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UE3:Pawn internal variables (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Pawn internal variables in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
- Other member categories for this class:
- events, instance functions, native functions
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[edit] Internal variables
[edit] AccelRate
Type: float
max acceleration rate
Default value: 2048.0
[edit] AIMaxFallSpeedFactor
Type: float
AI will take paths that require a landing velocity less than (MaxFallSpeed * AIMaxFallSpeedFactor)
Default value: 1.0
[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: 600.0
[edit] AllowedYawError
Type: int
Max difference between pawn's Rotation.Yaw and DesiredRotation.Yaw for pawn to be considered as having reached its desired rotation
Default value: 2000
[edit] AlwaysRelevantDistanceSquared
Type: float
always relevant to other clients if closer than this distance to viewer, and have controller
[edit] Anchor
Type: NavigationPoint
Modifiers: const
current nearest path;
[edit] AnchorItem
Type: int
Modifiers: const
Used to index into nav mesh polys
[edit] AvgPhysicsTime
Type: float
Modifiers: const
Physics updating time monitoring (for AI monitoring reaching destinations)
Default value: 0.1
[edit] bAllowLedgeOverhang
Type: bool
if TRUE then allow the pawn to hang off ledges based on the cylinder extent
Default value: True
[edit] bAmbientCreature
Type: bool
AIs will ignore me
[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] bCanClimbCeilings
Type: bool
can this pawn climb ceiling nodes
[edit] bCanClimbLadders
Type: bool
[edit] bCanClimbUp
Type: bool
Modifiers: config
can this pawn climb up cover wall
[edit] bCanCoverSlip
Type: bool
Modifiers: config
can this pawn coverslip
[edit] bCanFly
Type: bool
[edit] bCanJump
Type: bool
movement capabilities - used by AI
Default value: True
[edit] bCanLeap
Type: bool
Modifiers: config
can this pawn use LeapReachSpec
[edit] bCanMantle
Type: bool
Modifiers: config
can this pawn mantle over cover
[edit] bCanPickupInventory
Type: bool
if true, will pickup inventory when touching pickup actors
[edit] bCanStrafe
Type: bool
[edit] bCanSwatTurn
Type: bool
Modifiers: config
can this pawn swat turn between cover
[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] bCrawler
Type: bool
crawling - pitch and roll based on surface pawn is on
[edit] bDesiredRotationSet
Type: bool
Modifiers: const, private
DesiredRotation is set by somebody - Pawn's default behavior (using direction for desiredrotation) does not work *
[edit] bDirectHitWall
Type: bool
always call pawn hitwall directly (no controller notifyhitwall)
[edit] bDisplayPathErrors
Type: bool
Modifiers: globalconfig
if set, display "MAP HAS PATHING ERRORS" and message in the log when a Pawn fails a full path search
[edit] bForceFloorCheck
Type: bool
force the pawn in PHYS_Walking to do a check for a valid floor even if he hasn't moved. Cleared after next floor check.
[edit] bForceKeepAnchor
Type: bool
[edit] bForceMaxAccel
Type: bool
ignores Acceleration component, and forces max AccelRate to drive Pawn at full velocity.
[edit] bForceRegularVelocity
Type: bool
this flag forces APawn::CalcVelocity() to never use root motion derived velocity
[edit] bForceRMVelocity
Type: bool
this flag forces APawn::CalcVelocity() to just use RMVelocity directly
[edit] bIgnoreForces
Type: bool
if true, not affected by external forces
[edit] bIsCrouched
Type: bool
Modifiers: const
set by physics to specify that pawn is currently crouched
[edit] bIsFemale
Type: bool
[edit] bIsWalking
Type: bool
[edit] bJumpCapable
Type: bool
Default value: True
[edit] bLimitFallAccel
Type: bool
Maximum step height for getting out of water
Default value: True
[edit] bLockDesiredRotation
Type: bool
Modifiers: const, private
Do not overwrite current DesiredRotation *
[edit] bModifyNavPointDest
Type: bool
pawn should call virtual function to modify destination location when moving to nav point
[edit] bModifyReachSpecCost
Type: bool
pawn should call virtual function to modify reach spec costs
[edit] bNeedsBaseTickedFirst
Type: bool
Controls whether the pawn needs the base ticked before this one can be ticked
[edit] bNoWeaponFiring
Type: bool
TRUE indicates that weapon firing is disabled for this pawn
[edit] bPathfindsAsVehicle
Type: bool
set if Pawn counts as a vehicle for pathfinding checks (so don't use bBlockedForVehicles nodes, etc)
[edit] bPlayedDeath
Type: bool
set when death animation has been played (used in network games)
[edit] bPushesRigidBodies
Type: bool
Modifiers: const
Will do a check to find nearby PHYS_RigidBody actors and will give them a 'soft' push.
