Flags 0 Default shape interaction layer
Freshwater Layer
Flags 0 Freshwater layer
Layer Preset
String 0 Presets of layer definitions
Dynamic BBox
Boolean 0 Dynamic bbox is generated from bones positions, if not it will use static defined capsule
Apply Recoil Anim
Boolean 0 Apply recoil anim on character
Use Simple Physics Controller
Boolean 0 Use simplified physics controller
Ragdoll Disable Timer
Scalar 3 How long ragdoll state should have active physics (s)/nIn case ragdoll would go to sleep - timer would be interrupted and physics deactivated
Ik Pose Bones Blend
Array of Strings 0 Bones to be included into hands IK pose blend (usually represents WeaponIK node change for left hand, as it is being driven by ik pose from animation)
Unarmed Ik Pose
Resource Name 0 Hand IK Pose when unarmed
Collider Stand
Object 0
Collider Crouch
Object 0
Collider Prone
Object 0
Collider Jump
Object 0
Collider Swim
Object 0
Collider Ladder
Object 0
Collider Vehicle
Object 0
Collider Weapon Deployment Stand
Object 0
Collider Weapon Deployment Crouch
Object 0
Collider Weapon Deployment Prone
Object 0
Ragdoll Layer
Flags 0 Ragdoll interaction layer
Definition
Resource Name 0 Ragdoll definition
Max Ragdoll Effectors
Integer 0
Ragdoll Effector Linear Scale
Scalar 3 Overall linear effector scaler when applied to ragdoll
Ragdoll Effector Angular Scale
Scalar 3 Overall angular effector scaler when applied to ragdoll
Ragdoll Hips Max Speed
Scalar 3 Max possible speed of ragdoll (m/s)
Ragdoll Hips Max Spin
Scalar 3 Max possible spin of ragdoll (m/s)
Special Handling Layer
Flags 0 Special handling layer
Animate Ragdoll Replay Final Pose
Boolean 0 Either final state of ragdoll should be animated over time or simply applied when not visible by player

CharacterCommandHandlerComponent

Param Type Default value Unit Description
Static Layer
Flags 0 Interaction layer of static objects
Vehicles Layers
Flags 0 Interaction layers for vehicles
Ladders Layers
Flags 0 Interaction layers for ladder detection
Ladder Detect Max Dist
Scalar 3 Max distance from character location to ladder step to detect it
Fall Landtype None
Scalar 3 Falling distance until which the landing is considered None
Fall Landtype Light
Scalar 3 Falling distance until which the landing is considered Light
Fall Landtype Medium
Scalar 3 Falling distance until which the landing is considered Medium
Body Offset Reference Point
Object 0 point which is used as an offset for obstruction test
Obstruction Layers
Flags 0 Layers which should be obstructing weapon
Obstruction Interpolation Speed
Scalar 3 Speed of interpolation as n * delta time. 0 to disable.
Move Settings
Object 0
Climb Settings
Object 0

CharacterControllerComponent

Param Type Default value Unit Description
Left Hand Position
Object 0
Right Hand Position
Object 0
Action Delay Time Stance Change
Scalar 5u Delay time between stance changes that the character cannot perform certain actions (in s)
Sprint Interrupt Duration
Scalar 5u How much time should pass before we can return to sprint after it is being interrupted and sprint is not blocked anymore (in seconds)
Jump Up Velocity
Scalar 5u Jump acceleration in Y axis (in m/s)
Aiming Speed
Scalar 2u Aiming change speed relative to input (deg/s)
Wait For Throw Reset Action
Boolean 0 Should user release action button before next attempt to throw when previous throwing was canceled
Change Weapon When No Grenades
Boolean 0 Should character change weapon to previously selected when there's no grenades left in inventory after throw
Lock Down Aim In Adjusted Stance
Boolean 0 Should down aim should be locked when in adjusted stance
Input Aim Limits
Vector with 2 elements 3 Input aim limits in deg/sec, 0 for unlimited, applied before aiming speed scaler
Legs Damage Can Move Threshold
Scalar 3 Above what scaled damage (0-1) character cannot jog, sprint or jump
Death Timer
Scalar 1u For how long we should be dying
Vehicle Ragdoll Speed
Scalar 2u When character exits vehicle moving above this speed, it ragdolls.(km/h)
Water Movement Limits
Array of Vectors with 2 elements 3 Curve representing the limits where X axis represents no depth up to swimming depth alpha and Y axis represents speed limit from none to full stop
Allow Light Impact Anim
Boolean 0
Aiming PID
Vector with 3 elements 3 Aiming PID values for AIs
Aiming PIDMax Error Integral
Scalar 2u Max value of integral component of PID controller for aiming
Aiming PIDClose Multiplier
Scalar 2u Value to multiply PID controller numbers when close enough to target (distance defined by AimingPIDTargetCLoseDistance)
Aiming PIDCTarget Close Distance
Scalar 2u Distance in which the PID values should be multiplied by AimingPIDCloseMultiplier
Lean Speed
Scalar 3u Lean speed. Value multiplied by timeslice (s)
Lean Velocity
Scalar 3u How much is added to every frame to target lean. Higher will mean harder to lean precisely. Lower will mean very long to lean fully. Only used with keyboard.
Lean Nearest Limit
Scalar 5u If the leaning value is > -value and < value, the leaning value will be snapped to 0. This is how variable leaning is deactivated.
Allow Roll Animation
Boolean 0
Hold Input For Roll
Boolean 0
Allow Ragdoll Effectors From Damage
Boolean 0

CharacterHeadAimingComponent

Inherits from: AimingComponent

Param Type Default value Unit Description
Aim Pivot
Object 0 Pivot point around which head should be rotating
Absolute Look Limits Du
Vector with 2 elements 3 Absolute vertical limits of combined angles (head + aim direction)
Absolute Look Limits Lr
Vector with 2 elements 3 Absolute horizontal limits of combined angles (head + aim direction)
Pitch Reduction
Array of Vectors with 2 elements 3 Pitch reduction curve, where x represents current alpha of yaw side limit and y represents interpolation alpha between minimum and maximum limits of the pitch
Absolute Look Limits Du Unconscious
Vector with 2 elements 3 Absolute vertical limits of combined angles (head + aim direction) while unconscious
Absolute Look Limits Lr Unconscious
Vector with 2 elements 3 Absolute horizontal limits of combined angles (head + aim direction) while unconscious

CharacterIdentityComponent

Param Type Default value Unit Description
Override
Boolean 0 Override global config with local version
Identity
Object 0

CharacterSoundComponent

Inherits from: SoundComponent

Param Type Default value Unit Description
Foliage Collision Layer
String 0 Layer used for foliage collision
Foliage Collision Radius
Scalar 2u Radius [m] for foliage detection
Impulse Threshold
Scalar 3
Velocity Threshold
Scalar 3
Obstruction Threshold
Scalar 3

CharacterStaminaComponent

Inherits from: BaseStaminaComponent

Param Type Default value Unit Description
Stamina Regain Per S
Scalar 4 How fast stamina recovers
Stamina Drain Run
Scalar 4 How fast stamina is used when running
Stamina Drain Sprint
Scalar 4 How fast stamina is used when sprinting
Default Character Mass
Scalar 2 Mass of empty/naked character in kg
Encumbrance Mass Min
Scalar 2 Mass in kg, above which encumbrance starts to influence stamina
Encumbrance Mass Max
Scalar 2 Mass in kg, at which encumbrance has the biggest effect
Encumbrance Drain Max
Scalar 4 Maximum possible stamina drain caused by max encumbrance
Breath Normal Frequency
Scalar 4 Amount of breath ins and outs taken per second
Breath Normal Magnitude
Scalar 4 The magnitude of each breath
Breath Exhausted Frequency
Scalar 4 Amount of breath ins and outs taken per second
Breath Exhausted Magnitude
Scalar 4 The magnitude of each breath
Weapon Partial Lowering Times
Vector with 2 elements 2 Min and Max timer of weapon partial lowering

CharacterWeaponSlotComponent

Inherits from: WeaponSlotComponent

Param Type Default value Unit Description
Holstered Hidden
Boolean 0 Should be hidden when holstered
Smoothing Speed
Scalar 3 Speed of smoothing animation of weapons

CompartmentAccessComponent

Param Type Default value Unit Description
Compartment Layer Preset
String 0 Physics preset when in compartment
Teleport When Blocked
Boolean 0 Should we teleport occupant outside the vehicle, when all exits are blocked?
Teleport Direction
Integer 0 Prefered telport direction when vehicle is turned around or teleporting from blocked state.

FactionIdentity

Param Type Default value Unit Description
Visual Identity Array
Array of Objects 0 List of possible visual identities
Sound Identity Array
Array of Objects 0 List of possible sound identities
Social Identity
Object 0 Social identity of faction

Identity

Param Type Default value Unit Description
Visual Identity
Object 0 Visual identity config
Sound Identity
Object 0 Sound identity config
Name
String 0 Name of this character.
Alias
String 0 Alias of this character.
Surname
String 0 Surname of this character.

IdentityBodyMesh

Param Type Default value Unit Description
Part Type
String 0 Name of the part of body.
Healthy Version
String 0 Name of healthy version
Wound Version
String 0 Name of wounded version

MeshConfig

Param Type Default value Unit Description
Submeshes Of Body
Array of Objects 0 Submeshes of body.

SocialIdentity

Param Type Default value Unit Description
Names Config
Array of Strings 0 List of possible names.
Aliases Config
Array of Strings 0 List of possible aliases.
Surnames Config
Array of Strings 0 List of possible surnames.

SoundIdentity

Param Type Default value Unit Description
Voice ID
Integer 0 Type of the voice
Voice Pitch
Scalar 3 Pitch of the voice

VisualIdentity

Param Type Default value Unit Description
Head
Resource Name 0 Head of the character.
Body
Resource Name 0 Body of the character.
Body Meshes Config
Object 0 List of meshes of body.

BaseEffectComponent

Param Type Default value Unit Description
Attach To Parent
Boolean 0 Should be attached to parent entity
Emitter Entity Class
String 0 Entity class to be spawned, it will have particle effect as visual object
Particle Effect
Resource Name 0 Particle effect
Effect Orient Up
Boolean 0 Should effect be oriented Y up (true) or using parent entity normal (false)?
Enabled On Dedicated Server
Boolean 0 Should the effect works on a dedicated server?

CaseEjectingEffectComponent

Inherits from: MuzzleEffectComponent

Param Type Default value Unit Description
Water Surface
Scalar 3 Surface value for water.
Has Sound
Boolean 0 Should the effect trigger sound?

HitEffectComponent

Inherits from: BaseEffectComponent

Param Type Default value Unit Description
Stop Sound With Particles
Boolean 0 Whether sound should stop playing along particles or it should keep playing after particles end.
Sound Stop Offset
Integer 0 Time (in ms) before the particles end to stop the sound.

MotorExhaustEffectComponent

Inherits from: BaseEffectComponent

Param Type Default value Unit Description
RPMSignal
String 0 Name of signal which holds RPM of engine.
Thrust Signal
String 0 Name of signal which holds thrust of engine.
Max RPM
Scalar 3 Simple rate of effect will be proportion between current RPM and max RPM
Effect Position
Object 0

MultiBarrelMuzzleEffectComponent

Inherits from: BaseEffectComponent

Param Type Default value Unit Description
Effect Positions
Array of Objects 0 Effect position for each barrel. Ideally, there is one effect position for each barrel of the muzzle component, but if not, the effect position can wrap around or ignore any higher barrel. See Warp Barrel Index below
Reset On Fire
Boolean 0
Override By Attachment
Boolean 0 If set, any attachment on the muzzle behind this entity (including the weapon entity itself) that overrides muzzle effect will prevent this effect from playing. Used for example to have different muzzle flashes with suppressors
Wrap Barrel Index
Boolean 0 If the muzzle component has more barrels than defined in Effect Positions, barrel index is wrapped back into the range if this is true. Otherwise, barrels with a number above the number of defined effect positions will not play any effect at all.

MuzzleEffectComponent

Inherits from: BaseEffectComponent

Param Type Default value Unit Description
Effect Position
Object 0
Reset On Fire
Boolean 0
Override By Attachment
Boolean 0

ElectricityComponent

Param Type Default value Unit Description
Node Type
Integer 0
Radius
Scalar 3
Dynamic
Boolean 0

Faction

Param Type Default value Unit Description
Faction Key
String 0 Unique identifier for this faction.
Faction Color
Color 4 Color representation of this faction.
UIInfo
Object 0 Data for displaying in user interface.
Identity of soldiers
Object 0 Identity of faction soldiers.

FactionAffiliationComponent

Param Type Default value Unit Description
faction affiliation
String 0 faction affiliation

FactionManager

Param Type Default value Unit Description
Factions
Array of Objects 0

BaseGameMode

Param Type Default value Unit Description
Player Controller Prefab
Resource Name 0 Prefab that will be used for connection players.

GamepadEffect

Param Type Default value Unit Description
Name
String 0 Name used to identity the effect.
Context Name
String 0 GamepadEffectContext (defined in GamepadEffectsManagerComponent) to which this effect belongs to.
Priority
Integer 0 Effects with higher priority are selected.
Auto Disable Timeout
Scalar 3 Seconds after which the effect will be auto-disabled. Zero means never.

GamepadEffectContext

Param Type Default value Unit Description
Name
String 0 The unique identifier of this context which will be used for GamepadEffects registration and hashmap searches.

GamepadEffectsManagerComponent

Param Type Default value Unit Description
Effect Contexts
Array of Objects 0
Owned Effects
Array of Objects 0

GamepadLightEffect

Inherits from: GamepadEffect

Param Type Default value Unit Description
Light Color
Color 4 Gamepad light color to be used.
Time Period
Scalar 3 Time period of the light animation (in seconds).

GamepadRumbleEffect

Inherits from: GamepadEffect

Param Type Default value Unit Description
Rumble Impact
Integer 0 Strength of the rumble effect.
Rumble Interval
Integer 0 Duration of the rumble effect.
Loop Times
Integer 0 How many times the effect will loop. 0 means no looping.
Start Delay
Scalar 3 Start delay (in seconds).

GamepadTriggerEffect

Inherits from: GamepadEffect

Param Type Default value Unit Description
Trigger Type
Integer 0 Gamepad trigger (Left/Right)
Trigger Effect Type
Integer 0 Gamepad trigger effect type
Trigger Effect Curve
Array of Vectors with 2 elements 3 Feedback-Strength/Rumble-Amplitude curve for the gamepad trigger effect.\nHorizontal axis range [0, 10).\nVertical axis range [0, 9).
Trigger Effect Frequency
Integer 0 Vibration frequency in range [0-255] Hertz, when Trigger Effect Type is set to 'Rumble'.
Variable Frequency
Boolean 0 Is frequency variable?
Frequency Delta
Integer 0 Range [-255, 255]. How much of this is taken into account depends on SetFrequencyDeltaAmount().
Variable Amplitude
Boolean 0 Is curve amplitude variable?
Amplitude Delta
Integer 0 Range [-8, 8]. How much of this is taken into account depends on SetAmplitudeDeltaAmount().

GamepadVibrationEffect

Inherits from: GamepadEffect

Param Type Default value Unit Description
Filename
Resource Name 0

WeaponGamepadEffectsManagerComponent

Inherits from: GamepadEffectsManagerComponent

Param Type Default value Unit Description
Default Chambered Trigger effect
Object 0 Default Chambered Fire Trigger effect used when FireMode doesn't have one.
Default ADS Trigger effect
Object 0 Default Chambered Trigger effect used when BaseMuzzleComponent doesn't have one.
Default Deployment effect
Object 0 Default Deployment Trigger effect used when BaseWeaponComponent doesn't have one.
Default Empty Fire Trigger effect
Object 0 Default Empty Fire Trigger effect used when FireMode doesn't have one.
Default Firing Trigger effect
Object 0 Default Firing Trigger effect used when FireMode doesn't have one.

BaseHUDComponent

Param Type Default value Unit Description
Info Displays
Array of Objects 0

BaseInfoDisplay

Param Type Default value Unit Description
Visible At Parent
Boolean 0

GroupInfoDisplay

Inherits from: BaseInfoDisplay

Param Type Default value Unit Description
Info Displays
Array of Objects 0

UIInfo

Param Type Default value Unit Description
Name
String 0 Name to be displayed in player UI.
Description
String 0 Description text to be displayed in player UI.
Icon
Resource Name 0 Resource for icon to be displayed in player UI.

