I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:GamePawn (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- GameFramework
- Direct subclass:
- UTPawn
- This class in other games:
- UT3
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
GamePawn
[edit] Properties
[edit] bLastHitWasHeadShot
Type: bool
Modifiers: transient
Was the last hit considered a head shot? Used to see if we need to pop off helmet/head
[edit] bRespondToExplosions
Type: bool
Whether pawn responds to explosions or not (ie knocked down from explosions)
[edit] Default values
| Property | Value |
|---|---|
| bCanBeAdheredTo | True |
| bCanBeFrictionedTo | True |
[edit] Subobjects
[edit] Arrow
Class: Engine.ArrowComponent
Inherits from: Pawn.Arrow
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: Pawn.CollisionCylinder
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: Pawn.Sprite
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Functions
[edit] Events
[edit] Cringe
Cause this pawn to do a cringing action.
Parameters:
- Duration - Length of time from start of animation to start of blend out. This encompasses blend in and loop.
[edit] UpdateShadowSettings
This will update the shadow settings for this pawn's mesh *
[edit] Other instance functions
[edit] GetTargetFrictionCylinder
[edit] ReattachMesh
reattaches the mesh component *
[edit] ReattachMeshWithoutBeingSeen
reattaches the mesh component without being seen *
[edit] ServerKnockdown
Send this pawn to ragdoll and apply the given forces. All params are optional, to enable any combination of forces (whole-body, radial, or point)
Parameters:
- RBLinearVelocity - Linear velocity to apply to entire rigid body.
- RBAngularVelocity - Angular velocity to apply to entire rigid body.
- RadialOrigin - World-space origin of radial impulse.
- RadialRadius - Radius of radial impulse. If 0.0, no radial impulse will be applied.
- RadialStrength - Strength of radial impulse. If 0.0, no radial impulse will be applied.
- PointImpulse - Point impulse to apply. if 0,0,0, no point impulse will be applied.
- PointImpulsePosition - Position in world space at which PointImpulse should be applied.
- PointImpulseBoneName - Bone that receives point impulse.
