Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:Pawn internal variables (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Pawn internal variables in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT3
- Other member categories for this class:
- events, instance functions
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Internal variables
[edit] AccelRate
Type: float
max acceleration rate
Default value: 2048.0
[edit] AirAnims
Type: name
Array size: 4
[edit] AirControl
Type: float
amount of AirControl available to the pawn
Default value: 0.05
[edit] AirSpeed
Type: float
The maximum flying speed.
Default value: 440.0
[edit] AirStillAnim
Type: name
[edit] AmbientSoundScaling
Type: float
Modifiers: globalconfig
Default value: 0.8
[edit] Anchor
Type: NavigationPoint
current nearest path;
[edit] AnimAction
Type: name
[edit] AppliedBob
Type: float
[edit] AvgPhysicsTime
Type: float
Modifiers: const
Physics updating time monitoring (for AI monitoring reaching destinations)
Default value: 0.1
[edit] BackwardStrafeBias
Type: float
bias of strafe blending in backward direction
[edit] bAmbientCreature
Type: bool
AIs will ignore me
[edit] BaseEyeHeight
Type: float
Base eye height above collision center.
Default value: 64.0
[edit] bAutoActivate
Type: bool
if true, automatically activate Powerups which have their bAutoActivate==true
Default value: True
[edit] bAutoFire
Type: bool
used for third person weapon anims/effects
[edit] bAvoidLedges
Type: bool
don't get too close to ledges
[edit] bCachedRelevant
Type: bool
network relevancy caching flag
[edit] bCanBeBaseForPawns
Type: bool
all your 'base', are belong to us
[edit] bCanClimbLadders
Type: bool
[edit] bCanDoubleJump
Type: bool
Default value: True
[edit] bCanFly
Type: bool
[edit] bCanJump
Type: bool
movement capabilities - used by AI
Default value: True
[edit] bCanPickupInventory
Type: bool
if true, will pickup inventory when touching pickup actors
[edit] bCanStrafe
Type: bool
[edit] bCanSwim
Type: bool
[edit] bCanUse
Type: bool
can this pawn Use things?
Default value: True
[edit] bCanWalk
Type: bool
Default value: True
[edit] bCanWalkOffLedges
Type: bool
Can still fall off ledges, even when walking (for Player Controlled pawns)
[edit] bCanWallDodge
Type: bool
[edit] bClientCollision
Type: bool
used on clients when temporarily turning off collision
[edit] bCountJumps
Type: bool
if true, inventory wants message whenever this pawn jumps
[edit] bCrawler
Type: bool
crawling - pitch and roll based on surface pawn is on
[edit] bDirectHitWall
Type: bool
always call pawn hitwall directly (no controller notifyhitwall)
[edit] bDoTorsoTwist
Type: bool
[edit] bDrawCorona
Type: bool
[edit] bFlyingKarma
Type: bool
Tells AI that this vehicle can be flown like PHYS_Flying even though it has karma physics
[edit] bHideRegularHUD
Type: bool
[edit] bIgnoreForces
Type: bool
if true, not affected by external forces
[edit] bIgnorePlayFiring
Type: bool
if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon)
[edit] bInitializeAnimation
Type: bool
[edit] bInvulnerableBody
Type: bool
[edit] bIsCrouched
Type: bool
Modifiers: const
set by physics to specify that pawn is currently crouched
[edit] bIsFemale
Type: bool
[edit] bIsIdle
Type: bool
true when standing still on the ground, Physics can be used for determining other states
[edit] bIsTyping
Type: bool
play typing anim if idle
[edit] bIsWalking
Type: bool
currently walking (can't jump, affects animations)
[edit] bJumpCapable
Type: bool
Default value: True
[edit] bJustLanded
Type: bool
used by eyeheight adjustment
[edit] bLandRecovery
Type: bool
used by eyeheight adjustment
[edit] BloodEffect
[edit] bNoCoronas
Type: bool
Modifiers: globalconfig
Default value: True
[edit] bNoJumpAdjust
Type: bool
set to tell controller not to modify velocity of a jump/fall
[edit] bNoTeamBeacon
Type: bool
never display team beacon for this pawn
[edit] bNoVelocityUpdate
Type: bool
Modifiers: const
used by C++ physics
[edit] bNoWeaponFiring
Type: bool
[edit] Bob
Type: float
Modifiers: globalconfig
Default value: 0.0060
[edit] bobtime
Type: float
[edit] bPhysicsAnimUpdate
Type: bool
[edit] bPlayedDeath
Type: bool
[edit] BreathTime
Type: float
used for getting BreathTimer() messages (for no air, etc.)