BaseInventoryStorageComponent

Inherits from: InventoryItemComponent

Param Type Default value Unit Description
Priority
Integer 0 Storage priority
Storage Purpose
Flags 0 Storage usage purpose
Use Capacity Coefficient
Boolean 0 Base the item storage capacity on its physical dimensions (volume).
Capacity Coefficient
Scalar 3 Amount of item volume to be considered as allowed cumulative capacity.
Max Cumulative Volume
Scalar 3 Maximum cumulative volume capacity in cm^3
Max Item Size
Vector with 3 elements 3 Maximum allowed item size (item can be rotated) cm
Save In Loadout
Boolean 0
Use Virtual Inventory Replication
Boolean 0 Should this storage has a virtual inventory
Virtual Inventory Prefab
Resource Name 0 Prefab that will be used for replication of the inventory.

CharacterInventoryStorageComponent

Param Type Default value Unit Description
Character Preview Prefab
Resource Name 0 Character preview Prefab

CharacterVicinityComponent

Param Type Default value Unit Description
Discovery Radius
Scalar 3 Vicinity discovery radius in meters
Discovery Interval
Scalar 3 Vicinity refresh interval in seconds

EquipmentStorageSlot

Inherits from: InventoryStorageSlot

Param Type Default value Unit Description
Allowed Item Types
Array of Strings 0 Item types that are allowed to be attached to current slot (see ECommonItemType enum for possible values)
Affected By Ocluders
Array of Strings 0 Loadout ocluder types that disable item in this slot
Animated Mesh Refference
Resource Name 0 In case of entity owner have changeable mesh at runtime, setting animated mesh reference allows you to configure alternative state of slot transformation
Debug Anim Mesh Slotting
Boolean 0
Resting Offset
Vector with 3 elements 5u Alternative Offset from the origin for mesh item without skeleton
Resting Angles
Vector with 3 elements 5u Alternative Orientation around axes for mesh item without skeleton

InventoryItemComponent

Param Type Default value Unit Description
Attributes
Object 0
Wb Placement From Attributes
Boolean 0 When placing item in world editor, respect properties specified in ItemAttributeCollection

InventoryMagazineComponent

Inherits from: InventoryItemComponent

Param Type Default value Unit Description
Weight Per Ammo
Scalar 3

ItemsInitConfigurationItem

Param Type Default value Unit Description
Target Storage
String 0
Target Purpose
Integer 0 Locate storage on prefab with set purpose
Prefabs To Spawn
Array of Resource Names 0 Prefabs to spawn at target storage

InventoryStorageManagerComponent

Param Type Default value Unit Description
Initial Inventory Items
Array of Objects 0 Configuration list of initial items in inventory

InventoryStorageSlot

Inherits from: EntitySlotInfo

Param Type Default value Unit Description
Inspection Widget Offset
Vector with 3 elements 5u Offset from the origin

ItemPreviewManagerEntity

Param Type Default value Unit Description
Preview World
Resource Name 0 Preview world prefab
Default Render Attributes
Object 0

MultiSlotConfiguration

Param Type Default value Unit Description
Slot Template
Object 0 Storage slot template
Num Slots
Integer 0

PreviewAnimationComponent

Param Type Default value Unit Description
Weapon Attachment Info
Object 0 Weapon attachment for anim instance

UniversalInventoryStorageComponent

Inherits from: BaseInventoryStorageComponent

Param Type Default value Unit Description
Initial Storage Slots
Array of Objects 0 List of initial slots in storage
Multi Slots
Array of Objects 0 List of slots used for multiple items spawn

AimingModifierAttributes

Param Type Default value Unit Description
Erect Limits Horizontal
Vector with 2 elements 5u Yaw (horizontal) aiming limits of held weapon relative to body direction in erect stance (in deg)
Erect Limits Vertical
Vector with 2 elements 5u Pitch (vertical) aiming limits of held weapon relative to body direction in erect stance (in deg)
Crouch Limits Horizontal
Vector with 2 elements 5u Yaw (horizontal) aiming limits of held weapon relative to body direction in crouch stance (in deg)
Crouch Limits Vertical
Vector with 2 elements 5u Pitch (vertical) aiming limits of held weapon relative to body direction in crouch stance (in deg)
Prone Limits Horizontal
Vector with 2 elements 5u Yaw (horizontal) aiming limits of held weapon relative to body direction in prone stance (in deg)
Prone Limits Vertical
Vector with 2 elements 5u Pitch (vertical) aiming limits of held weapon relative to body direction in prone stance (in deg)
Deployment ADSLimits Horizontal
Vector with 2 elements 5u Yaw (horizontal) ADS limits (transition from ADS to 1pv) of held weapon relative to body direction while deployed (in deg)
Deployment ADSLimits Vertical
Vector with 2 elements 5u Pitch (vertical) ADS limits (transition from ADS to 1pv) of held weapon relative to body direction while deployed (in deg)
Deployment ADSLimits Distance
Vector with 2 elements 5u Maximum distance of eye to sights of held weapon while deployed (in meters). Range between two values is used to prevent constant disengagement/reengagement as a threshold.
Prone Deployment Vertical Aim Limits
Vector with 2 elements 5u Vertical aim angle limits of weapon deployment relative to starting deploying direction (in deg)
Prone Deployment Horizontal Aim Limits
Vector with 2 elements 5u Horizontal Aim angle limits of weapon deployment relative to body direction (in deg)
Deploying Height Limits
Vector with 2 elements 5u Min and Max height for deploying a weapon. Distance is relative to character position.
Deployment Aim Speed Multiplier
Vector with 2 elements 5u Aim sensitivity multiplier while deployed
Deployment Horizontal Aim Sensitivity Max
Scalar 5u Maximum horizontal aim speed while deployed (in deg/s)
Max Distance Above Head
Scalar 5u Maximum distance between character's head and buttstock of weapon in weapon deployment.
Left Gun Collision Distance
Scalar 5u distance left of character's right hand, where collision should be checked in weapon deployment.
Right Gun Collision Distance
Scalar 5u distance right of character's right hand, where collision should be checked in weapon deployment.
Upper Gun Collision Distance
Scalar 5u distance up of character's right hand, where collision should be checked in weapon deployment.
Lower Gun Collision Distance
Scalar 5u distance down of character's right hand, where collision should be checked in weapon deployment.
Deployment Points
Array of Objects 0 Set of pivot points to use with deployment, clear array to disable deployment

AttachmentAttributes

Param Type Default value Unit Description
Attachment Type
Object 0 Object which specifies compatibility.

CharacterModifierAttributes

Param Type Default value Unit Description
Stance Limits
Vector with 2 elements 3 What is the stances range in which the weapon can be equipped.
Speed Limit
Scalar 3 When holding item with current attribute - \nLimit character's speed to current value
ADSSpeed Limit
Scalar 3 When holding item with current attribute - \nLimit character's speed to current value when in ads
Speed Limit Item Primary Action
Scalar 3 When holding item with current attribute - \nLimit character's speed to current value when performing priamry action
Speed Limit Highready
Scalar 3 When having weapon ready to fire - \nLimit character's speed to current value when performing priamry action
Turn Limit
Integer 0 When holding item with current attribute - \nLimit character max incremental turn angle
Default ADSSpeed Modifier
Boolean 0 When holding item with current attribute - \nDefault apply ads speed multiplier (even when not in ads)
Supress1h Shooting
Boolean 0 When holding item with current attribute - \nSupress one handed shooting
Allow Gadget Use
Boolean 0 When holding item with current attribute - \nAllow use of gadgets in the other hand
Can Be Equipped In Vehicle
Boolean 0 Allow equip action when character is in compartment
Allow Reloading With Roll
Boolean 0
Allow Jumping
Boolean 0 Allow jump when item is equipped

HolsteredItemAttributes

Param Type Default value Unit Description
Linear Offset
Vector with 3 elements 3
Angular Offset
Vector with 3 elements 3 yaw pitch roll
Hidden Holstered
Boolean 0 Is hidden holstered?

ItemActionAnimAttributes

Param Type Default value Unit Description
Animation Graph Template
Resource Name 0 Animation graph of action performer (usually character's main animation graph).
Action Animation Command Name
String 0 Animation command to call
Action Anim Duration
Scalar 3 Item Acion Duration
Action Int Param
Integer 0 Item Acion Int Param
Allow Movement During Action
Boolean 0 Can the character move during the action?

ItemAnimationAttributes

Param Type Default value Unit Description
Ik Settings
Array of Objects 0
Animation Instance
Resource Name 0 Anim graph instance
Anim Instance Blend Duration
Scalar 3 Pose blend duration when switching to provided anim instance
Exclude Bones Blend
Array of Strings 0 List of bones to be excluded when blending to current anim instance
Animation IKPose
Resource Name 0 IK Pose for this specific weapon
Anim IKPose Stand Override
Resource Name 0 IK Pose override when standing with this weapon.
Anim IKPose Crouch Override
Resource Name 0 IK Pose override when crouching with this weapon.
Anim IKPose Prone Override
Resource Name 0 IK Pose override when in prone with this weapon.
Override Default Ik Bones Blend
Boolean 0
Include Bones In Ik Blend
Array of Strings 0 Overrides default list of bones to be included when blending to IK Pose
Anim Ikpose Blend Duration
Scalar 3 Blend duration when switching to provided IKPose
Animation Attachments
Array of Objects 0
Hand Additive Rotation
Vector with 3 elements 3 Additive rotation when item is held in hands
Hand Additive Translation
Vector with 3 elements 3 Additive translation when item is held in hands
Anim Injection Priority
Integer 0 Animation injection priority (applicable when weapon with different attachments requires different IK poses or graph attachments)
Anim Recoil Limit
Scalar 3 Magnitude of maximum applied recoil animation.
Anim Recoil Recovery Time
Scalar 3 Recovery time of recoil animation.
Anim Recoil Buildup Time
Scalar 3 Build up time of recoil animation.
Allow Inspection
Boolean 0 Can this item be inspected by the user?

ItemAttributeCollection

Param Type Default value Unit Description
Item Display Name
Object 0
Item Phys Attributes
Object 0 Physical attributes
Item Animation Attributes
Object 0 Animation attributes
Custom Attributes
Array of Objects 0 Item specific attributes can be set here
Common Item Type
String 0 Common item type identifier

ItemIKSettings

Param Type Default value Unit Description
Jumping
Boolean 0 Should these be applied during a jump
Lowered
Boolean 0 Should these be applied when lowered
Prone Turn
Boolean 0 Should these be applied when turning in prone
In Ads
Boolean 0 Should these be applied when in ADS
Out Ads
Boolean 0 Should these be applied when out of ADS
Movement Speed Range
Vector with 2 elements 3 In what speed range those settings are valid
Ik Settings Stand
Flags 0
Ik Settings Crouch
Flags 0
Ik Settings Prone
Flags 0

ItemMovementSwayAttributes

Param Type Default value Unit Description
Bob Spring
Vector with 3 elements 5u Spring coefficient per axis [0,1]
Bob Damper
Vector with 3 elements 5u Spring damping per axis [0,1]
Bob Magnitude Linear
Vector with 3 elements 5u Translation multiplier per axis
Bob Magnitude Angular
Vector with 3 elements 5u Rotation multiplier per axis
Bob Limits
Vector with 3 elements 5u Max change ratio to which delta is clamped
Bob Speed
Scalar 5u Interpolation rate
Min Magnitude
Scalar 3u Min magnitude at min character speed
Max Magnitude
Scalar 3u Max magnitude at max character speed
Default Magnitude Linear
Vector with 3 elements 5u
Default Magnitude Angular
Vector with 3 elements 5u
Lowered Magnitude Linear
Vector with 3 elements 5u
Lowered Magnitude Angular
Vector with 3 elements 5u
One Hand Magnitude Linear
Vector with 3 elements 5u
One Hand Magnitude Angular
Vector with 3 elements 5u
ADSMagnitude Linear
Vector with 3 elements 5u
ADSMagnitude Angular
Vector with 3 elements 5u
Injured Magnitude Linear
Vector with 3 elements 5u
Injured Magnitude Angular
Vector with 3 elements 5u
Target Velocity
Scalar 5u Maximum speed in m/s to which magnitude is scaled.
Target Velocity Steepness
Scalar 5u Exponent value of velocity scaling, defines steepness.
Target Velocity Limit
Scalar 5u Maximum velocity at which curve is clamped to 1.
Smooth Time
Scalar 5u Amount (time) of smoothing applied to initial inptut signal. Higher = slower
Max Velocity
Scalar 5u Maximum smoothing velocity.

ItemOneHandAnimAttributes

Param Type Default value Unit Description
Erect Linear Offset Upper
Vector with 3 elements 5u Linear transform offset when one handed (aiming up).
Erect Linear Offset
Vector with 3 elements 5u Linear transform offset when one handed.
Erect Linear Offset Lower
Vector with 3 elements 5u Linear transform offset when one handed (aiming down).
Erect Angular Offset
Vector with 3 elements 3u Angular transform offset when one handed.
Crouch Linear Offset Upper
Vector with 3 elements 5u Linear transform offset when one handed and crouched (aiming up).
Crouch Linear Offset
Vector with 3 elements 5u Linear transform offset when one handed and crouched.
Crouch Linear Offset Lower
Vector with 3 elements 5u Linear transform offset when one handed and crouched (aiming down).
Crouch Angular Offset
Vector with 3 elements 3u Angular transform offset when one handed and crouched.
Interpolation Speed
Scalar 3u Speed of blending, higher values = faster blend
Stance Interpolation Speed
Scalar 3u Speed of stance blending, higher values = faster blend
Spring Coefficient
Scalar 3u Blend spring coefficient
Damper Coefficient
Scalar 3u Blend damper coefficient
Obstruction Multiplier
Scalar 3u How much influence (or priority) obstruction has over one handed modifier. 1.0 for default. Greater values mean that obstruction will take over this modifier faster.

ItemPhysicalAttributes

Param Type Default value Unit Description
Weight
Scalar 3 Item weight in kg
Size Setup Strategy
Integer 0 How to setup size
Item Dimensions
Vector with 3 elements 3 Manually set Item dimensions in cm
Item Volume
Scalar 8u Manually set Item volume in cm3
Dimension Scaler
Scalar 6u Adjust item dimension using scaler
Resting UP
Integer 0 Vector to be considered as up when item rest in world
Resting Additive Rotation LS
Vector with 3 elements 3 Additive rotation (deg) to be applied for resting item in local space.\nWill be applied after placement transform was estimated.
Pivot Bone Name
String 0 Rotation pivot bone name
Resting Additive Offset LS
Vector with 3 elements 3 Additive offset (m) to be applied for resting item in local space.\nWill be applied after placement transform was estimated.
Active Physical Simulation
Integer 0 Physical simulation state when physics is enabled for item

PreviewRenderAttributes

Param Type Default value Unit Description
Camera Preset
Integer 0 Camera preset
Camera Orbit Angles
Vector with 3 elements 3 Camera render orbit angles (relative to preset)
Camera Distance To Item
Scalar 3 Camera distance to item's BB
Camera Offset
Vector with 3 elements 3 Camera render offset (relative to preset)
Item Render Rotation
Vector with 3 elements 3 Item render rotation
Is Perspective Camera
Boolean 0 Camera perspective mode
FOV
Scalar 3 Camera FOV in degrees... for perspective camera - assumes Vertical FOV, for orthographic - lens height
Aspect Ratio
Scalar 5u Camera view frustum aspect ratio width/height
Is Dynamic Object
Boolean 0 Is object suppose to be animated
Preview Worn Model
Boolean 0 Is the preview should be the worn model?
Preview Model
Resource Name 0 Model to be used when previewing this item (if different than default model set in MeshObject)
Preview Prefab
Resource Name 0 Optional prefab to be used when previewing this item
Animation Instance
Resource Name 0 Anim graph instance for preview pose
Lod Model
Integer 0 LOD used for the preview render
Show All Childrens
Boolean 0 Should we show all childrens attached to the parent entity? By default slots are taken into account already. This is only needed if you want to show EVERY childrens
Take Visibility Into Account
Boolean 0 Should we take into account the current visibility of the children. Should inventory shows also hidden childrens?