[edit] BreathTime
Type: float
if true, replicate this Pawn's health to all clients; otherwise, only if owned by or ViewTarget of a client
[edit] bReducedSpeed
Type: bool
Modifiers: const
Used by movement natives to slow pawn as it reaches its destination to prevent overshooting
[edit] bReplicateHealthToAll
Type: bool
normal maximum health of Pawn - defaults to default.Health unless explicitly set otherwise
Default value: True
[edit] bRollToDesired
Type: bool
Update roll when turning to desired rotation (normally false)
[edit] bRootMotionFromInterpCurve
Type: bool
NOTE: Currently assumes blending isn't altering the root bone
[edit] bRunPhysicsWithNoController
Type: bool
When there is no Controller, Walking Physics abort and force a velocity and acceleration of 0. Set this to TRUE to override.
[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] bSpecialHUD
Type: bool
[edit] bStationary
Type: bool
pawn can't move
[edit] bStopAtLedges
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
[edit] bTryToUncrouch
Type: bool
Modifiers: const
when auto-crouch during movement, continually try to uncrouch
[edit] bUnlockWhenReached
Type: bool
Modifiers: const, private
Unlock DesiredRotation when Reached to the destination This is used when bLockDesiredRotation=TRUE This will set bLockDesiredRotation = FALSE when reached to DesiredRotation
[edit] Buoyancy
Type: float
Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)
[edit] bUpAndOut
Type: bool
used by swimming
[edit] bWantsToCrouch
Type: bool
if true crouched (physics will automatically reduce collision height to CrouchHeight)
[edit] Controller
Type: Controller
Modifiers: editinline, repnotify
Controller currently possessing this Pawn
[edit] ControllerClass
Type: class<AIController>
default class to use when pawn is controlled by AI
Default value: Class'Engine.AIController'
[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] CylinderComponent
Type: CylinderComponent
Default value: CylinderComponent'CollisionCylinder'
[edit] DamageScaling
Type: float
Default value: 1.0
[edit] DesiredSpeed
Type: float
Default value: 1.0
[edit] DestinationOffset
Type: float
used to vary destination over NavigationPoints
[edit] DrivenVehicle
Type: Vehicle
Modifiers: repnotify
[edit] FacialAudioComp
Type: AudioComponent
Modifiers: transient, protected
AudioComponent used by FaceFX
[edit] FailedLandingCount
Type: int
HACK: count of times processLanded() was called but it failed without changing physics for some reason so we can detect and avoid a rare case where Pawns get stuck in that state
[edit] FindAnchorFailedTime
Type: float
last time a FindPath() attempt failed to find an anchor.
[edit] FiringMode
Type: byte
Modifiers: repnotify
firing mode used when firing
[edit] FlashCount
Type: byte
Modifiers: repnotify
increased when weapon fires. 0 = not firing. 1 - 255 = firing
[edit] FlashLocation
Type: Object.Vector
Modifiers: repnotify
Hit Location of instant hit weapons. vect(0,0,0) = not firing.
[edit] Floor
Type: Object.Vector
Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
[edit] FullHeight
Type: int
Modifiers: const
cached for pathfinding
[edit] GroundSpeed
Type: float
The maximum ground speed.
