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UE3:Pawn events (UDK)
Contents
- 1 Events
- 1.1 AnimSetListUpdated
- 1.2 BaseChange
- 1.3 BecomeViewTarget
- 1.4 BeginAnimControl
- 1.5 BreathTimer
- 1.6 BuildScriptAnimSetList
- 1.7 ClientMessage
- 1.8 CreateInventory
- 1.9 Destroyed
- 1.10 EncroachedBy
- 1.11 EncroachingOn
- 1.12 EndCrouch
- 1.13 Falling
- 1.14 FellOutOfWorld
- 1.15 FinishAnimControl
- 1.16 GetActorEyesViewPoint
- 1.17 GetActorFaceFXAsset
- 1.18 GetBaseAimRotation
- 1.19 GetFaceFXAudioComponent
- 1.20 GetWeaponStartTraceLocation
- 1.21 HeadVolumeChange
- 1.22 HealDamage
- 1.23 InFreeCam
- 1.24 IsSameTeam
- 1.25 Landed
- 1.26 MessagePlayer
- 1.27 ModifyVelocity
- 1.28 OutsideWorldBounds
- 1.29 PlayActorFaceFXAnim
- 1.30 PlayFootStepSound
- 1.31 PostBeginPlay
- 1.32 PostInitAnimTree
- 1.33 PreBeginPlay
- 1.34 ReceivedNewEvent
- 1.35 ReplicatedEvent
- 1.36 Reset
- 1.37 RestoreAnimSetsToDefault
- 1.38 SetAnimPosition
- 1.39 SetMorphWeight
- 1.40 SetSkelControlScale
- 1.41 SetWalking
- 1.42 SoakPause
- 1.43 SpawnedByKismet
- 1.44 SpecialMoveThruEdge
- 1.45 StartCrouch
- 1.46 StartDriving
- 1.47 StopActorFaceFXAnim
- 1.48 StopDriving
- 1.49 StuckOnPawn
- 1.50 TakeDamage
- 1.51 TakeRadiusDamageOnBones
- 1.52 TornOff
- 1.53 UpdatePawnRotation
- Pawn events in other games:
- U2, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- instance functions, internal variables, native functions
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Events[edit]
AnimSetListUpdated[edit]
Called after UpdateAnimSetList does its job
BaseChange[edit]
Overrides: Actor.BaseChange
Event called after actor's base changes.
BecomeViewTarget[edit]
Overrides: Actor.BecomeViewTarget
BeginAnimControl[edit]
Overrides: Actor.BeginAnimControl
Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.
BreathTimer[edit]
BuildScriptAnimSetList[edit]
Build AnimSet list Script version, called by UpdateAnimSetList()
ClientMessage[edit]
CreateInventory[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
EncroachedBy[edit]
Overrides: Actor.EncroachedBy
EncroachingOn[edit]
Overrides: Actor.EncroachingOn
(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
EndCrouch[edit]
Event called from native code when Pawn stops crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL
Parameters:
- HeightAdjust - height difference in unreal units between default collision height, and actual crouched cylinder height.
Falling[edit]
Overrides: Actor.Falling
FellOutOfWorld[edit]
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
FinishAnimControl[edit]
Overrides: Actor.FinishAnimControl
Called when we are done with the AnimControl track.
GetActorEyesViewPoint[edit]
Overrides: Actor.GetActorEyesViewPoint
returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
Output: out_Rotation, view rotation of actor.
GetActorFaceFXAsset[edit]
Overrides: Actor.GetActorFaceFXAsset
Used by Matinee in-game to mount FaceFXAnimSets before playing animations.
GetBaseAimRotation[edit]
returns base Aim Rotation without any adjustment (no aim error, no autolock, no adhesion.. just clean initial aim rotation!)
Returns:
- base Aim rotation.
GetFaceFXAudioComponent[edit]
Overrides: Actor.GetFaceFXAudioComponent
Used to let FaceFX know what component to play dialogue audio on.
GetWeaponStartTraceLocation[edit]
Return world location to start a weapon fire trace from.
Returns:
- World location where to start weapon fire traces from
HeadVolumeChange[edit]
HealDamage[edit]
Overrides: Actor.HealDamage
(Description copied from Actor.HealDamage)
the reverse of TakeDamage(); heals the specified amount
Parameters:
- Amount - The amount of damage to heal
- Healer - Who is doing the healing
- DamageType - What type of healing is it
InFreeCam[edit]
return true if player is viewing this Pawn in FreeCam
IsSameTeam[edit]
Returns true of pawns are on the same team, false otherwise
Landed[edit]
Overrides: Actor.Landed
MessagePlayer[edit]
ModifyVelocity[edit]
OutsideWorldBounds[edit]
Overrides: Actor.OutsideWorldBounds
(Description copied from Actor.OutsideWorldBounds)
called when the Actor is outside the hard limit on world bounds
Note: physics and collision are automatically turned off after calling this function
PlayActorFaceFXAnim[edit]
Overrides: Actor.PlayActorFaceFXAnim
Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.
PlayFootStepSound[edit]
PlayFootStepSound() called by AnimNotify_Footstep
FootDown specifies which foot hit
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
PostInitAnimTree[edit]
Overrides: Actor.PostInitAnimTree
called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
ReceivedNewEvent[edit]
Overrides: Actor.ReceivedNewEvent
Called by SeqAct_AttachToEvent when a duplicate event is added to this actor at run-time
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Check on various replicated data and act accordingly.
Reset[edit]
Overrides: Actor.Reset
RestoreAnimSetsToDefault[edit]
SetAnimPosition[edit]
Overrides: Actor.SetAnimPosition
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.
SetMorphWeight[edit]
Overrides: Actor.SetMorphWeight
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.
SetSkelControlScale[edit]
Overrides: Actor.SetSkelControlScale
Called each frame by Matinee to update the scaling on a SkelControl.
SetWalking[edit]
Called every frame from PlayerInput or PlayerController::MoveAutonomous() Sets bIsWalking flag, which defines if the Pawn is walking or not (affects velocity)
Parameters:
- bNewIsWalking - new walking state.
SoakPause[edit]
For AI debugging
SpawnedByKismet[edit]
Overrides: Actor.SpawnedByKismet
called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory) after all other spawn events (PostBeginPlay(), etc) have been called
SpecialMoveThruEdge[edit]
StartCrouch[edit]
Event called from native code when Pawn starts crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL
Parameters:
- HeightAdjust - height difference in unreal units between default collision height, and actual crouched cylinder height.
StartDriving[edit]
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StopActorFaceFXAnim[edit]
Overrides: Actor.StopActorFaceFXAnim
Stop any matinee FaceFX animations on this Actor.
StopDriving[edit]
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StuckOnPawn[edit]
Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).
TakeDamage[edit]
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
TakeRadiusDamageOnBones[edit]
Damage radius applied to specific bones on the skeletal mesh
TornOff[edit]
Overrides: Actor.TornOff
UpdatePawnRotation[edit]
Script function callable from C++ to update the Pawn's rotation, and goes through the FaceRotation logic to apply rotation constraints