HidingCloth

Param Type Default value Unit Description
Prefab
Resource Name 0 Prefab to be used for hiding.
Area Type
Object 0 Specify which loadout area type where the prefab should be.

BaseLoadoutClothComponent

Param Type Default value Unit Description
Area Type
Object 0 Object which specifies compatibility with the current slot.
Animate
Boolean 0 Should this item be animated along with character
Slots
Array of Objects 0
Worn Model
Resource Name 0 Model to be used when wearing this cloth (if different than default model set in MeshObject)
Worn Materials Override
Array of Resource Names 0 Material assignments (applied for xob worn model extension)
Item Model
Resource Name 0 Model to be used when this cloth is on the ground (if different than default model set in MeshObject)
Item Materials Override
Array of Resource Names 0 Material assignments (applied for xob item model extension)
Visible In Vehicle
Boolean 0
Physics On Wear Enabled
Boolean 0 Should this item have physics interactions while on character
Animate Colliders On Wear
Boolean 0 Should the item colliders be animated while worn?
Sound Int
Integer 0 Value of corresponding sound signal when this item is worn
Force LOD0
Boolean 0 Force clothes to be shown always in LOD 0
Override Meshes To Hide
Array of Strings 0
Debug Worn Model
Boolean 0 Set's mesh object model to worn for debug purposes outside of play mode
Depth Front
Scalar 3 Forward Z offset of a slinged and held weapon when the cloth is equipped.
Depth Back
Scalar 3 Backward Z offset of weapons on shoulder when the cloth is equipped.
Depth Left
Scalar 3 Left X offset of elbows when the cloth is equipped.
Depth Right
Scalar 3 Right X offset of elbows when the cloth is equipped.
Offset Shoulder Left
Scalar 3 Additional X offset of the weapon on character's left shoulder.
Offset Shoulder Right
Scalar 3 Additional X offset of the weapon on character's right shoulder.
Area Ocludders
Array of Strings 0 Areas that we can consider occluded when used
Deflated Model
Resource Name 0 Model to be used for deflated model
Area Type When Model Change
Array of Objects 0 Specify which loadout area type should influence model swithching between worn and deflated model
Ignore Cloth
Boolean 0 Should this cloth be ignored when calculating deflated/inflated state?
Debug Deflated Model
Boolean 0 Set's mesh object model to deflated for debug purposes outside of play mode
Hiding Array
Array of Objects 0 Specify which loadout area and prefab, makes this cloth hides
Blocked Slots
Array of Objects 0 Specify which loadout area type should be blocked when this cloth is being put on

BaseLoadoutManagerComponent

Param Type Default value Unit Description
Slots
Array of Objects 0

LoadoutSlotInfo

Inherits from: InventoryStorageSlot

Param Type Default value Unit Description
Area Type
Object 0 Object which specifies compatibility with the current slot.
Meshes To Hide
Array of Strings 0
Enable Deflated Offset
Boolean 0
Deflated Offset
Vector with 3 elements 5u Offset from the origin
Deflated Angles
Vector with 3 elements 5u Orientation around axes

MapDescriptorComponent

Param Type Default value Unit Description
Display Name
String 0
Imageset Quad Element
String 0 Name of the Quad Element in the Imageset
Visible On Map
Boolean 0 Default visibility on map
Show Terrain Elevation
Boolean 0 Show elevation
Map Item Descriptor
Boolean 0 Uses MapItem's properties over the layer.
Main Type
Integer 0
Unit Type
Integer 0
Scale
Scalar 3 Scale factor (radio signal for example)
Faction
Integer 0 Faction index
Force Rotation Angle
Scalar 2 Overrides the rotation angle
Force Group Type
Integer 0
Force Group Scale
Scalar 2 Overrides the group scale
Priority
Integer 0 Priority in displaying the Descriptor

MapEntity

Param Type Default value Unit Description
Map Geometry Data
Resource Name 0 Exported geometry data (roads, buildings, etc.) for the map.
Satellite background image
Resource Name 0 Image used as a background.

MapWidget

Param Type Default value Unit Description
Imagesets
Array of Resource Names 0 Imageset list in use. Be sure indices here match indices you refer.
Overlay Texture
Resource Name 0
Texture Dashed Line
Resource Name 0
Texture Dotted Line
Resource Name 0
Default Font
Resource Name 0 Default font used in MapWidget.

BuoyancyComponent

Param Type Default value Unit Description
Buoyancy
Scalar 3 Buoyancy of the object. Use higher values to adjust for volume (-1 = sinks, 0 = neutral, 1 = floats)
Buoyancy Apply Distance Scale
Scalar 3 Buoyancy force application point distance scale
Buoyancy Depth Offset
Scalar 3 Buoyancy force depth boost for submerged points
Hydrodynamic Scale Linear
Vector with 3 elements 3 Scaling of linear water friction forces in model space (right/up/forward)
Hydrodynamic Scale Angular
Vector with 3 elements 3 Scaling of angular water friction forces in model space (pitch/yaw/roll)
Use Bounding Box
Boolean 0 Use bounding box wall centers as buyoancy points
Bounding Box Scale
Vector with 3 elements 3 Scaling of the automated bounding box buoyancy (right/up/forward)
Bounding Box Offset
Vector with 3 elements 3 Offset of the automated bounding box buoyancy (right/up/forward)
Draw Debug
Boolean 0 Draw debug

DampingComponent

Param Type Default value Unit Description
Linear Damping
Vector with 3 elements 3 Additional damping of linear velocity (in local space, per axis)
Angular Damping
Vector with 3 elements 3 Additional damping of angular velocity (in local space, per axis)

VehicleBuoyancyComponent

Inherits from: BuoyancyComponent

Param Type Default value Unit Description
Thrust Points
Array of Vectors with 3 elements 3 Water jet positions in model space
Thurst Forward
Scalar 3 Forward thrust of the vehicle in water (in m/s^2)
Thurst Reverse
Scalar 3 Reverse thrust of the vehicle in water (in m/s^2)
Thurst Steering
Scalar 3 Steering thrust of the vehicle in water (in deg/s^2), this is applied even on the spot
Speed To Steering
Scalar 3 Vehicle forward/backward speed to steering thrust (in m/s to deg/s^2)
Buoyancy Loss
Scalar 3 How much buoyancy the vehicle loses per second of being in the water down to a minimum of -1
Buoyancy Loss Destroyed
Scalar 3 How much buoyancy the vehicle loses per second of being in the water down to a minimum of -1 - when vehicle hull is destroyed
Buoyancy Loss Threshold
Scalar 3 Health at which buyoancy loss starts
Buoyancy Gain
Scalar 3 How much buoyancy the vehicle gains per second of being out of the water up to maximum of initial buoyancy value

Aerodynamics

Param Type Default value Unit Description
Reference Area
Scalar 3 Unit: m^2\n Total frontal area of a vehicle
Drag Coefficient
Scalar 3 Drag coefficient

Pivot

Param Type Default value Unit Description
Bone
String 0
Position
Vector with 3 elements 5u
Rotation
Vector with 3 elements 5u

Axle

Param Type Default value Unit Description
Torque Share
Scalar 3 The ratio of the torque received from engine
Has Handbrake
Boolean 0 Indicates if handbrake affects this axle
Differential
Object 0
Suspension
Object 0
Wheel
Object 0
Tyre
Object 0
Swaybar
Object 0
Wheel Positions
Array of Objects 0

Clutch

Param Type Default value Unit Description
Max Clutch Torque
Scalar 3 [N.m] ADD DESCRIPTION
Output
String 0 ADD DESCRIPTION

Differential

Param Type Default value Unit Description
Type
Integer 0 Type
Ratio
Scalar 3 gear ratio of the differential
Strength
Scalar 3 determines the magnitude of the extra force that is applied to the gripping wheel
Anti slip
Scalar 3 maximum torque that will be applied
Anti slip torque
Scalar 3 anti slip dependence on torque
Output0
String 0 ADD DESCRIPTION
Output1
String 0 ADD DESCRIPTION

TripleDifferential

Param Type Default value Unit Description
Ratio
Scalar 3 gear ratio of the differential

Engine

Param Type Default value Unit Description
Inertia
Scalar 3 Unit: kg.m^2
Max Power
Scalar 3 Unit: kW\n Maximum power that the engine can provide.
Max Torque
Scalar 3 Unit: N.m\n Maximum torque that engine can provide.
Rpm Max Power
Scalar 3 Unit: RPM (revolutions per minute)\n RPM where engine outputs maximum power.
Rpm Max Torque
Scalar 3 Unit: RPM (revolutions per minute)\n RPM where maximum torque is produced.
Steepness
Scalar 3 Controls how steep is torque curve from 0 RPM to max torque RPM.
Friction
Scalar 3 Unit: Nm\n Engine's braking torque
Rpm Idle
Scalar 3 Unit: RPM (revolutions per minute)\n RPM when engine is not under any load.
Rpm Redline
Scalar 3 Unit: RPM (revolutions per minute)\n Maximal working rpm without causing damage to the engine.
Rpm Max
Scalar 3 Unit: RPM (revolutions per minute)\n Maximal RPM that engine can handle.\n In reality when engine exceeds this RPM it will blow up.
Output
String 0 Powertrain part driven by the engine.

Gearbox

Param Type Default value Unit Description
Forward
Array of Scalars 3 Forward gear ratios
Reverse
Scalar 3 Reverse gear ratio
Efficiency
Scalar 3 Transmission efficiency
Output
String 0 ADD DESCRIPTION

HelicopterEngine

Param Type Default value Unit Description
RPMMax
Scalar 3
RPMIdle
Scalar 3
Start Up Time
Scalar 3
Shutdown Time
Scalar 3
Twin Engine
Boolean 0 Emulation of a twin-engine signals

HelicopterHull

Param Type Default value Unit Description
Tail Stabilization X
Vector with 3 elements 3
Tail Stabilization Y
Vector with 3 elements 3
Tail Stabilization Force X
Scalar 3
Tail Stabilization Force Y
Scalar 3
Tail Stabilization Speed Coef
Vector with 3 elements 3
Friction Coefs X
Vector with 3 elements 3
Friction Coefs Y
Vector with 3 elements 3
Friction Coefs Z
Vector with 3 elements 3
Friction Force X
Scalar 3
Friction Force Y
Scalar 3
Friction Force Z
Scalar 3
Angular Friction X
Vector with 3 elements 3
Angular Friction Y
Vector with 3 elements 3
Angular Friction Z
Vector with 3 elements 3
Angular Friction Speed X
Vector with 3 elements 3
Angular Friction Speed Y
Vector with 3 elements 3
Angular Friction Speed Z
Vector with 3 elements 3
Angular Friction Force X
Scalar 3
Angular Friction Force Y
Scalar 3
Angular Friction Force Z
Scalar 3
Bank Turn Force
Scalar 3
Bank Speed Effect
Vector with 2 elements 3
Override Inertia
Boolean 0
Inertia
Vector with 3 elements 3

HelicopterRotor

Param Type Default value Unit Description
Pivot
Object 0
Force
Vector with 2 elements 3
Target RPM
Scalar 3
Rotor Diameter
Scalar 3
Clockwise
Boolean 0 Clockwise rotor movement

HelicopterRotorMain

Inherits from: HelicopterRotor

Param Type Default value Unit Description
Force Speed Coefs
Vector with 2 elements 3
Torque Force
Vector with 2 elements 3
Alt Full Force
Scalar 3
Alt No Force
Scalar 3
Lift Max Speed MS
Scalar 3
Lift Speed Force
Scalar 3
Cyclic Forward Force
Scalar 3
Cyclic Aside Force
Scalar 3
Cyclic Torque Min
Scalar 3
Cyclic Forward Speed Coef
Scalar 3
Cyclic Aside Speed Coef
Scalar 3
Collective Speed Coef
Scalar 3

HelicopterRotorTail

Inherits from: HelicopterRotor

Param Type Default value Unit Description
Anti Torque Speed Coef
Scalar 3
Force Max Speed MS
Scalar 3

LandingGearWheel

Param Type Default value Unit Description
Pivot
Object 0
Suspension
Object 0
Wheel
Object 0
Tyre
Object 0

LandingGearSkid

Param Type Default value Unit Description
Pivot
Object 0
Suspension
Object 0

LandingGear

Param Type Default value Unit Description
Configuration
Array of Objects 0

Suspension

Param Type Default value Unit Description
Max Steering Angle
Scalar 3 Unit: degrees\n Maximal angle that wheel can be rotated.\n For non steering wheels just leave it at 0.
Spring Rate
Scalar 3 Unit: N/mm\n Spring force per mm\n Tells how much force is needed to compress the spring by one mm.
Compression Damper
Scalar 3 Unit: N.s/m\n Compression damper force per 1 m/s\n Used when suspension is compressing.
Relaxation Damper
Scalar 3 Unit: N.s/m\n Relaxation damper force per 1 m/s\n Used when suspension is decompressing.
Max Travel Up
Scalar 3 Unit: m\n How much can spring compress its natural length.\n It's the distance that the suspension can be compressed from modeled position.
Max Travel Down
Scalar 3 Unit: m\n How much can spring stretch its natural length.\n It's the distance that the suspension can be expanded from modeled position.
Ray Start Offset Up
Scalar 3 Unit: m\n Extension of raycast start above top position of suspension.\n Suspension total length is not affected.

Swaybar

Param Type Default value Unit Description
Stiffness
Scalar 3 [N/m] ADD DESCRIPTION

TrackWheel

Param Type Default value Unit Description
Suspension
Object 0
Mass
Scalar 3 Unit: kg\n Mass of the wheel.
Radius
Scalar 3 Unit: m\n Radius of the wheel.
Brake Torque
Scalar 3 Unit: N.m\n Maximal torque that brake can produce.

Track

Param Type Default value Unit Description
Wheel Positions
Array of Objects 0

Tyre

Param Type Default value Unit Description
Roughness
Scalar 3 Roughness of tyre surface. Modifies interaction with ground surface.
Longitudinal Friction
Scalar 3 Directly affects tyre grip in longitudinal direction.
Lateral Friction
Scalar 3 Directly affects tyre grip in lateral direction.
Rolling Resistance
Scalar 3 NOT USED ATM!\nLinearly proportional to speed. Acts against the wheel torque.\nFor limiting acceleration in addition to surface property.
Rolling Drag
Scalar 3 NOT USED ATM!\nProportional to speed squared.\nFor limiting high speeds in addition to surface property.
Tread
Scalar 3 NOT USED ATM!\nRatio of the \"Tyre tread\" - related to how well wheel performs on specific surface.

Wheel

Param Type Default value Unit Description
Radius
Scalar 3 Unit: m\n Radius of the wheel.
Mass
Scalar 3 Unit: kg\n Mass of the wheel.
Ratio
Scalar 3 Wheel reduction ratio.
Brake Torque
Scalar 3 Unit: N.m\n Maximal torque that brake can produce.