[edit] bReducedSpeed
Type: bool
Modifiers: const
used by movement natives
[edit] bReverseRun
Type: bool
Modifiers: const
[edit] bRollToDesired
Type: bool
Update roll when turning to desired rotation (normally false)
[edit] bScriptPostRender
Type: bool
if true, PostRender2D() gets called instead of native team beacon drawing code
[edit] bServerMoveSetPawnRot
Type: bool
Default value: True
[edit] bSetPCRotOnPossess
Type: bool
Default value: True
[edit] bSimGravityDisabled
Type: bool
Modifiers: const
used on network clients
[edit] bSimulateGravity
Type: bool
Modifiers: const
simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
Default value: True
[edit] bSpecialCalcView
Type: bool
If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.
[edit] bSpecialCrosshair
Type: bool
[edit] bSpecialHUD
Type: bool
[edit] bStationary
Type: bool
pawn can't move
[edit] bSteadyFiring
Type: bool
used for third person weapon anims/effects
[edit] bStopAtLedges
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
[edit] bSuperSize
Type: bool
hack for Leviathan
[edit] bThumped
Type: bool
[edit] bTryToUncrouch
Type: bool
Modifiers: const
when auto-crouch during movement, continually try to uncrouch
[edit] bUpAndOut
Type: bool
used by swimming
[edit] bUpdateEyeheight
Type: bool
if true, UpdateEyeheight will get called every tick
[edit] bUpdatingDisplay
Type: bool
to avoid infinite recursion through inventory setdisplay
[edit] bUseCompressedPosition
Type: bool
use compressed position in networking - true unless want to replicate roll, or very high velocities
Default value: True
[edit] bWaitForAnim
Type: bool
true if the pawn is playing an important non-looping animation (eg. landing/dodge) and doesn't feel like being interrupted
[edit] bWantsToCrouch
Type: bool
if true crouched (physics will automatically reduce collision height to CrouchHeight)
[edit] bWarping
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
[edit] bWasCrouched
Type: bool
[edit] bWasOnGround
Type: bool
[edit] bWasWalking
Type: bool
[edit] bWaterStepup
Type: bool
used by get out of water physics code
[edit] bWeaponBob
Type: bool
Modifiers: globalconfig
Default value: True
[edit] ConstantAcceleration
Type: Object.Vector
acceleration added to pawn when falling
[edit] Controller
Type: Controller
[edit] ControllerClass
Type: class<AIController>
default class to use when pawn is controlled by AI (can be modified by an AIScript)
Default value: Class'Engine.AIController'
[edit] CrouchAnims
Type: name
Array size: 4
[edit] CrouchedPct
Type: float
pct. of running speed that crouched walking speed is
Default value: 0.5
[edit] CrouchHeight
Type: float
CollisionHeight when crouching
Default value: 40.0
[edit] CrouchRadius
Type: float
CollisionRadius when crouching
Default value: 34.0
[edit] CrouchTurnLeftAnim
Type: name
[edit] CrouchTurnRightAnim
Type: name
[edit] DamageScaling
Type: float
Default value: 1.0
[edit] DelayedDamageInstigatorController
Type: Controller
[edit] DesiredSpeed
Type: float
Default value: 1.0
[edit] DestinationOffset
Type: float
used to vary destination over NavigationPoints
[edit] DodgeAnims
Type: name
Array size: 4
[edit] DodgeSpeedFactor
Type: float
dodge speed moved here so animation knows the diff between a jump and a dodge
[edit] DodgeSpeedZ
Type: float
[edit] DoubleJumpAnims
Type: name
Array size: 4
[edit] DrivenVehicle
Type: Vehicle
[edit] EyeHeight
Type: float
Current eye height, adjusted for bobbing and stairs.
