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UE3:Pawn events (UDK)

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UDK Object >> Actor >> Pawn (events)
Pawn events in other games:
U2, UE2Runtime, UT2003, UT2004, UT3
Other member categories for this class:
instance functions, internal variables, native functions

Events

AnimSetListUpdated

simulated event AnimSetListUpdated ()

Called after UpdateAnimSetList does its job

BaseChange

singular event BaseChange ()

Overrides: Actor.BaseChange

Event called after actor's base changes.

BecomeViewTarget

simulated event BecomeViewTarget (PlayerController PC)

Overrides: Actor.BecomeViewTarget


BeginAnimControl

simulated event BeginAnimControl (InterpGroup InInterpGroup)

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

event BreathTimer ()


BuildScriptAnimSetList

simulated event BuildScriptAnimSetList ()

Build AnimSet list Script version, called by UpdateAnimSetList()

ClientMessage

event ClientMessage (coerce string S, optional name Type)


CreateInventory

event final Inventory CreateInventory (class<InventoryNewInvClass, optional bool bDoNotActivate)


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


EncroachingOn

event bool EncroachingOn (Actor Other)

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

simulated event EndCrouch (float HeightAdjust)

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

event Falling ()

Overrides: Actor.Falling


FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

FinishAnimControl

simulated event FinishAnimControl (InterpGroup InInterpGroup)

Overrides: Actor.FinishAnimControl

Called when we are done with the AnimControl track.

GetActorEyesViewPoint

simulated event GetActorEyesViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

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

event FaceFXAsset GetActorFaceFXAsset ()

Overrides: Actor.GetActorFaceFXAsset

Used by Matinee in-game to mount FaceFXAnimSets before playing animations.

GetBaseAimRotation

simulated singular event Object.Rotator GetBaseAimRotation ()

returns base Aim Rotation without any adjustment (no aim error, no autolock, no adhesion.. just clean initial aim rotation!)

Returns:

base Aim rotation.

GetFaceFXAudioComponent

simulated event AudioComponent GetFaceFXAudioComponent ()

Overrides: Actor.GetFaceFXAudioComponent

Used to let FaceFX know what component to play dialogue audio on.

GetWeaponStartTraceLocation

simulated event Object.Vector GetWeaponStartTraceLocation (optional Weapon CurrentWeapon)

Return world location to start a weapon fire trace from.

Returns:

World location where to start weapon fire traces from

HeadVolumeChange

event HeadVolumeChange (PhysicsVolume newHeadVolume)


HealDamage

event bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

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

simulated event bool InFreeCam ()

return true if player is viewing this Pawn in FreeCam

IsSameTeam

simulated event bool IsSameTeam (Pawn Other)

Returns true of pawns are on the same team, false otherwise

Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


MessagePlayer

final event MessagePlayer (coerce string Msg)


ModifyVelocity

simulated event ModifyVelocity (float DeltaTime, Object.Vector OldVelocity)


OutsideWorldBounds

simulated singular event OutsideWorldBounds ()

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

event bool PlayActorFaceFXAnim (FaceFXAnimSet AnimSet, string GroupName, string SeqName, SoundCue SoundCueToPlay)

Overrides: Actor.PlayActorFaceFXAnim

Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.

PlayFootStepSound

event PlayFootStepSound (int FootDown)

PlayFootStepSound() called by AnimNotify_Footstep

FootDown specifies which foot hit

PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostInitAnimTree

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

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

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReceivedNewEvent

simulated event ReceivedNewEvent (SequenceEvent Evt)

Overrides: Actor.ReceivedNewEvent

Called by SeqAct_AttachToEvent when a duplicate event is added to this actor at run-time

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent

Check on various replicated data and act accordingly.

Reset

event Reset ()

Overrides: Actor.Reset


RestoreAnimSetsToDefault

simulated event bool RestoreAnimSetsToDefault ()


SetAnimPosition

simulated event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

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

event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

Called each frame by Matinee to update the weight of a particular MorphNodeWeight.

SetSkelControlScale

event SetSkelControlScale (name SkelControlName, float Scale)

Overrides: Actor.SetSkelControlScale

Called each frame by Matinee to update the scaling on a SkelControl.

SetWalking

event SetWalking (bool bNewIsWalking)

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

event SoakPause ()

For AI debugging

SpawnedByKismet

event SpawnedByKismet ()

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

event bool SpecialMoveThruEdge (Pylon.ENavMeshEdgeType Type, int Dir, Object.Vector MoveStart, Object.Vector MoveDest, optional Actor RelActor, optional int RelItem)


StartCrouch

simulated event StartCrouch (float HeightAdjust)

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

simulated event StartDriving (Vehicle V)

StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL

StopActorFaceFXAnim

event StopActorFaceFXAnim ()

Overrides: Actor.StopActorFaceFXAnim

Stop any matinee FaceFX animations on this Actor.

StopDriving

simulated event StopDriving (Vehicle V)

StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL

StuckOnPawn

event StuckOnPawn (Pawn OtherPawn)

Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).

TakeDamage

event TakeDamage (int Damage, Controller InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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

event bool TakeRadiusDamageOnBones (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser, array<nameBones)

Damage radius applied to specific bones on the skeletal mesh

TornOff

simulated event TornOff ()

Overrides: Actor.TornOff


UpdatePawnRotation

final event simulated UpdatePawnRotation (Object.Rotator NewRotation)

Script function callable from C++ to update the Pawn's rotation, and goes through the FaceRotation logic to apply rotation constraints