Helicopter

Param Type Default value Unit Description
Engine
Object 0
Hull
Object 0
Rotors
Array of Objects 0
Landing Gear
Object 0
Landing Gear Layer
String 0 Landing gear raycast physics layer preset
Terrain Detection Mask
Flags 0 Terrain detection raycast target mask

Tracked

Param Type Default value Unit Description
Solver Substeps
Integer 0
Engine
Object 0
Clutch
Object 0
Gearbox
Object 0
Differential
Object 0
Is Fwd
Boolean 0 Is the vehicle front wheel drive?
Friction Curve Longitudinal
Array of Vectors with 2 elements 3
Friction Curve Lateral
Array of Vectors with 2 elements 3
Idler
Object 0
Sprocket
Object 0
Wheel
Object 0
Tracks
Array of Objects 0
Inertia Override Enabled
Boolean 0
Inertia Override
Vector with 3 elements 3 [kg.m^2] ADD DESCRIPTION
Aerodynamics
Object 0
Raycast Layer
String 0 Wheel raycast physics layer preset
Liquids Layers
String 0 Layer preset for liquids (used by wheel interactions)

Wheeled

Param Type Default value Unit Description
Solver Update Rate
Integer 0
Engine
Object 0
Clutch
Object 0
Gearbox
Object 0
Differentials
Array of Objects 0
Axles
Array of Objects 0
Inertia Override Enabled
Boolean 0
Inertia Override
Vector with 3 elements 3 [kg.m^2] ADD DESCRIPTION
Aerodynamics
Object 0
Pacejka
Object 0
Raycast Layer
String 0 Wheel raycast physics layer preset
Liquids Layers
String 0 Layer preset for liquids (used by wheel interactions)
Response Index
String 0 Wheel response index
Noise Steer Sensitivity
Scalar 3 Sensitivity to surface's noise steer
Roughness Sensitivity
Scalar 3 Sensitivity to surface's roughness

PacejkaLongitudinal

Param Type Default value Unit Description
b0
Scalar 3
b1
Scalar 3
b2
Scalar 3
b3
Scalar 3
b4
Scalar 3
b5
Scalar 3
b6
Scalar 3
b7
Scalar 3
b8
Scalar 3
b9
Scalar 3
b10
Scalar 3

PacejkaLateral

Param Type Default value Unit Description
a0
Scalar 3
a1
Scalar 3
a2
Scalar 3
a3
Scalar 3
a4
Scalar 3
a5
Scalar 3
a6
Scalar 3
a7
Scalar 3
a8
Scalar 3
a9
Scalar 3
a10
Scalar 3
a11
Scalar 3
a12
Scalar 3
a13
Scalar 3
a14
Scalar 3

PacejkaAligning

Param Type Default value Unit Description
c0
Scalar 3
c1
Scalar 3
c2
Scalar 3
c3
Scalar 3
c4
Scalar 3
c5
Scalar 3
c6
Scalar 3
c7
Scalar 3
c8
Scalar 3
c9
Scalar 3
c10
Scalar 3
c11
Scalar 3
c12
Scalar 3
c13
Scalar 3
c14
Scalar 3
c16
Scalar 3
c17
Scalar 3
c18
Scalar 3

Pacejka

Param Type Default value Unit Description
Longitudinal
Object 0
Lateral
Object 0
Aligning
Object 0

Cable

Param Type Default value Unit Description
Start Point
Vector with 3 elements 3
End Point
Vector with 3 elements 3

PowerlineEntity

Param Type Default value Unit Description
Material
Resource Name 0
Cables
Array of Objects 0

PowerPoleEntity

Param Type Default value Unit Description
Power Source
Boolean 0 Should this pole be considered as power source?
Inside Grid Network
Boolean 0 Should this be considered in the electrical grid network?

BallisticTable

Param Type Default value Unit Description
Init Speed Coefficient
Scalar 3 Table is generated with init speed multiplied by this coefficient
Table data
Array of Vectors with 3 elements 3 Array of distances, aim heights and times which describe a trajectory of projectile

BallisticTableArray

Param Type Default value Unit Description
Table data
Array of Objects 6 Array of distances, aim heights and times which describe a trajectory of projectile for direct fire
Indirect fire Table data
Array of Objects 6 Array of distances, aim heights and times which describe a trajectory of projectile for indirect fire

BallisticGenerationConfig

Param Type Default value Unit Description
Precise Init Speed Coefficients
Array of Scalars 3 Ballistic tables will be computed precisely for init speed coefficients in this array, the rest of speed coefficients are interpolated. This can be used, if you know a bullet is used by a weapon with specific init speed coefficient, so its values will be more precise.
Generate Direct Fire Tables
Boolean 0 If true, ballistic tables will be generated for angles between 0-45deg(0 meaning looking horizontally), if false, they will be generated for angles between 45-90deg. !Changing this property can affect in major way size and generation time of ballistic tables!
Vertical Precision Of Direct Fire
Boolean 0 If true, ballistic tables for direct fire will be generated to hit with a threshold in height(vertical) error. That is most usable for bullets, because we want it to be used to hit a head of a character. If false, the ballistic tables will be generated to hit with a threshold in horizontal error. That is most usable for explosives, where we care about hitting near target and not hitting the target into the head. !Changing this property can affect in major way size and generation time of ballistic tables!
Precision Error Threshold Of Direct Fire
Scalar 3 Ballistic tables don't generate more data if the interpolation has lower vertical/horizontal error than is given by this property for direct fire ballistic tables. !Changing this property can affect in major way size and generation time of ballistic tables!
Generate Indirect Fire Tables
Boolean 0 If true, ballistic tables will be generated for angles between 0-45deg(0 meaning looking horizontally), if false, they will be generated for angles between 45-90deg. !Changing this property can affect in major way size and generation time of ballistic tables!
Vertical Precision Of Indirect Fire
Boolean 0 If true, ballistic tables for indirect fire will be generated to hit with a threshold in height(vertical) error. That is most usable for bullets, because we want it to be used to hit a head of a character. If false, the ballistic tables will be generated to hit with a threshold in horizontal error. That is most usable for explosives, where we care about hitting near target and not hitting the target into the head. !Changing this property can affect in major way size and generation time of ballistic tables!
Precision Error Threshold Of Indirect Fire
Scalar 3 Ballistic tables don't generate more data if the interpolation has lower vertical/horizontal error than is given by this property for indirect fire ballistic tables. !Changing this property can affect in major way size and generation time of ballistic tables!

EjectableProjectile

Inherits from: Projectile

Param Type Default value Unit Description
Ejector Interface
Object 0 Object which specifies compatibility with rocket/projectile types.

Projectile

Param Type Default value Unit Description
Spawn As Cartridge
Boolean 0 When Projectile object is created, it will show using cartridge model
Projectile Visible Time Scale
Scalar 3 Below this value shell will start being visible. For always visible use 2, for never 0
Projectile Model
Resource Name 0 Model of shell to render
Cartridge Model
Resource Name 0 Model of full projectile, as being loaded
Cartridge Layers
Flags 0 Interaction layers we belong to
Cartridge Layer Preset
String 0 Presets of layer definitions

TracerProjectile

Inherits from: Projectile

Param Type Default value Unit Description
Tracer Burn Start After
Scalar 3 Time after which projectile ignites
Tracer Burn Time
Scalar 3 Time of burning

FlareMoveComponent

Inherits from: ShellMoveComponent

Param Type Default value Unit Description
Deploy Time
Scalar 3 Time that it takes in seconds to fully deploy the flare.
Rotation Speed
Scalar 3 Rotation [deg/s].
Smoke Particle Offset
Vector with 3 elements 3 Particle offset of the entity.
Smoke Particle Direction
Vector with 3 elements 3 Particle direction of the entity.
Smoke Particle
Resource Name 0 Prefab for the smoke particles of the flare.

GrenadeMoveComponent

Inherits from: ProjectileMoveComponent

Param Type Default value Unit Description
Minimal Speed Scale
Scalar 3 Entity minimal launch speed scale (MinimalSpeedScale * InitSpeed)
Single Safety
Boolean 0 True if the throwable should trigger its effect the moment the pin is removed
Is Dangerous
Boolean 0 True if the throwable can cause damage

MissileMoveComponent

Inherits from: ProjectileMoveComponent

Param Type Default value Unit Description
Max Control Range
Scalar 3 Not used
Maneuvrability
Scalar 3 Not used
Track Oversteer
Scalar 3 Not used
Track Lead
Scalar 3 Not used
Thrust Init Time
Scalar 3
Thrust Time
Scalar 3
Thrust Force
Scalar 3
Forward Air Friction
Scalar 3
Side Air Friction
Scalar 3
Align Torque
Scalar 3
Distance Enable Gravitation
Scalar 3

ProjectileMoveComponent

Param Type Default value Unit Description
Init Speed
Scalar 3 Projectile initial speed [m/s]
Init Speed Variation
Scalar 3 Projectile initial speed variation [m/s]
Parent Speed Multiplier
Scalar 3 Multiplier applied to parent velocity.
Dispersion Multiplier
Scalar 3 Multiplier applied to muzzle dispersion.
Mass
Scalar 5 Entity mass
Wind Influence Multiplier
Scalar 3 How much influence can wind have on the projectile.
Time To Live
Scalar 3 Time to live
Delete When Stop
Boolean 0
Trigger When Stop
Boolean 0
Trigger When Timeout
Boolean 0
Layers
Flags 0 Interaction layers we belong to
Layer Preset
String 0 Preset of layer definition
Collision Enabled
Boolean 0
Projectile Effects
Array of Objects 0
Ballistic Table Config
Resource Name 0
Ballistic Table Generation Config
Resource Name 0
Sonic Cracks
Resource Name 0 File containing sonic crack sounds
Subsonic Flybys
Resource Name 0 File containing subsonic flyby sounds

ShellMoveComponent

Inherits from: ProjectileMoveComponent

Param Type Default value Unit Description
Air Drag
Scalar 7
Diameter
Scalar 3 Scales the base damage dealt by the projectile \n[mm]
Length
Scalar 3 Length of projectile \n[mm]
Move With Parent
Boolean 0 Will the projectile move with the parent when OnTransformReset is called.
Mushrooming Damage Multiplier
Scalar 3 Multiplier for mushrooming ability. When set, the diameter of this projectile will multiply by this value upon colliding.
Tumbling Damage Threshold
Scalar 3 Speed loss from which this projectile will be capable of tumbling. If speed loss upon penetration is higher than this value, tumbling damage will increase. \nTumbling damage increase scales to max tumbling damage at a gradualness determined by the Impact Speed Falloff Rate \n[m/s]
Tumbling Damage Multiplier
Scalar 3 Multiplier for tumbling ability. When higher than 0, this bullet will increase its diameter on impact by tumbling
Penetration Damage Model
Boolean 0 Allow penetration damage model\nENABLED (Material and Projectile):\n SpeedLoss * PenetrationDepth * PenetrationDensity / PenetrationSpeed\nDISABLED (Material or Projectile):\n InitSpeed * Mass
Deflection Critical Angle
Scalar 3 [deg] Critical impact angle
Deflection Dir Distribution
Scalar 3 [] Deflection direction distribution (Gauss)
Deflection Slowdown
Scalar 3 [] Deflection slowdown
Penetrator Type
Integer 0 [] Penetrator type
Penetration Depth
Scalar 3 [mm]
Penetration Density
Scalar 3 [g/cm^3]
Penetration Speed
Scalar 3 [m/s]
Penetration Dir Distribution
Scalar 3 [] (Post)penetration direction distribution (Gauss)
Water Impact Deceleration
Scalar 3 [] Water impact decelaration factor
Water Drag
Scalar 7
Water Drag Type
Integer 0 [] Water drag type

BallisticsConfig

Param Type Default value Unit Description
Damage Modifier
Scalar 3 Kinetic damage normalization modifier (exponent)
Impact Speed Falloff Rate
Scalar 3 Increases onset steepness of tumbling damage. Higher means tumbling damage will increase more suddenly when passing Tumbling Damage Threshold \n[m/s]
Deceleration Falloff Rate
Scalar 3 Deceleration falloff multiplier. Higher means more speed needs to be lost on projectile for the tumbling to start applying damage.
Cavitation Constant
Scalar 3 How intensely deceleration increases cavitation damage. Lower is more damage. \n(Mass/2) * ((VImpact^2 - VExit^2) / C^2)

BaseMissileGuidanceComponent

Param Type Default value Unit Description
use Aiming Type
Integer 0 defines whing aimning component will be used

AIActivateEffect

Inherits from: BaseProjectileEffect

Param Type Default value Unit Description
Range
Scalar 3
Keep Time
Scalar 3

BaseProjectileEffect

Param Type Default value Unit Description
Trigger Once
Boolean 0
Enabled
Boolean 0

BaseExplosionDamage

Param Type Default value Unit Description
Damage Value
Scalar 3
Damage Type
Integer 0
Perform Traces
Boolean 0 Explosion checks for LOS to deal damage. Will impact performance. Disable for large effects.
Damage Distance
Scalar 3
Explosion Effect Speed
Scalar 3 Speed of the explosion effect\n0: instant\n[m/s]
Damage Falloff Curve
Array of Vectors with 2 elements 3
Damage Effect
Array of Objects 0 Only store 1 DamageEffect in this array, otherwise only the last one of the array will be used.
Explosion Damage Power
Scalar 5 Damage Value *= (Charge Weight * Relative Effectiveness) ^ Explosion Damage Power\n< 0: Damage Value unaffected\n[^]
Explosion Range Power
Scalar 5 Damage Distance *= (Charge Weight * Relative Effectiveness) ^ Explosion Range Power\n< 0: Damage Distance unaffected\n[^]

ExplosionDamageContainer

Inherits from: BaseProjectileEffect

Param Type Default value Unit Description
Explosion Effects
Array of Objects 0
Charge Weight
Scalar 1 Charge Weight\n 0: Explosion scale disabled\n[g]
Tnt Equivalent
Scalar 5 Relative Effectiveness\n 0: Explosion scale disabled\n
Explosion Scale
Scalar 5 (Charge Weight * Relative Effectiveness) ^ (1/3)\n
Interaction Layer
Flags 0 Interaction layer used for the traces created by explosions
Layer Preset
String 0 Presets of layer definitions used for the traces created by explosions

ExplosionEffect

Inherits from: SpawnPrefabEffect

Param Type Default value Unit Description
Overriden Material Props
Array of Objects 0
Particle Effect
Resource Name 0 Override effect inside prefab with this particle effects
Sound Event
String 0 Name of sound event to be raised when triggered
Exit Effect Prefab
Resource Name 0 Entity prefab to spawn

ExplosionFragmentationEffect

Inherits from: BaseExplosionDamage

Param Type Default value Unit Description
Damage Fragment Count
Integer 0
Gurney Shape
Integer 0 CYLINDER: 0.5\nSPHERE: 0.6
Gurney Constant
Scalar 3 Gurney Frag Speed = 0.8 * Gurney Constant * (Case Weight / (Charge Weight * TNT Equivalent) + Gurney Shape) ^ -0.5\n 0: automation disabled\n
Case Weight
Scalar 3 Frag Mass = Frag Mass Scale * Case Weight / Frag Count\n 0: automation disabled\n[g]
Frag Mass Scale
Scalar 3 Frag Mass Scale\n 0: automation disabled\n[%]
Frag Range Scale
Scalar 3 Damage Distance *= (Frag Mass * Frag Range Scale * Gurney Speed) ^ Frag Range Power\n 0: Damage Distance unaffected\n[%]
Frag Speed Scale
Scalar 3 Explosion Effect Speed *= Gurney Frag Speed * Frag Speed Scale\n 0: Explosion Effect Speed unaffected\n[%]
Frag Damage Power
Scalar 3 Damage Value *= (Frag Mass * Frag Mass Scale * Frag Speed) ^ Frag Damage Power\n 0: Damage Value unaffected\n[^]
Frag Range Power
Scalar 3 Damage Distance *= (Frag Mass * Frag Mass Scale * Frag Range Scale * Frag Speed) ^ Frag Range Power\n 0: Damage Distance unaffected\n[^]

ExplosionImpulseEffect

Inherits from: BaseExplosionDamage

Param Type Default value Unit Description
Explosion Impulse Multiplier
Scalar 3

HitSoundEffect

Inherits from: BaseProjectileEffect

Param Type Default value Unit Description
Filename
Resource Name 0
Min Distance
Scalar 3 Minimum Distance in meters for a bullet sound to be played

ProjectileDamage

Inherits from: BaseProjectileEffect

Param Type Default value Unit Description
Damage Value
Scalar 3
Damage Type
Integer 0
Damage Effects
Array of Objects 0 Only store 1 DamageEffect in this array, otherwise only the last one of the array will be used.

SpawnDecalEffect

Inherits from: BaseProjectileEffect

Param Type Default value Unit Description
Far Plane
Scalar 3 Far plane - maximum distance for decal projection box
Stretch
Scalar 3 Stretch of decal
Scale
Scalar 3 Scale
Lifetime
Scalar 3 Decal lifetime(seconds), value <= 0 is infinite.
Material
Resource Name 0 Decal material

SpawnParticleEffect

Inherits from: BaseProjectileEffect

Param Type Default value Unit Description
Attach To Parent
Boolean 0 Should attach the effects to parent entity
Follow Parent
Boolean 0 Should attach the effects to parent entity
Should Replicate
Boolean 0 Should particle be spawned when streamed in on clients
Use Frame Event
Boolean 0 Should particle use FRAME or VISIBLE event
Particle Effect
Resource Name 0 Particle to spawn
Sound Event
String 0 Name of sound event to be raised when particle is spawned
Trigger Name
String 0 Name of trigger to be set to 1 when particle is spawned
Stop Sound With Particles
Boolean 0 Whether sound should stop playing along particles or it should keep playing after particles end.
Sound Stop Offset
Integer 0 Time (in ms) before the particles end to stop the sound.