Default value: 54.0
[edit] FindAnchorFailedTime
Type: float
last time a FindPath() attempt failed to find an anchor.
[edit] FlashCount
Type: byte
[edit] Floor
Type: Object.Vector
Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
[edit] FootRot
Type: int
Modifiers: const
torso twisting/looking stuff
[edit] FootStill
Type: bool
Modifiers: const
[edit] FootTurning
Type: bool
Modifiers: const
[edit] ForwardStrafeBias
Type: float
bias of strafe blending in forward direction
[edit] GroundSpeed
Type: float
The maximum ground speed.
Default value: 440.0
[edit] HeadBone
Type: name
[edit] HeadHeight
Type: float
Distance from base of neck to center of head - used for headshot calculation
Default value: 6.0
[edit] HeadRadius
Type: float
Squared radius of the head of the pawn that is vulnerable to headshots
Default value: 9.0
[edit] HeadScale
Type: float
Default value: 1.0
[edit] HeadVolume
Type: PhysicsVolume
physics volume of head
[edit] Health
Type: int
Modifiers: travel
Health: 100 = normal maximum
Default value: 100
[edit] HealthMax
Type: float
Default value: 100.0
[edit] HitDamageType
Type: class<DamageType>
damage type of last hit (for playing hit/death anims)
[edit] HitFxTicker
Type: int
Modifiers: transient
[edit] IdleChatAnim
Type: name
[edit] IdleCrouchAnim
Type: name
[edit] IdleRestAnim
Type: name
[edit] IdleSwimAnim
Type: name
[edit] IdleTime
Type: float
[edit] IdleWeaponAnim
Type: name
WeaponAttachment code will set this one
[edit] ImpactVelocity
Type: Object.Vector
velocity added while falling (bot tries to correct for it)
[edit] JumpZ
Type: float
vertical acceleration w/ jump
Default value: 420.0
[edit] LadderSpeed
Type: float
Ladder climbing speed
Default value: 200.0
[edit] LandAnims
Type: name
Array size: 4
[edit] LandBob
Type: float
[edit] LandMovementState
Type: name
PlayerControllerState to use when moving on land or air
Default value: 'PlayerWalking'
[edit] LastAnchor
Type: NavigationPoint
Modifiers: const
recent nearest path
[edit] LastHitBy
Type: Controller
give kill credit to this guy if hit momentum causes pawn to fall to his death
[edit] LastLocTime
Type: float
Modifiers: const
[edit] LastPainSound
Type: float
[edit] LastPainTime
Type: float
last time pawn played a takehit animation (updated in PlayHit())
[edit] LastRealViewer
Type: PlayerController
[edit] LastStartSpot
Type: PlayerStart
used to avoid spawn camping
[edit] LastStartTime
Type: float
[edit] LastValidAnchorTime
Type: float
last time a valid anchor was found
[edit] LastViewer
Type: Actor
[edit] LowGoreBlood
[edit] MaxDesiredSpeed
Type: float
Default value: 1.0
[edit] MaxFallSpeed
Type: float
max speed pawn can land without taking damage (also limits what paths AI can use)
Default value: 1200.0
[edit] MaxRotation
Type: float
minimum dot product of movement direction and rotation vector, ignored if 0
[edit] MeleeRange
Type: float
Max range for melee attack (not including collision radii)
[edit] MenuName
Type: string
Modifiers: localized
[edit] MinFlySpeed
Type: float
[edit] MovementAnims
Type: name
Array size: 4
Forward, Back, Left, Right
[edit] MovementBlendStartTime
Type: float
used for delaying the start of run blending
[edit] NavigationPointRange
Type: float
extra slack to have "reached" a NavigationPoint
[edit] NetRelevancyTime
Type: float
[edit] NextPathRadius
Type: float
radius of next path in route
[edit] noise1loudness
Type: float
Modifiers: const
[edit] noise1other
