Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:Pawn (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- LicenseePawn, PawnProxy, Scout, Vehicle
- This class in other games:
- RTNP, U1, U2, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
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Pawn, the base class of all actors that can be controlled by players or AI.
Pawns are the physical representations of players and creatures in a level. Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, and hold weapons and other inventory. In short, they are responsible for all physical interaction between the player or AI and the world.
This is a built-in Unreal class and it shouldn't be modified.
[edit] Constants
[edit] DyingState
Value: 'Dying'
[edit] ObservedDeathEvent
Value: 'ObservedDeath'
[edit] Team_Invalid
Value: -1
not set
[edit] Team_MinValid
Value: 0
[edit] Team_Player
Value: 0
[edit] Team_Marine
Value: 1
[edit] Team_MercJap
Value: 2
[edit] Team_MercMek
Value: 3
[edit] Team_MercFem
Value: 4
[edit] Team_Skaarj
Value: 20
[edit] Team_Izarian
Value: 21
[edit] Team_Shian
Value: 41
[edit] Team_Drakk
Value: 42
[edit] Team_Araknid
Value: 43
[edit] Team_Strider
Value: 44
[edit] Team_Kai
Value: 48
[edit] Team_Tosc
Value: 58
[edit] Team_Spore
Value: 67
[edit] Team_Ambient
Value: 85
[edit] Team_None
Value: 100
will attack/be attacked by all non-ambient NPCs (teams ignored)
[edit] Team_TeamOutcast
Value: 101
will be attack/be attacked by NPCs from original team
[edit] Team_ClassOutcast
Value: 102
will be attack/be attacked by NPCs of same class (e.g. injured fish).
[edit] Team_MaxValid
Value: 102
[edit] SwimForwardThreshold
Value: 0.001
[edit] Properties
See Pawn properties.
[edit] Structs
[edit] TSpecialNavigationEntry
Modifiers: native
- class<NavigationPoint> NPClass
- class of navigation point to favor
- int NPCost
- cost to boost non-matching navigation points by
[edit] Functions
[edit] Static functions
[edit] ValidPawn
[edit] Exec functions
[edit] NextItem
[edit] Native functions
[edit] AddPawn
[edit] GetAimRotation
[edit] GetTeam
[edit] RemovePawn
[edit] SameTeam
[edit] Events
[edit] BaseChange
Overrides: Actor.BaseChange
[edit] BeginFalling
[edit] BreathTimer
[edit] CalcDrawOffset
[edit] ClientMessage
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] EncroachingOn
Overrides: Actor.EncroachingOn
[edit] EndClimbLadder
[edit] FellOutOfWorld
Overrides: Actor.FellOutOfWorld
[edit] HeadVolumeChange
[edit] HitWall
Overrides: Actor.HitWall
[edit] LandedEx
Overrides: Actor.LandedEx
[edit] NotifyStanceChange
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] PreBeginPlay
Overrides: Actor.PreBeginPlay
[edit] ReceiveLocalizedMessage
[edit] Replication
Overrides: Actor.Replication
[edit] UpdateEyeHeight
[edit] Other instance functions
[edit] States
[edit] @DyingState
Ignores: BeginFalling, BreathTimer, Bump, HeadVolumeChange, HitWall, PhysicsVolumeChange
[edit] @DyingState.AnimEnd
Overrides: Actor.AnimEnd (global)
[edit] @DyingState.BaseChange
Overrides: BaseChange (global)
[edit] @DyingState.BeginState
Overrides: Object.BeginState (global)
[edit] @DyingState.FellOutOfWorld
Overrides: FellOutOfWorld (global)
[edit] @DyingState.Landed
Overrides: Actor.Landed (global)
[edit] @DyingState.Timer
Overrides: Actor.Timer (global)
[edit] @DyingState.Died
Overrides: Died (global)
[edit] @DyingState.LandThump
[edit] @DyingState.LieStill
[edit] @DyingState.PlayTakeHit
Overrides: PlayTakeHit (global)
[edit] @DyingState.PlayWeaponSwitch
[edit] @DyingState.ReduceCylinder
[edit] @DyingState.TakeDamage
Overrides: TakeDamage (global)