SpawnPrefabEffect

Inherits from: BaseProjectileEffect

Param Type Default value Unit Description
Attach To Parent
Boolean 0 Should attach the effects to parent entity
Effect Prefab
Resource Name 0 Entity prefab to spawn

SubmunitionEffect

Inherits from: BaseProjectileEffect

Param Type Default value Unit Description
Prefab
Resource Name 0 Projectile prefab to spawn
Count
Integer 0 Number of projectiles to spawn
Dispersion
Scalar 3 [deg] Dispersion angle centered around original direction (minimum value). Represents whole sphere at maximum value.
Init Speed Coef
Scalar 3 How much is changed initial speed of bullet.
Sound Event
String 0 Name of sound event to be raised when triggered

DistanceParticleEffect

Param Type Default value Unit Description
Particle Effect
Resource Name 0 Particle to spawn
Min Dist
Scalar 3 Minimum distance between effects
Sub Effects
Array of Objects 0 List of sub effects

SpawnDistanceParticleEffect

Inherits from: SpawnParticleEffect

Param Type Default value Unit Description
Sub Effects
Array of Objects 0 List of sub effects

SubDistanceParticleEffect

Param Type Default value Unit Description
Modulo Spawned
Integer 0 When the particle should be spawned
Particle Effect
Resource Name 0 Particle to spawn

BaseTriggerComponent

Param Type Default value Unit Description
PROJECTILE EFFECTS
Array of Objects 0
DELETE ON TRIGGER
Boolean 0
TRIGGER ALIVE
Boolean 0
Trigger Offset
Scalar 3
Arming Time
Scalar 3
Safety Distance
Scalar 3
HAS VALID DIRECTION
Boolean 0 Set true if we can trust the value of m_vHitDirection in ProjectileEffectContext

ProximityTriggerComponent

Inherits from: BaseTriggerComponent

Param Type Default value Unit Description
DISTANCE
Scalar 3

TimerTriggerComponent

Inherits from: BaseTriggerComponent

Param Type Default value Unit Description
TIMER
Scalar 3

GyroSettings

Param Type Default value Unit Description
Gyro Precision Speed
Scalar 3 Rotation speed below which precision aiming is applied\n[deg/s]
Gyro Acceleration Speed Min
Scalar 3 Rotation speed at which Acceleration sensitivity starts being applied\n[deg/s]
Gyro Acceleration Speed Max
Scalar 3 Rotation speed at which Acceleration sensitivity is fully applied\n[deg/s]
Gyro Acceleration Sensitivity
Scalar 3 Acceleration sensitivity\n[*]
Gyro Smoothing Speed
Scalar 3 Rotation speed below which smooth aiming is applied\n[deg/s]
Gyro Smoothing Rate
Scalar 3 Percentage of previous angularVelocity that stays when dt is equal to smoothing time\n[%]
Gyro Smoothing Fps
Scalar 3 Reference frames per second for smoothing rate\n[Hz]
Gravity Smoothed Half Time
Scalar 3 Time for acceleration smoothing to reach half way of raw value\n[s]
Gravity Smoothed Delta Steady
Scalar 3 Angle between raw and smooth acceleration over which controller is fully steady\n[deg]
Gravity Smoothed Delta Shaking
Scalar 3 Angle between raw and smooth accelerometer over which controller is fully shaking\n[deg]
Gravity Alignment Steady
Scalar 3 Speed of gravity aligment with accelerometer while controller is fully steady\n[alignment / s]
Gravity Alignment Shaking
Scalar 3 Speed of gravity aligment with accelerometer while controller is fully shaking\n[alignment / s]
Gravity Alignment Speed To Limit
Scalar 3 Angular speed to limit of speed of gravity aligment with accelerometer\n[alignment / deg/s]
Gravity Alignment Delta Min
Scalar 3 Angle between gravity and accelerometer, below which alignment limit is fully enforced\n[deg]
Gravity Alignment Delta Max
Scalar 3 Angle between gravity and accelerometer, over which alignment limit is fully ignored\n[deg]
Gravity Alignment Guaranteed
Scalar 3 Speed of gravity alignment with accelerometer, guaranteed regardless of other conditions\n[alignment / s]
Gyro Aiming Space
Integer 0 Gyro aiming space. Player space = local pitch, world yaw
Player Space Local Yaw Preference
Scalar 3 Half angle of cone in which local yaw and roll speed will be preferred for player space yaw speed\n[deg]
World Space Side Pitch Restriction
Scalar 3 Half angle of cone in which pitch is restricted, when controller is rolled and pitched perpendicularly to gravity\n[deg]

GarbageSystem

Param Type Default value Unit Description
Processing Interval
Scalar 3 Interval in seconds at which the garbage collection passes occur.
Processing Iterations Max
Integer 0 Maximum number of entities processed during a single frame. Low values avoid performace drops.
Rules
Array of Objects 0 Rules to select the appropriate configuration.

GarbageSystemConfig

Param Type Default value Unit Description
Processing Interval
Scalar 3 Interval in seconds at which the garbage collection passes occur.
Processing Iterations Max
Integer 0 Maximum number of entities processed during a single frame. Low values avoid performace drops.
Rules
Array of Objects 0 Rules to select the appropriate configuration.

BaseGarbageRule

Param Type Default value Unit Description
Priority
Integer 0 If mutliple rules match the highest priority wins.
Filter
String 0
Collect
Boolean 0 Enable garbage collection these entities.
Only Destroyed
Boolean 0 Only remove entities that are in the damage state DESTORYED. Only applies if the entity can be damaged.
Lifetime
Scalar 3 Entity lifetime in seconds after which it will be garbage collected.
Check Player Distance
Boolean 0 Configure if nearby players affect the lifetime processing.
Player Distance
Scalar 3 Distance in meter at which a player will affect entity lifetimes.
Player Lifetime Effect
Integer 0 How does a nearby player affect the lifetime.
Lifetime Reset Percentage
Integer 0 Percentage of inserted lifetime to which to return to.

GarbageSystemConfigComponent

Param Type Default value Unit Description
Config
Resource Name 0 Optional override of the global garbage system configuration for gamemode specific needs.

InventoryStreamingSystem

Param Type Default value Unit Description
Stream Out Delay
Scalar 3

PerceptionSystem

Param Type Default value Unit Description
Update Intervals
Array of Scalars 3 Update interval for each LOD value, in seconds. The system will try to update components according to those intervals, but actual timing might be different.
Max Components Per Second
Integer 0 Maximum amount of components updated per second. The system will try to update components according to desired update intervals, as long as this limit is not reached. Note that at lowest system will still update one component per frame, which will bypass this setting. This setting works best for big values.
Vision Trace Layer
Flags 0 Layer used for vision trace checks

DamageManagerComponent

Inherits from: HitZoneContainerComponent

Param Type Default value Unit Description
Fall damage min speed
Scalar 3
Fall damage max speed
Scalar 3
Collision Velocity Threshold
Scalar 3 Relative speed below threshold does not cause damage
Heavy damage threshold
Scalar 3
Enable Damage
Boolean 0

ExtendedDamageManagerComponent

Inherits from: DamageManagerComponent

Param Type Default value Unit Description
Damage Effect Evaluator
Array of Objects 0
Allowed Damage Effects
Array of Objects 0
Blacklisted Damage Effects
Array of Objects 0

ParentHitZone

Param Type Default value Unit Description
Parent
String 0 Parent hitzone
Damage Multiplier
Scalar 3 Multiplier for damage passed to parent
Healing Multiplier
Scalar 3 Multiplier for healing passed to parent
Overkill
Boolean 0 When transmitting damage, excess damage is taken into account
Overheal
Boolean 0 When transmitting healing, excess healing is taken into account

HitZone

Param Type Default value Unit Description
Collider Names
Array of Strings 0 Assigned geometry colliders
Parent HZs
Array of Objects 0
HZDefault
Boolean 0 One number representation of the overall entity state
Ignore Explosions
Boolean 0 If true, explosion effects will not deal damage to this hitzone
Base Damage Multiplier
Scalar 3 This damage multiplier will always apply except for true damage
Max Health
Scalar 3
Critical Damage
Scalar 3 Threshold when the damage taken at once by the hitzone is considered to be critical
Damage Reduction
Scalar 3 Incoming damage to this hitzone will be reduced by this flat amount
Damage Threshold
Scalar 3 If incoming damage < Damage threshold, no damage is dealt
Area Override
Scalar 3 If >= 0, use this as the area of the hitzone and do not compute area of colliders
Collision multiplier
Scalar 3 Collision damage multiplier
Melee multiplier
Scalar 3 Melee damage multiplier
Kinetic multiplier
Scalar 3 Kinetic damage multiplier
Fragmentation multiplier
Scalar 3 Fragmentation damage multiplier
Explosive multiplier
Scalar 3 Explosive damage multiplier
Incendiary multiplier
Scalar 3 Incendiary damage multiplier
Fire multiplier
Scalar 3 Fire damage multiplier
Damage State threshold
Array of Scalars 3 Health% for the hitzone to enter this custom damage state. Keep this value > 0 and different to 0 and 1. Extra damage states should be sorted descending.

HitZoneContainerComponent

Param Type Default value Unit Description
Additional hit zones
Array of Objects 0

DestructibleEntity

Param Type Default value Unit Description
Enabled
Boolean 0 True to enable destruction in all instances of this prefab
Max Health
Scalar 3 Max health of this destructible
Collision multiplier
Scalar 3 Collision damage multiplier
Melee multiplier
Scalar 3 Melee damage multiplier
Kinetic multiplier
Scalar 3 Kinetic damage multiplier
Fragmentation multiplier
Scalar 3 Fragmentation damage multiplier
Explosive multiplier
Scalar 3 Explosive damage multiplier
Incendiary multiplier
Scalar 3 Incendiary damage multiplier
Base Damage Multiplier
Scalar 3 Base damage multiplier of this destructible
Damage Reduction
Scalar 3 Incoming damage to this hitzone will be reduced by this flat amount
Damage Threshold
Scalar 3 If incoming damage < Damage threshold, no damage is dealt
Destroy At No Health
Boolean 0 If the entity will be destroyed when its health reaches 0
First Destruction Phase
Object 0 Keep the threshold value at 1
Damage Phases
Array of Objects 0
Last Destruction Phase
Object 0 Keep the threshold value at 0
Permanent debris offsets
Array of Vectors with 2 elements 3 Array of offset points to spawn the permanent debris (respect to the destructible)
Permanent Debris
Array of Objects 0

BaseDestructionPhase

Param Type Default value Unit Description
Threshold
Scalar 3 Destructible will be in this phase if(health % <= current phase && health% > next phase). [0, 1]

DestructibleDebris

Param Type Default value Unit Description
Debris Prototype
Resource Name 0 Debris prefab to spawn
Debris count
Integer 0 Number of times to spawn this debris. Be reasonable, they are permanent.

DestructionManager

Param Type Default value Unit Description
Regional Destruction Manager Prefab
Resource Name 0 Regional destruction manager prefab to spawn

LongRangeSoundComponent

Param Type Default value Unit Description
Signal Event
String 0 Name of the event to bind the sound trigger to.
Sound Data Index
Integer 0 Index of entry in the SoundData array in the system.

LongRangeSoundSystem

Param Type Default value Unit Description
Sound Data
Array of Objects 0

LongRangeSoundData

Param Type Default value Unit Description
Sound Project
Resource Name 0 Sound project to play the sound from.
Sound Event
String 0 Sound event to trigger in the sound project.

AimPoint

Param Type Default value Unit Description
Aim Point Type
Integer 0

CharacterPerceivableComponent

Inherits from: PerceivableComponent

Param Type Default value Unit Description
Visual Factor Stance Prone
Scalar 3 Value of this character's stance visual recognition factor when prone
Visual Factor Stance Crouch
Scalar 3 Value of this character's stance visual recognition factor when crouching
Visual Factor Stance Stand
Scalar 3 Value of this character's stance visual recognition factor when standing up
Sound Power Max Db
Scalar 3 Produced sound power when running at max speed (in dB ref 1pW)

PerceivableComponent

Param Type Default value Unit Description
Additional aim points
Array of Objects 0 Additional points on object which should be tested for line of sight
Illumination Lv Per Light
Scalar 3 How much LV (logarithmic) is added to illumination per each light attached to owner
Unit Type
Integer 0 Defines how AI will recognize this unit as target. Used for target and weapon seleciton.

PerceptionComponent

Param Type Default value Unit Description
Forget Enemy Time
Integer 0 How long it takes till a target in Enemy category is forgotten, in seconds
Forget Detected Time
Integer 0 How long it takes till a target in Detected category is forgotten, in seconds
Position Info
Object 0 Position of perception, usually head or eyes
Sensors List
Array of Objects 0 List of sensors
Vehicle Threat Max Dist
Scalar 3 Maximum threatening distance of a vehicle
Vehicle Threat Max Angle
Scalar 3 Maximum threatening angle of approach of a vehicle
Vehicle Threat Min Speed
Scalar 3 Minimum threatening speed of a vehicle
Vehicle Threat Collision Time
Scalar 3 Maximum estimated time before a vehicle collides into us. If collision time is more than this value, we don't receive a danger event.
Safe Aim Distance Friendly
Scalar 3 Minimum distance which is considered safe while shouting close to an ally.

PerceptionManager

Param Type Default value Unit Description
Sun Direct Light Elev Curve
Array of Objects 0
Sun Ambient Light Elev Curve
Array of Objects 0
Moon Direct Light Elev Curve
Array of Objects 0
Moon Ambient Light Elev Curve
Array of Objects 0
Direct Light Cloud Attenuation
Array of Objects 0
Ambient Light Cloud Attenuation
Array of Objects 0
Illumination Factor Curve
Array of Objects 0 Translates LV to Illumination Factor value

VehiclePerceivableComponent

Inherits from: PerceivableComponent

Param Type Default value Unit Description
Sound Power Rpm Multiplier Db
Scalar 3 How much sound power (in dB ref 1pW) the engine produces per RPM
Horn Sound Power Db
Scalar 3 Sound power of horn (in dB ref 1pW)

BaseSensor

Param Type Default value Unit Description
Max Range
Scalar 3 Max range of sensor

EarsSensor

Inherits from: BaseSensor

Param Type Default value Unit Description
Sound Intensity Min db
Scalar 3 Minimal detectible sound intensity (in dB ref 1pW/m^2)

EyesSensor

Inherits from: BaseSensor

Param Type Default value Unit Description
FOVNormal
Scalar 3 Angle of visibility(in degrees)
FOVPeripheral
Scalar 3 Angle of peripherial visibility (in degrees)
Min Illumination Factor
Scalar 3 Minimal value of target's illumination factor. If target illumination factor is lower than this, it can not be seen at all.
Recognition Detect Decay
Scalar 3 Decay speed of target detection recognition value when we don't see the target
Recognition Identify Decay
Scalar 3 Decay speed of target identification recognition value when we don't see the target
Angular Size Factor a
Scalar 3 Angular size factor is calculated internally as: f = 1 / max((a * targetDistance/targetSize) + b, c)
Angular Size Factor b
Scalar 3
Angular Size Factor c
Scalar 3
Angular Velocity Factor a
Scalar 3 Angular velocity factor is calculated internally as: f = min( a * ((targetVelocity/targetDistance)^2) + 1.0, b )
Angular Velocity Factor b
Scalar 3

BaseRadioComponent

Param Type Default value Unit Description
Encryption key
String 0 Key used for encryption. Matching encryption is required for encrypted transmissions to be received.
Turned on
Boolean 0 Is radio turned on by default?
Transceivers
Array of Objects 0 Transceiver defines one receive/transmit channel.