Type: Pawn
Modifiers: const
[edit] noise1spot
Type: Object.Vector
Modifiers: const
[edit] noise1time
Type: float
Modifiers: const
Default value: -10.0
[edit] noise2loudness
Type: float
Modifiers: const
[edit] noise2other
Type: Pawn
Modifiers: const
[edit] noise2spot
Type: Object.Vector
Modifiers: const
[edit] noise2time
Type: float
Modifiers: const
Default value: -10.0
[edit] OldAcceleration
Type: Object.Vector
[edit] OldAnimDir
Type: int
Modifiers: const
[edit] OldPhysics
Type: Actor.EPhysics
[edit] OldRotYaw
Type: float
used for determining if pawn is turning
[edit] OldVelocity
Type: Object.Vector
Modifiers: const
[edit] OldZ
Type: float
Old Z Location - used for eyeheight smoothing
[edit] OnLadder
Type: LadderVolume
ladder currently being climbed
[edit] OwnerName
Type: string
Name of owning player (for save games, coop)
[edit] PawnPosition
Type: Object.CompressedPosition
Modifiers: transient
[edit] PendingWeapon
Type: Weapon
Will become weapon once current weapon is put down
[edit] PlayerReplicationInfo
Type: PlayerReplicationInfo
[edit] ReducedDamageType
Type: class<DamageType>
which damagetype this creature is protected from (used by AI)
[edit] RootBone
Type: name
[edit] SelectedItem
Type: Powerups
Modifiers: travel
currently selected inventory item
[edit] SerpentineDir
Type: Object.Vector
serpentine direction
[edit] SerpentineDist
Type: float
[edit] SerpentineTime
Type: float
how long to stay straight before strafing again
[edit] Shadow
Type: Projector
[edit] SmoothViewPitch
Type: int
[edit] SmoothViewYaw
Type: int
[edit] SoundDampening
Type: float
Default value: 1.0
[edit] SpawnTime
Type: float
[edit] SpineBone1
Type: name
[edit] SpineBone2
Type: name
[edit] SplashTime
Type: float
time of last splash
[edit] SuperHealthMax
Type: float
Default value: 199.0
[edit] SwimAnims
Type: name
Array size: 4
0=forward, 1=backwards, 2=left, 3=right
[edit] TakeHitLocation
Type: Object.Vector
location of last hit (for playing hit/death anims)
[edit] TakeoffAnims
Type: name
Array size: 4
[edit] TakeoffStillAnim
Type: name
[edit] TauntAnimNames
Type: string
Array size: 16
Modifiers: localized
Text description
[edit] TauntAnims
Array of names of taunt anim that can be played by this character. First 4 assumed to be orders.
[edit] TearOffMomentum
Type: Object.Vector
momentum to apply when torn off (bTearOff == true)
[edit] TurnDir
Type: int
Modifiers: const
[edit] TurnLeftAnim
Type: name
[edit] TurnRightAnim
Type: name
turning anims when standing in place (scaled by turn speed)
[edit] UncrouchTime
Type: float
Modifiers: const
when auto-crouch during movement, continually try to uncrouch once this decrements to zero
[edit] UnderWaterTime
Type: float
how much time pawn can go without air (in seconds)
[edit] ViewPitch
Type: byte
Modifiers: const
jjs - something to replicate so we can see which way remote clients are looking
[edit] Visibility
Type: byte
How visible is the pawn? 0=invisible, 128=normal, 255=highly visible
Default value: 128
[edit] WalkAnims
Type: name
Array size: 4
[edit] WalkBob
Type: Object.Vector
[edit] WalkingPct
Type: float
pct. of running speed that walking speed is
Default value: 0.5
[edit] WaterMovementState
Type: name
PlayerControllerState to use when moving in water
Default value: 'PlayerSwimming'
[edit] WaterSpeed
Type: float
The maximum swimming speed.
Default value: 300.0
[edit] Weapon
Type: Weapon
Modifiers: travel
The pawn's current weapon.
