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UE2:Pawn internal variables (UT2004)

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UT2004 Object >> Actor >> Pawn (internal variables)

Contents

Pawn internal variables in other games:
RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT3
Other member categories for this class:
events, instance functions

[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

Type: class<Effects>


[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

Type: class<Effects>


[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

Type: array<name>

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.

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