BaseTransceiver

Param Type Default value Unit Description
Channel Frequency
Integer 0 Radio frequency in kHz
Transmitting Range
Scalar 3 Maximum transmitting distance in meters.
Min tunable frequency
Integer 0 Frequency in kHz
Max tunable frequency
Integer 0 Frequency in kHz
Frequency resolution
Integer 0 Tunning step in kHz

RelayTransceiver

Param Type Default value Unit Description
Any frequency
Boolean 0 Relay only set frequency if false.

RadioBroadcastComponent

Param Type Default value Unit Description
Turn On Action
Object 0

RadioBroadcastManager

Param Type Default value Unit Description
Broadcast Acp
Resource Name 0
Regenerate Times
Boolean 0 Will regenerate times of banks when checked
Start Music
Boolean 0 Checked: The music bank will start - Unchecked: The DJ bank will start
Music Bank Name
String 0 This name should exactly match with the bank used for the music in the linked ACP
Music Times
Array of Integers 0 Time in milliseconds for the samples in the music bank of the ACP
Dj Bank Name
String 0 This name should exactly match with the bank used for the DJ in the linked ACP
Dj Times
Array of Integers 0 Time in milliseconds for the samples in the DJ bank of the ACP

TagComponent

Param Type Default value Unit Description
Tag categories
Flags 0 Specifies categories for this tag.
Is Dynamic
Boolean 0 Should this entity be considered dynamic in the grid map?

TagSystem

Param Type Default value Unit Description
Cell Size
Scalar 3 Resolution of underlying spatial container.
Number Of Static Entities Updated Per Update
Integer 0

ActionsManagerComponent

Param Type Default value Unit Description
Action Contexts
Array of Objects 0 List of context definitions for user actions to be registered into
additional Actions
Array of Objects 0
Allow Cross Hierarchy
Boolean 0
Is Ghost Entity
Boolean 0

BaseInteractionHandlerComponent

Param Type Default value Unit Description
Global Visibility Range
Scalar 3 Global actions visibility range used by default

BaseUserAction

Param Type Default value Unit Description
Parent Context List
Array of Strings 0 List of identifiers used to find contexts into which this action should be registered. These should be defined in the parent ActionsManagerComponent.
UIInfo
Object 0
Action Title
String 0 Editor-Only display string used as title in properties editor. If this is empty, action's classname is used as title.
Visibility Range
Scalar 3 The visibility range in metres. If set to negative value, global range provided by InteractionHandlerComponent is used instead.
Duration
Scalar 3 Time in seconds of how long action should take. 0 for instant.
Can Aggregate
Boolean 0
Perform Per Frame
Boolean 0 If true, the PerformAction function will be called every frame interaction key is pressed down.
Sort Priority
Integer 0 Order for sorting. The lower the value, the higher the priority.
Inventory action
Boolean 0 Can action be performed from the inventory

InteractionHandlerComponent

Inherits from: BaseInteractionHandlerComponent

Param Type Default value Unit Description
Sphere Trace Radius
Scalar 3 Radius of sphere trace done from reference point forward.
Sphere Query Radius
Scalar 3 Radius of sphere query done at the end of sphere trace to collect entities.
Reference Bone Name
String 0 Reference bone name of controlled entity used as the origin of our physical traces. Leave empty for default origin.
Nearby Sphere Radius
Scalar 3 Radius of sphere that will collect nearby contexts.
Layers
Flags 0 Interaction layers we trace using

ScriptedSignalUserAction

Param Type Default value Unit Description
Signal name
String 0
Max value
Scalar 3
Min value
Scalar 3

UserActionContext

Param Type Default value Unit Description
UIInfo
Object 0
Context Name
String 0 The unique identifier of this context which will be used for actions registration and hashmap searches.
Position
Object 0
Radius
Scalar 3 Radius of this context used in simplified checks.
Height
Scalar 3 Height of this context's capsule shape. Value of 0.0 implies a spherical shape.
Omnidirectional
Boolean 0 Whether this context is accessible from all directions (true) or not (false)
Visibility Angle
Scalar 3 If not omni-directional, this angle is the angle from which this context can be accessed. 180 degrees is all around, value is projected to both sides.
Filter Actions Using Cache
Boolean 0 If the context uses ActionManagerComponents's predicate cache when filtering the actions.
Line Of Sight Check
Boolean 0 Should visibility depend on line-of-sight.
Display UI At Reference Point
Boolean 0 Should the actions UI be displayed at the interaction reference point.
Skip Culling Plane Detection
Boolean 0 Should the interaction trace hit point plane be used for backface culling this context.

PrefabFilter

Param Type Default value Unit Description
Prefab
Resource Name 0
Check Prefab Hierarchy
Boolean 0 Should it go over prefab hierarchy to check if the prefab name is valid

BaseGameTriggerEntity

Param Type Default value Unit Description
Trigger Shape Type
Integer 0
Sphere Radius
Scalar 3 Sphere radius
Box Mins
Vector with 3 elements 3 Box minimal bounds
Box Maxs
Vector with 3 elements 3 Box maximal bounds
Box Angles
Vector with 3 elements 3 Box orientation angles
Polyline Height
Scalar 3 Polyline height
Draw Shape
Boolean 0 Draw trigger shape
Shape Color
Color 4
Trigger Activation Type
Integer 0
Periodic Queries
Boolean 0 Enable periodic Queries
Update Period
Scalar 3 Seconds between query updates
Names Filter
Array of Strings 0 Names of objects to be detected inside the Trigger
Classes Filter
Array of Strings 0 Classes of objects to be detected inside the Trigger
Prefabs Filter
Array of Objects 0

ScriptedGameTriggerEntity

Inherits from: BaseGameTriggerEntity

Param Type Default value Unit Description
Run Default Query First
Boolean 0 Run default query before scripted query. The default query is run in C++, if it is filtering by Name/Class and runs first, it can thin the results and prevent script method calls on invalid entities.

Tree

Param Type Default value Unit Description
Collision Velocity Threshold
Scalar 3 Relative speed below threshold does not cause damage
Occlusion
Scalar 3 Visibility check occlusion. In Percent per meter

Vehicle

Param Type Default value Unit Description
Tilt Threshold
Scalar 3 Tilt threshold to consider vehicle inacsessable from -1 to 1.\nWhere 1 is default vehicle state (0 deg tilt) and -1 vehicle is turned upside down (+/- 180 deg tilt).\nDefault value of 0 - means we will consider vehicle inaccessible when it is on it's side (+- 90 deg tilt)
Teleport Offset
Scalar 3 Teleport offset, adds an offset in meters to the teleported vehicle if under terrain

VehicleAnimation

Param Type Default value Unit Description
Anim Graph
Resource Name 0 Anim graph name
Anim Instance
Resource Name 0 Anim graph instance
Vehicle Parts
Array of Objects 0 List of animated vehicle parts
Anim Variables
Array of Objects 0 Bindings of anim variables and signals
Wake Command
Object 0 Command used to wake a sleep node

VehiclePartAnimation

Param Type Default value Unit Description
Part Type
Integer 0 Type of vehicle part (internal refers to a vehicle entity)
Slot Name
String 0 Name of a slot in slot manager representing vehicle part
Start Node
String 0 Node where to start from

VehiclePartRotor

Param Type Default value Unit Description
Axis
Integer 0 Local space axis the rotor axis is best aligned with.

BaseCompartmentManagerComponent

Param Type Default value Unit Description
Door Info List
Array of Objects 0 List of doors which can be used to access this compartment. Recommended maximum number of door infos is 64.
Compartment Slots
Array of Objects 0 List of compartments definitions for slot to be registered into

BaseCompartmentDoor

Param Type Default value Unit Description
Anim Door Index
Integer 0
Open Close Door Anim Graph
Resource Name 0 Animation graph to be used for opening and closing door. Must be the same as on one of the entity ancestors.

BaseCompartmentSlot

Param Type Default value Unit Description
Default Occupant Name
String 0 Entity to find (by name) to set as occupant for this compartment
Compartment Unique Name
String 0 Unique name for identification of multiple compartments with same type/class
Compartment Action
Object 0
Get Out Action
Object 0
Jump Out Action
Object 0
Switch Seat Action
Object 0
Additional Actions
Array of Objects 0
Passenger Position Info
Object 0
Forced Free Look
Boolean 0
Mouse Steering
Boolean 0
Skip Character Door Animations From Seat
Boolean 0 The door closing animation (while getting in) and the door opening animation (while getting out) will not play on the character.
Eject Unconscious And Dead Characters
Boolean 0
Characters Can Fall Out On Flip
Boolean 0
Characters Fall Out Vector Seat Space
Vector with 3 elements 3
Seat Type
Integer 0 Seat type for animation instance identification
Door Info List
Array of Integers 0 List of doors which can be used to access this compartment.
Override Entry Position Info
Object 0
Override Exit Position Info
Object 0
UIInfo
Object 0
Base Coverage
Scalar 3 Defines how 'Covered' the compartment sounds by default. 1 = fully covered, 0 = open
Can Occupant Equip Gadget
Boolean 0 Speciffies either gadget can be equiped by occupant?
Restricted Item Types
Array of Strings 0 Item types that cannot be used in the compartment(see ECommonItemType enum for possible values)
Auto Connect To Turret
String 0 Automatically take over the turret with the given name when entering the compartment
Auto Connect Context Indices
Flags 0 ContextIDs that should be made active when auto-connecting to a turret
Can Turn Out
Boolean 0 Can character perform turn out from this compartment?
Turn Out Door Idx
Integer 0 When turning out/in, which door do we open/close?

BaseSlotMapping

Param Type Default value Unit Description
Slot Name
String 0 Assigned slot

CargoCompartmentSlot

Inherits from: BaseCompartmentSlot

Param Type Default value Unit Description
Context Name
String 0 The unique identifier of this context which will be used for cargo compartment registration and hashmap searches.

CompartmentAccessibilityContext

Param Type Default value Unit Description
BBHalf Extents
Vector with 3 elements 3 Trace Bounding Box half extents
Trace Offset
Vector with 3 elements 3 Trace offset from reffrence Point info
Trace Length
Scalar 3 Trace Length (change sign to change trace direction).
Use Entry Points As Refference
Boolean 0 Should door entry point info should be used as refference
Test Layer
Flags 0 Perform test in this phys layers
Exclude Physics Layer
Flags 0 Ignore bodies with this layers when performing test

CompartmentDoorInfo

Inherits from: BaseCompartmentDoor

Param Type Default value Unit Description
Context Name
String 0 The unique identifier of this context which will be used for compartment door registration and hashmap searches.
Coverage
Scalar 3
Open Door Action
Object 0
Close Door Action
Object 0
Entry Position Info
Object 0 Point that is used for prediction while opening and closing door, as well as while getting in the vehicle (unless we are already aligning to the seat, if the seat prediction is active).
AIEntry Position Info
Object 0 Point that is used for AI when getting into vehicle. Should be set only when AI cannot get into vehicle from EntryPointInfo
AIJump Target Position Info
Object 0 Point that is used for AI when getting into vehicle and need to jump. Should be set only when AI cannot get into vehicle from EntryPointInfo
Exit Position Info
Object 0 Point that is used for prediction while exiting vehicle, should be close to the doors.
Get In Teleport
Boolean 0
Get Out Teleport
Boolean 0
Portal Position Info
Object 0 Point that is used for locating the light portal. If not provided and the door is not fake, fetching light portal position is attempted by matching this door's context name with the context name on ActionManagerComponent. If a match is found, the pivot ID from the action is used.
Portal Signal Name
String 0 Signal for controlling the portal. Only used is Fake Door is set. Usefull when there's no physical door present yet we still want to register a light portal (e.g. small window openings on armored vehicles). If left empty and the context name is given, an attempt to fetch the signal name via ActionManagerComponent is made among its ScriptedSignalUserActions.
Align During Get Out
Boolean 0 If true, character can align from the seat to the door during get out. Otherwise they stay at the seat.
Get In Aligning Teleport
Boolean 0 If true, aligning of character to seat will be immediate (teleport). If false, aligning will be gradual over the course of next few frames.
Get Out Aligning Teleport
Boolean 0 If true, aligning of character to exit point will be immediate (teleport). If false, aligning will be gradual over the course of next few frames.
Get In Seat Aligning On Event
Boolean 0 If true, aligning of character to seat will wait until Event_GetOutAlignToExitPoint event. Otherwise it will be performed immediately on vehicle entering.
Get Out Aligning On Event
Boolean 0 If true, aligning of character to exit point will wait until Event_GetOutAlignToExitPoint event. Otherwise it will be performed immediately on vehicle exiting.
Fake Door
Boolean 0 Set to true if the door are not physically present
Activate Physics
Boolean 0 If true, character physics will activate during door opening/closing action after it has lerped to entry point.
Stance Change On Exit
Integer 0 Sets into which stance will character go upon exit. No change keeps the stance since entering the vehicle.
Accessibility Settings
Object 0

CompartmentToSlotMapping

Inherits from: BaseSlotMapping

Param Type Default value Unit Description
Coverage
Scalar 3 Defines how 'Covered' the slot is. 1 = fully covered, 0 = open
Compartments
Array of Strings 0 Compartments connected to this slot

TurretCompartmentSlot

Inherits from: BaseCompartmentSlot

Param Type Default value Unit Description
Direct Aim Mode
Boolean 0 Is aiming uses direct mode? (BTR...)
Allow Aiming
Boolean 0 Should aiming be allowed when in compartment
Procedural Sidestepping And Height Adjustment
Boolean 0 Allow procedural sidestepping and height adjustment - walking around a turret is not a part of the animation poses, but done using commands.
Sidestep Angle
Scalar 3 The change in angle if the character performs a sidestep, in degrees.
Sidestep Margin
Scalar 3 How much the character can turn before a sidestep is triggered, in degrees.
Height Adjustment Limits
Vector with 2 elements 3 Min and max height between the weapon handles and the floor that the animations graph can handle. X=Min, Y=Max, both in centimeters.
Sidestep Ray ZOffset
Scalar 3 Offset of the ray determining whether the character can move left or right. Defined in centimeters in character space. Negative value moves the ray to the back.
Height Adjustment Ray ZOffset
Scalar 3 Offset of the ray determining the standing height from the root of the character. Defined in centimeters in character space. Negative value moves the ray to the back.
Character Weapon Handling
Boolean 0

BaseFuelNode

Param Type Default value Unit Description
Fuel Type
Integer 0 Fuel type
Max Fuel
Scalar 3 Maximum amount of fuel this component can hold
Fuel Cap Position
Object 0 Fuel cap point representation.

FuelManagerComponent

Param Type Default value Unit Description
Fuel Nodes
Array of Objects 0 List of context definitions for user actions to be registered into

BaseLightManagerComponent

Param Type Default value Unit Description
Lights Enabled
Boolean 0 Are lights enabled?
High Beam Turns Off Head Lights
Boolean 0 Do high beam lights turn off headlights
Light Slots
Array of Objects 0 List of lights definitions for slot to be registered into
Emissive Surface Slots
Array of Objects 0 List of emissive surface parts
Light Action
Array of Objects 0

BaseLightSlot

Param Type Default value Unit Description
Light Type
Integer 0
Light Functional
Boolean 0 Is light functional?
Light State
Boolean 0 Is light on?
Light Position Info
Object 0
Light Prefab
Resource Name 0 Prefab to spawn in that slot.
Light Radius Override
Scalar 3 Overrides the prefab radius if above 0
Light Cone Angle Override
Scalar 3 Overrides the prefab radius if above 0
Light Cast Shadows Override
Integer 0 Overrides the prefab radius if above -1
Light Should Tick
Boolean 0 Should light tick?
Light Side
Integer 0 Which side of the vehicle is the light on?
Light Phase Time
Scalar 3 Time for each Light Phase
Is Presence Light
Boolean 0 Should be considered a presence light?
Parent Surface
String 0

SurfaceLightConfigItem

Param Type Default value Unit Description
For Light Type
Integer 0
Priority
Integer 0
Emissive Multiplier
Integer 0
Emissive Color Tint
Color 4

EmissiveLightSurfaceSlot

Inherits from: RegisteringComponentSlotInfo

Param Type Default value Unit Description
Light Type
Flags 0
Light Side
Integer 0
Emissive On Multiplier
Integer 0
Emissive Off Multiplier
Integer 0
Configurations Override
Array of Objects 0

VehicleWheelSound

Param Type Default value Unit Description
Filename
Resource Name 0
Min step
Scalar 3 Minimum distance for repeating trace
Sound Point
Object 0

VehicleSoundComponent

Inherits from: SoundComponent

Param Type Default value Unit Description
Wheels
Array of Objects 0

TurretComponent

Inherits from: AimingComponent

Param Type Default value Unit Description
aim Direction
Object 0
Camera Ads Attachment
Object 0 ADS Camera attachment reference
Turret Init Stabilization
Integer 0 Turret init stabilization
Turret Enabled Stabilization
Integer 0 Turret enabled stabilization
missile Weapon Link
Object 0
ik Targets
Array of Objects 0
aim Rotation Bones
Array of Strings 0 Name of bones that rotate during turret aiming.
Turret Speed
Vector with 2 elements 3 Turret Speed [deg/s]
Turret Acceleration
Vector with 2 elements 3 Turret Acceleration [deg/s^2]
Turret Deceleration
Vector with 2 elements 3 Turret Deceleration [deg/s^2]
Turret Interpolation Max Speed
Vector with 2 elements 3 Turret Interpolation Max Speed. Used only for interpolation on non owner player.
Turret Interpolation Speed Control
Vector with 2 elements 3 Turret Interpolation Speed Controls. Used only for interpolation on non owner player.
Turret Crank Ratio
Vector with 2 elements 3 Turret to crank ratio for hand-cranked turrets. Only used for animation purposes
Turret Parts
Array of Objects 0
Turret Part Signals
Array of Strings 0 Turret signals forwarded all turret parts
Base Speed
Scalar 3 Base Speed [deg/s]
Base Acceleration
Scalar 3 Base Acceleration [deg/s^2]
Base Deceleration
Scalar 3 Base Deceleration [deg/s^2]
Base Interpolation Max Speed
Scalar 3 Base Interpolation Max Speed. Used only for interpolation on non owner player.
Base Interpolation Speed Control
Scalar 3 Base Interpolation Speed Controls. Used only for interpolation on non owner player.
Use Weapon Sights
Boolean 0 Allow turret to use weapon sights

TurretPart

Param Type Default value Unit Description
Slot Name
String 0 Name of a slot in slot manager representing turret part

TurretSlotComponent

Param Type Default value Unit Description
Attach Type
Object 0 EntitySlotInfo
Turret Template
Resource Name 0 TURRET_TEMPLATE

VehicleBaseSimulation

Param Type Default value Unit Description
Signals Source Access
Object 0
Animation
Object 0

VehicleFixedWingSimulation

Inherits from: VehicleBaseSimulation

Param Type Default value Unit Description
Simulation
Object 0

HelicopterRotorConfig

Param Type Default value Unit Description
Simulation Index
Integer 0 Links to rotor in simulation config
Animation Index
Integer 0 Links to vehicle part in animation config
Static Model
Resource Name 0 Model representing non-spinning rotor blades
Spinning Model
Resource Name 0 Model representing spinning rotor blades
Destroyed Model
Resource Name 0 Model representing destroyed rotor blades

VehicleHelicopterSimulation

Inherits from: VehicleBaseSimulation

Param Type Default value Unit Description
Simulation
Object 0
Rotor Configs
Array of Objects 0 Configuration of helicopter rotors

VehicleTrackedSimulation

Inherits from: VehicleBaseSimulation

Param Type Default value Unit Description
Simulation
Object 0
Track Positions
Array of Vectors with 2 elements 3
Track Length
Scalar 3
Track Thickness
Scalar 3
Track Offset1
Vector with 3 elements 3
Track Offset2
Vector with 3 elements 3
Track Segment
Resource Name 0
Track Sprocket Axle
Integer 0
Track Idler Axle
Integer 0

VehicleWheeledSimulation

Inherits from: VehicleBaseSimulation

Param Type Default value Unit Description
Simulation
Object 0

VehicleWheeledSimulation_SA_B

Inherits from: VehicleBaseSimulation

Param Type Default value Unit Description
Simulation
Object 0

CarControllerComponent

Inherits from: VehicleControllerComponent

Param Type Default value Unit Description
Type
Integer 0 Controls type
Transmission RND
Boolean 0 Transmission has three settings: reverse, neutral and drive
Steering Forward Speed
Array of Vectors with 2 elements 3 Steering speed when actively steering away from center [km/h, deg/s]
Steering Backward Speed
Array of Vectors with 2 elements 3 Steering speed when actively steering towards center [km/h, deg/s]
Steering Center Speed
Array of Vectors with 2 elements 3 Steering speed when no steering is applied [km/h, deg/s]
Throttle Curve
Array of Vectors with 2 elements 3 Throttle application with respect to engine's RPM [rpm, %]
Reverse Curve
Array of Vectors with 2 elements 3 Throttle application with respect to engine's RPM while in reverse [rpm, %]
Throttle Reaction Time
Scalar 3 Time to reach wanted value of throttle [s]
Throttle Turbo Time
Scalar 3 Time to reach wanted value of throttle in turbo mode [s]
Throttle Turbo
Scalar 3 Amount of throttle depending on turbo mode
Throttle Effect
Object 0
Throttle Effect Reverse
Object 0
Braking Curve
Array of Vectors with 2 elements 3 Brake application over time [%, s]
Brake Turbo Time
Scalar 3 Time to reach wanted value of brake in turbo mode [s]
Brake Effect
Object 0
Brake Effect Reverse
Object 0
Clutch Uncouple Time
Scalar 3 Time to uncouple clutch [s]
Clutch Couple Time
Scalar 3 Time to couple clutch [s]
Clutch Feedback Rpm
Scalar 3 Feedback RPM at which moving off is disabled\nUses Idle RPM if set to 0\n[RPM]
Clutch Uncouple Rpm
Scalar 3 Engine RPM at which clutch is fully uncoupled while moving off
Clutch Couple Rpm
Scalar 3 Engine RPM at which clutch is fully coupled while moving off
Clutch Feedback Factor
Scalar 3 Clutch feedback RPM factor while moving off uphill or downhill
Clutch Uncouple Factor
Scalar 3 Clutch uncouple RPM factor while moving off uphill or downhill
Clutch Couple Factor
Scalar 3 Clutch couple RPM factor while moving off uphill or downhill
Clutch Minimum Position
Scalar 3 Minimum clutch position while moving off
Clutch Minimum Factor
Scalar 3 Minimum clutch position factor while moving off uphill or downhill
Clutch Maximum Position
Scalar 3 Maximum clutch position while moving off
Clutch Maximum Factor
Scalar 3 Maximum clutch position factor while moving off uphill or downhill
Slope Smoothing
Scalar 3 Factor of filter that smooths out upshift and downshift RPMs
Latency
Scalar 3 Minimum time between gear switches [s]
Up Shift Factor
Scalar 3 Upshift RPM factor while going uphill or downhill
Up Shift Rpm
Scalar 3 Engine RPM required for upshifting
Down Shift Factor
Scalar 3 Downshift RPM factor while going uphill or downhill
Down Shift Rpm
Scalar 3 Engine RPM required for downshifting
Turbo Shift Factor
Scalar 3 Upshifting and downshifting RPM ratio in Turbo mode

CarControllerComponent_B

Inherits from: VehicleControllerComponent

Param Type Default value Unit Description
Type
Integer 0 Controls type
Transmission RND
Boolean 0 Transmission has three settings: reverse, neutral and drive
Steering Forward Speed
Array of Vectors with 2 elements 3 Steering speed when actively steering away from center [km/h, deg/s]
Steering Backward Speed
Array of Vectors with 2 elements 3 Steering speed when actively steering towards center [km/h, deg/s]
Steering Center Speed
Array of Vectors with 2 elements 3 Steering speed when no steering is applied [km/h, deg/s]
Throttle Curve
Array of Vectors with 2 elements 3 Throttle application with respect to engine's RPM [rpm, %]
Reverse Curve
Array of Vectors with 2 elements 3 Throttle application with respect to engine's RPM while in reverse [rpm, %]
Throttle Reaction Time
Scalar 3 Time to reach wanted value of throttle [s]
Throttle Turbo Time
Scalar 3 Time to reach wanted value of throttle in turbo mode [s]
Throttle Turbo
Scalar 3 Amount of throttle depending on turbo mode
Braking Curve
Array of Vectors with 2 elements 3 Brake application over time [%, s]
Brake Turbo Time
Scalar 3 Time to reach wanted value of brake in turbo mode [s]
Clutch Uncouple Time
Scalar 3 Time to uncouple clutch [s]
Clutch Couple Time
Scalar 3 Time to couple clutch [s]
Clutch Uncouple Rpm
Scalar 3 Engine RPM at which clutch is fully uncoupled while moving off
Clutch Couple Rpm
Scalar 3 Engine RPM at which clutch is fully coupled while moving off
Clutch Uncouple Factor
Scalar 3 Clutch uncouple RPM factor while moving off uphill or downhill
Clutch Couple Factor
Scalar 3 Clutch couple RPM factor while moving off uphill or downhill
Clutch Minimum Position
Scalar 3 Minimum clutch position while moving off
Clutch Minimum Factor
Scalar 3 Minimum clutch position factor while moving off uphill or downhill
Slope Smoothing
Scalar 3 Factor of filter that smooths out upshift and downshift RPMs
Latency
Scalar 3 Minimum time between gear switches [s]
Up Shift Factor
Scalar 3 Upshift RPM factor while going uphill or downhill
Up Shift Rpm
Scalar 3 Engine RPM required for upshifting
Down Shift Factor
Scalar 3 Downshift RPM factor while going uphill or downhill
Down Shift Rpm
Scalar 3 Engine RPM required for downshifting
Turbo Shift Factor
Scalar 3 Upshifting and downshifting RPM ratio in Turbo mode

HelicopterControllerComponent

Inherits from: VehicleControllerComponent

Param Type Default value Unit Description
Ground Assist Disable Time
Scalar 3 Time required to disable ground assist. Collective limit is removed.
Ground Assist Enable Time
Scalar 3 Time required to enable ground assist. Collective limit is applied.
Ground Assist Collective Limit
Scalar 3 Maximum collective value available while ground assist is active

TurretControllerComponent

Param Type Default value Unit Description
Can Aim Only In ADS
Boolean 0
Has Moveable Base
Boolean 0
Limits Horiz
Vector with 2 elements 3 Override aiming horizontal limits of turret (standing stance) if different than 0 (turn)
Limits Vert
Vector with 2 elements 3 Override aiming vertical limits of turret if (standing stance) different than 0 (elevation)
Limits Horiz Prone
Vector with 2 elements 3 Override aiming horizontal limits of turret (prone/sitting stance) if different than 0 (turn)
Limits Vert Prone
Vector with 2 elements 3 Override aiming vertical limits of turret if (prone/sitting stance) different than 0 (elevation)
Ads Sound Bone Name
String 0 Name of the bone where to play the ads in and out sound
Should Aim In World Space
Boolean 0
Turret Reload Position
Vector with 2 elements 3 Turret Reload Position. Use a value greater than 360 to disable one axis. [deg]
Turret Unconscious Position
Vector with 2 elements 3 Turret unconscious Position. [deg]
Return To Position Before Reload
Boolean 0 Should return back to the position before reloading after the reload
Get Update Events When Empty
Boolean 0 If checked, turret will received EV_FIXEDFRAME even when not occupied
Can Be Overridden
Boolean 0 If true, can be overridden to receive input from outside of the turret (for commander override or pilot/copilot controlled weapons
Unique Turret Name
String 0 Name of the turret, used to connect a remote turret to a compartment slot

VehicleControllerComponent

Param Type Default value Unit Description
Max Startup Time
Scalar 3 Maximum amount of time the engine startup should take per attempt (or if there are no animations)
Max Startup Attempts
Integer 0 Maximum number of attempts needed to start the engine
Engine Startup Chance
Scalar 3 Probability that each startup attempt has to succeed from 0 to 100
Max Wants To Start Time
Scalar 3 Maximum amount of time the turning of the engine key should logically take
Air Intakes
Array of Objects 0 air intake positions in local space of vehicle
Max Lights Time
Scalar 3 Maximum amount of time the light toggle should take (or if there are no animations)
Shutdown Time
Scalar 3 Amount of time (some) vehicle systems automatically toggle off after the shutdown
Drowning Time
Scalar 3 Amount of time needed to completely drown the engine when all air intakes are underwater

BaseWeaponManagerComponent

Param Type Default value Unit Description
Default Weapon Index
Integer 0 Default weapon index to be selected (WeaponSlotComponent->Weapon Slot Index)
Sling Position
Object 0 Where weapon should be if it would be hanging on the sling

BaseWeaponComponent

Param Type Default value Unit Description
Signals Source Access
Object 0
use Aiming Type
Integer 0 defines which aiming component will be used
is Throwable
Boolean 0
is Fired From Script
Boolean 0
Weapon Type
Integer 0 Defines how AI will recognize this weapon
Allowed Raise
Integer 0 Is the weapon limited to raise/lowered state?
Shared Shot Span Index
Integer 0 If set to a value other than -1, weapons or weapon slots in BaseWeaponManagerComponent with the same value will share the same last shot time (their RPM will be synchronized). This is useful for a double-feed system.
should Handle Obstruction
Boolean 0 Should weapon obstruction be handled with current weapon in hands?
obstruction Test Character Offset
Vector with 3 elements 3u Offset from character obstruction reffrence point (neck), to weapon handling point
obstruction Test Added Length
Scalar 3u Offset from trace endpoint (character refference point + character offset + weapon length) that will be include in obstruction test.
obstruction Max Torso ZOffset
Scalar 3u How much does character move back his body when in significant or full obstruction. In Slight obstruction body will get lerped into this position.
sign Obstr Weapon Constant Offset
Vector with 3 elements 3u Base offset for weapon move IK when in signficant obstruction.
slight Obstr Weapon Max ZOffset
Scalar 3u How much does character move back his weapon via weapon move IK when in max slight obstruction.
signi Obstr Weapon Max ZOffset
Scalar 3u How much does character move back his weapon via weapon move IK when in max significant obstruction.
can Go To Full Obstruction
Boolean 0 If false the weapon doesn't go to full obstruction no matter how it's clipping.
obstruction Test BBScale
Vector with 3 elements 3u Scale to apply to weapon bounding box when performing obstruction
sights Camera Roll Scaler
Scalar 3u Recoil Roll (angular Z rotation) camera scaler, 0 allowed
Sound Int
Integer 0 Value of corresponding sound signal when weapon is hold
Deployment Trigger Effect
Object 0

WeaponComponent

Inherits from: BaseWeaponComponent

Param Type Default value Unit Description
UIInfo
Object 0
Weapon Slot Type
String 0 Weapon slot type
Weapon Offset
Vector with 3 elements 3 Linear offset of weapon when held
Weapon Offset ADS
Vector with 3 elements 3 Linear offset of weapon when aiming
Can Be On Sling
Boolean 0 Should current weapon be allowed to be placed on sling?
Be Active When Dropped
Boolean 0 Should the weapon be active when it is dropped?
Be Active When Init Without Parent
Boolean 0 Should the weapon be active when it is spawned without parent?
Weapon Index
Integer 0 Numeric index of weapon, used for ordering in weapon manager copmonent

WeaponSlotComponent

Inherits from: BaseWeaponComponent

Param Type Default value Unit Description
Attach Type
Object 0 Relative transformation of weapon when its held in hands
Weapon Template
Resource Name 0 Weapon template to spawn by default in this slot
Weapon Slot Type
String 0 Weapon type that can be accepted in this weapon slot
Weapon Slot Index
Integer 0 Numeric index of slot, used for ordering
Holstered Index
Integer 0 Numeric index of holster variable, used for animation

BaseWeaponAimModifier

Param Type Default value Unit Description
Name
String 0
Is Enabled
Boolean 0

RecoilData

Param Type Default value Unit Description
Curve X
Array of Vectors with 2 elements 3
Curve Y
Array of Vectors with 2 elements 3
Curve Z
Array of Vectors with 2 elements 3
Curve Time Scale
Scalar 3 Time multiplier of recoil progress
Curve Magnitudes
Vector with 3 elements 3 Curve magnitudes per curve axis
Curve Mins
Vector with 3 elements 3 Calculated progress value is clamped between min and max.
Curve Maxs
Vector with 3 elements 3 Calculated progress value is clamped between min and max.
Base Recoil Scale
Scalar 3
Move Recoil Scale
Scalar 3
One Hand Scale
Scalar 3 Extra scale that is additively added when weapon is held in one hand.
Deployment Multiplier
Vector with 3 elements 3 Deployment multiplier per axis (no bipod)
Bipod Deployment Multiplier
Vector with 3 elements 3 Deployment multiplier per axis (with bipod)

RecoilWeaponAimModifier

Inherits from: BaseWeaponAimModifier

Param Type Default value Unit Description
Linear Data
Object 0
Angular Data
Object 0
Turn Offset Data
Object 0

SwayWeaponAimModifier

Inherits from: BaseWeaponAimModifier

Param Type Default value Unit Description
Linear Damping
Vector with 3 elements 3
Linear Magnitude
Scalar 3
Angular Damping
Vector with 3 elements 3
Angular Magnitude
Scalar 3
ADS Multiplier
Scalar 3 Breath sway ADS multiplier
Focus Multiplier
Scalar 3 Breath sway focus mode multiplier (ADS only), overrides ADS mult
Stamina Magnitude Curve
Array of Vectors with 2 elements 3
Stamina Scale Mins
Vector with 3 elements 3
Stamina Scale Maxs
Vector with 3 elements 3
Linear Inertia Magnitude
Vector with 3 elements 5u
Angular Inertia Magnitude
Vector with 3 elements 5u
Angular Inertia Magnitude ADS
Vector with 3 elements 5u
Linear Inertia Decay Speed
Scalar 3
Angular Inertia Decay Speed
Scalar 3
Lower Translation
Vector with 3 elements 5u
Lower Rotation
Vector with 3 elements 5u
Lower Speed
Scalar 3
Damage To Sway
Scalar 3
One Hand Multiplier
Scalar 3 Additive scale added on top of default scale when weapon is held in one hand.
Deployment Multiplier
Scalar 3 Scale multiplier when weapon is deployed.

WeaponAimModifier

Inherits from: BaseWeaponAimModifier

Param Type Default value Unit Description
AIM X COEF
Scalar 3
AIM Y COEF
Scalar 3
TURN X COEF
Scalar 3
TURN Y COEF
Scalar 3

ZeroingWeaponAimModifier

Inherits from: BaseWeaponAimModifier

Param Type Default value Unit Description
Rotation Interpolation Speed
Scalar 3 Speed of rotation interpolation, multiplier of time delta
Translation Interpolation Speed
Scalar 3 Speed of translation interpolation, multiplier of time delta

AttachmentSlotComponent

Param Type Default value Unit Description
Attachment Slot
Object 0
Attachment Type
Object 0 Object which specifies compatibility.
Attachment Obstructs
Boolean 0 Whether attachment obstructs other attachments.
Show In Inspection
Boolean 0 The slot should be displayed while doing the inspection?

BaseFireMode

Param Type Default value Unit Description
Max Burst
Scalar 3 Number of projectiles spawned in time (-1 for full auto)
Burst Type
Integer 0 How the weapon reacts to trigger release during a burst
Max Salvo
Scalar 3 Number of projectiles spawned in one simultaneously, should be <= to MaxBurst and <= number of muzzles (-1 to use all muzzles)
Rounds Per Minute
Scalar 3 Rounds per minute
UIName
String 0 How this firemode is visible for player on HUD
Manual Action
Boolean 0 If true, weapon has manual action (bolt/pump etc)
Gamepad Trigger effect
Object 0
Empty Trigger effect
Object 0
Firing Trigger effect
Object 0

BaseMagazineComponent

Param Type Default value Unit Description
Magazine Well
Object 0 Object which specifies compatibility with magazine types.
Custom Animation Attributes
Object 0 Custom character animation attributes override when character using weapon with this magazine.

MagazineAnimationComponent

Inherits from: BaseItemAnimationComponent

Param Type Default value Unit Description
Animated Mesh
Resource Name 0 Animated mesh, that will be used when magazine is active
Bullet Meshes To Hide
Array of Strings 0
Empty State Meshes To Hide
Array of Strings 0

MagazineComponent

Inherits from: BaseMagazineComponent

Param Type Default value Unit Description
UIInfo
Object 0 Data container for UI info for this magazine
Item Model
Resource Name 0 Item model
Max Ammo
Integer 0 The amount of ammo in the magazine.
Ammo Config
Resource Name 0
Ammo Mapping
Array of Integers 0

MagazineConfig

Param Type Default value Unit Description
Ammo Resource Array
Array of Resource Names 0

BaseMuzzleComponent

Param Type Default value Unit Description
Muzzle Type
Integer 0 defines which Muzzle Type it is
Muzzle End Positions
Array of Objects 0 For each barrel, position muzzle ends
Projectile Spawn Positions
Array of Objects 0 For each barrel, position where projectile should be spawned
Chambered Ammo
Boolean 0 Can muzzle be chambered
Fire Modes
Array of Objects 0 Fire modes given by this muzzle
Missile Weapon Link
Object 0 Object which links projectile with weapon, fe. missile guidance.
Magazine Well
Object 0 Object which specifies compatibility with magazine types.
Bullet Init Speed Coef
Scalar 3 How much this muzzle changes initial speed of bullet. Fe. longer barrels achieve higher velocity.
Dispersion Diameter
Scalar 3 Diameter of dispersion cone at DispersionRange. [m]
Dispersion Range
Scalar 3 Distance from target where DispersionDiameter is being measured. [m]
Weapon Aim Modifiers
Array of Objects 0
UIInfo
Object 0 UI Information for that object
Disposable
Boolean 0 Is this barrel disposable?
Needs Setup
Boolean 0 Does this barrel need setup to be used?
Initial Setup
Boolean 0 What is the initial setup of the barrel?
Custom Animation Attributes
Object 0 Custom character animation attributes override when character using weapon with this muzzle selected
Supports Lowered
Boolean 0 Do previously set attributes support lowered stance
Reload Duration
Scalar 3 Currently used for weapons without animation like a turret. [s]
Out Of ADSWhile Reloading
Boolean 0 Get out of ADS while reloading the turret.
Allow Weapon Deployment
Boolean 0 Allow weapon deployment when this muzzle is active.
LEFT HAND TARGET
Object 0 Left hand IK position for weapon deployment
RIGHT HAND TARGET
Object 0 Right hand IK position for weapon deployment
BUTSTOCK TRANSFORMATION
Object 0 Butstock position
Gamepad Effect Context
String 0 GamepadEffectContext (defined in GamepadEffectsManagerComponent) which gets enabled/disabled when this Muzzle is active/inactive.
ADS Gamepad Trigger effect
Object 0

MortarMuzzleComponent

Inherits from: MuzzleInMagComponent

Param Type Default value Unit Description
Fire Delay
Scalar 3 Delays the firing of the mortar in seconds when the firemode is set to automatic.

MuzzleComponent

Inherits from: BaseMuzzleComponent

Param Type Default value Unit Description
Magazine Position
Object 0 Position of magazine
Magazine Template
Resource Name 0 Magazine prefab to spawn

MuzzleInMagComponent

Inherits from: BaseMuzzleComponent

Param Type Default value Unit Description
Projectile Position
Object 0 Position of the projectile on the weapon
Ammo Template
Resource Name 0 Ammo type
Max Ammo
Integer 0
Allow Detaching Projectile
Boolean 0
Initial Ammo
Integer 0
Projectile Visible
Boolean 0 Should projectile be visible in muzzle, when loaded
Is Attachment
Boolean 0 Is this muzzle an attachment on the weapon?
Reload UGL
Boolean 0 Should reloading of Under Barell should be used?

RocketEjectorMuzzleComponent

Inherits from: BaseMuzzleComponent

Param Type Default value Unit Description
Projectiles Visible
Boolean 0 Should projectiles be visible in muzzle, when loaded
Projectile Positions
Array of Objects 0 Positions of the projectiles on the weapon
Pod Weapon Skip Empty
Boolean 0 Does the pod skip empty tubes? If true, uninterrupted fire is possible until the pod is empty
Ejector Interface
Object 0 Object which specifies compatibility with rocket/projectile types.

BaseCollimatorReticleColor

Param Type Default value Unit Description
Reticle Color
Color 4 Reticle inner color
Glow Color
Color 4 Reticle glow color

BaseCollimatorReticleInfo

Param Type Default value Unit Description
Reticle Index
Integer 0 Reticle index in the emat texture array
Do Override
Boolean 0 If checked, use given angular size and reticle portion. If no, use defaults
Reticle Default Angular Size
Scalar 5u Reticle's default angular size, in degrees. 0 to disable constant angluar size.
Reticle Default Texture Portion
Scalar 5u Reticle's default procetage of texture coverage, i.e. how big the reticle is compared to the complete texture, from 0 to 1. 0 to disable constant angluar size.

BaseCollimatorSightsComponent

Inherits from: BaseSightsComponent

Param Type Default value Unit Description
Collimator Top Left
Object 0 Top Left point of the Collimator projection plane
Collimator Bottom Right
Object 0 Bottom Right point of the Collimator projection plane
Collimator Center
Object 0 Center point of the Collimator projection plane. May be left blank to take the average of Top Right and Bottom Left points
Collimator Aspect Ratio
Boolean 0 Reticle has 1:1 Aspect ratio (if false, it is assumed that the reticle uses the entire UV range in either direction)
Reticle Default Angular Size
Scalar 5u Reticle's default angular size, in degrees. 0 to disable constant angluar size.
Reticle Default Texture Portion
Scalar 5u Reticle's default procetage of texture coverage, i.e. how big the reticle is compared to the complete texture, from 0 to 1. 0 to disable constant angluar size.
ADSActivation Percentage
Scalar 3 Percentage between 0 (immediately) and 1 (after full blend) when the ADS sights activates
ADSDeactivation Percentage
Scalar 3 Percentage between 0 (after full blend out) and 1 (immediately) when the ADS sights deactivates
Default Reticle Color
Integer 0 Default color index for reticle from the color array.
Reticle Colors
Array of Objects 0 Definition for different reticle colors
Default Reticle Index
Integer 0 Default Reticle Index from reticle Infos array (or from emat if array is empty)
Reticle Infos
Array of Objects 0 Definition for different reticles
Initial Horziontal Angular Correction
Scalar 3 Initial horizontal (windage) adjustment angle, in Mils
Initial Vertical Angular Correction
Scalar 3 Initial vertical (drop compensation) adjustment angle, in Mils
Collimator Can Be Animated
Boolean 0 Set to true if the sight can be animated/change position. An example would be the XM60 sights of the UH-1 which can be deployed and retracted
Reticle Auto Bright
Boolean 0 Ambient light sensor can automatically adjust reticle brightness
Reticle Auto Bright Flip
Boolean 0 If true, sight gets brighter in darkness
Reticle Auto Upper
Scalar 5u Upper value at which the reticle has maximum brightness
Reticle Auto Lower
Scalar 5u Lower value at which the reticle disappears
Reticle Auto Clamp Day Night
Boolean 0 If true, reticle brightness is between day and night brightness. If false, brightness is between day brightness and completely off
Reticle Auto Toggle
Boolean 0 If true, can toggle between automatic and fixed brightness. If false, only supports automatic brightness
Collimator Is Vehicle Sight
Boolean 0 If true, the sight is part of a HUD or vehicle sight and is always active
Collimator Compartment Name
String 0 Name of the compartment that this sight is connected to.

SightRangeInfo

Param Type Default value Unit Description
Range
Vector with 2 elements 6 Range information (x = animation value, y = range in meters)
Weapon Position
Object 0 Weapon position adjustments for this Range

BaseSightsComponent

Param Type Default value Unit Description
Sights Position
Object 0
Sights Ranges
Array of Objects 0 Zeroing Range, Rotation and Translation
Sights Ranges Default Index
Integer 0 Default sight range index selected from sight ranges array.
Sights FOVInfo
Object 0 Field of View defining info object.
Sights Point Front
Object 0 The sight point further from the character's eye
Sights Point Rear
Object 0 The sight point closer to the character's eye
ADSTime
Scalar 3 Time to ADS in seconds
Camera Recoil Amount
Scalar 3 Percentage of recoil applied to camera (0-300%).
Sights Priority
Boolean 0 If set, these sights are preferred when automatically selecting a new sights.
Sights Switch Skip
Boolean 0 If set, these sights are skipped when cylcing through multiple sights, and are only considered if they are the only ones
Zeroing Generator
Object 0 Class to generate Zeroing information
Sound Int
Integer 0 Value of corresponding sound signal when sight is used.
Sights Partial Hide ADS
Boolean 0 If true, use alpha test to partially hide sights on ADS
Sights Partial Freelook Factor
Scalar 3 Factor for making the hidden part reappear on freelook. 0 to disable (always hide on ADS)

ZeroingMarkInfo

Param Type Default value Unit Description
Range
Integer 6 Zeroing Range Information
Marker Position
Object 0 Position of marker for this range

BaseZeroingGenerator

Param Type Default value Unit Description
Zero Raise To Eye
Boolean 0 Add offset to raise sight line to eye
Zero Use Sight STo Eye Line
Boolean 0 Use the eye to sights line instead Z delta for animation

FrontSightGLZeroingGenerator

Inherits from: BaseZeroingGenerator

Param Type Default value Unit Description
Default Weapon Template
Resource Name 0 Weapon that the sight would be attached to
Zeroing Marks
Array of Objects 0 Zeroing Range, Rotation and Translation

RearSightZeroingGenerator

Inherits from: BaseZeroingGenerator

Param Type Default value Unit Description
Pivot Position
Object 0 Position of the center of rotation when held in hand.
Zeroing Marks
Array of Objects 0 Zeroing Range, Rotation and Translation

PivotPointInfoItem

Param Type Default value Unit Description
Point info
Object 0 Pivot point position
System Identifier
Integer 0 Used internally to identify specific usage of a point (eg Aiming would use pivot point with identifier 2 in order to select pivot for Bipod)
Aim Limits Deployed Yaw
Vector with 2 elements 5u
Aim Limits Deployed Pitch
Vector with 2 elements 5u
Stabilization Points
Array of Objects 0 Set of points on weapon that should be touching surface in order to consider weapon stable, if left empty pivot point will be considered as single stabilization point
Stabilization Size
Vector with 3 elements 3 Size of stabilization endpoints

VolumeDataProviderComponent

Param Type Default value Unit Description
Size
Vector with 3 elements 3
Offset
Vector with 3 elements 3
Rotation
Vector with 3 elements 3

MissionHeader

Param Type Default value Unit Description
World
Resource Name 0

NwkMovementComponent

Param Type Default value Unit Description
Interpolation
Integer 0 Type of interpolation used.
Hierarchy Sync
Boolean 0 Sync transform even in hierarchy. Not necessary if handled by different means.

BaseChatChannel

Param Type Default value Unit Description
Channel name
String 0
Style
Object 0

BaseChatEntity

Param Type Default value Unit Description
Base style
Object 0
Channels
Array of Objects 0 Defines chat channels
Whisper channel
Object 0 Channel for private messages
Default channel
String 0

RplComponent

Param Type Default value Unit Description
Auto Hierarchy
Boolean 0 Hierarchy updates handled automatically by replication.

GameplaySettings

Param Type Default value Unit Description
Crossplay Enabled
Boolean 0

SoundWorld

Param Type Default value Unit Description
Soundmap
Resource Name 0
Trees Num
Integer 0
Houses Num
Integer 0
Query Mult
Scalar 3
Filter Forest
Integer 0
Filter City
Integer 0
Filter Sea
Integer 0
Coast Width
Integer 0
Filter Coast
Integer 0
Lake Width
Integer 0
Lake Min Area
Integer 0

TimeAndWeatherManagerEntity

Param Type Default value Unit Description
Day Time Synchronization Rate
Scalar 3 Time of the day synchronization interval in seconds. Server only.
Sunrise signal Offset
Scalar 3 Offset from the time of sunrise to send signals
Sunset signal Offset
Scalar 3 Offset from the time of sunset to send signals
Time events Periodicity
Integer 0 Periodicity with which time events are checked (0 = never, 1 = per hour, 2 = per minute, 3 = per second)