Default value: 600.0
[edit] HeadVolume
Type: PhysicsVolume
Modifiers: transient
physics volume of head
[edit] HitDamageType
Type: class<DamageType>
damage type of last hit (for playing hit/death anims)
[edit] InterpGroupList
Type: array<InterpGroup>
Modifiers: transient
List of Matinee InterpGroup controlling this actor.
[edit] InventoryManagerClass
Type: class<InventoryManager>
Inventory Manager
Default value: Class'Engine.InventoryManager'
[edit] InvManager
Type: InventoryManager
Modifiers: repnotify
[edit] JumpZ
Type: float
vertical acceleration w/ jump
Default value: 420.0
[edit] LadderSpeed
Type: float
Ladder climbing speed
Default value: 200.0
[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] LastFiringFlashLocation
Type: Object.Vector
last FlashLocation that was an actual shot, i.e. not counting clears to (0,0,0) this is used to make sure we set unique values to FlashLocation for consecutive shots even when there was a clear in between, so that if a client missed the clear due to low net update rate, it still gets the new firing location
[edit] LastHitBy
Type: Controller
give kill credit to this guy if hit momentum causes pawn to fall to his death
[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] LedgeCheckThreshold
Type: float
Modifiers: const
Used in determining if pawn is going off ledge. If the ledge is "shorter" than this value then the pawn will be able to walk off it. *
Default value: 4.0
[edit] Mass
Type: float
Mass of this pawn.
Default value: 100.0
[edit] MaxDesiredSpeed
Type: float
Default value: 1.0
[edit] MaxFallSpeed
Type: float
max speed pawn can land without taking damage
Default value: 1200.0
[edit] MaxJumpHeight
Type: float
Modifiers: const
Default value: 96.0
[edit] MaxOutOfWaterStepHeight
Type: float
z velocity applied when pawn tries to get out of water
Default value: 40.0
[edit] MaxPitchLimit
Type: int
Default value: 3072
[edit] MaxStepHeight
Type: float
Modifiers: const
Default value: 35.0
[edit] MeleeRange
Type: float
Max range for melee attack (not including collision radii)
[edit] MenuName
Type: string
Modifiers: localized
Name used for this pawn type in menus (e.g. player selection)
[edit] MIC_PawnHair
Type: MaterialInstanceConstant
Modifiers: protected, transient
[edit] MIC_PawnMat
Type: MaterialInstanceConstant
Modifiers: protected, transient
General material used to control common pawn material parameters (e.g. burning)
[edit] NetRelevancyTime
Type: float
Used for cacheing net relevancy test
[edit] NextPathRadius
Type: float
radius of next path in route
[edit] NextPawn
Type: Pawn
Modifiers: const
Chained pawn list
[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] NonPreferredVehiclePathMultiplier
Type: float
Pawn multiplies cost of NavigationPoints that don't have bPreferredVehiclePath set by this number
Default value: 1.0
[edit] OldZ
Type: float
Old Z Location - used for eyeheight smoothing
[edit] OnLadder
Type: LadderVolume
ladder currently being climbed
[edit] OutofWaterZ
Type: float
Default value: 420.0
[edit] PathConstraintList
Type: PathConstraint
List of search constraints for pathing
[edit] PathGoalList
Type: PathGoalEvaluator
[edit] PathSearchType
Type: EPathSearchType
[edit] PhysicsPushBody
Type: RB_BodyInstance
Physics object created to create contacts with physics objects, used to push them around.
[edit] PlayerReplicationInfo
Type: PlayerReplicationInfo
Modifiers: repnotify
[edit] PreRagdollCollisionComponent
Type: PrimitiveComponent
set in InitRagdoll() to old CollisionComponent (since it must be Mesh for ragdolls) so that TermRagdoll() can restore it
[edit] RemoteViewPitch
Type: byte
Modifiers: const
replicated to we can see where remote clients are looking
[edit] RMVelocity
Type: Object.Vector
RootMotion derived velocity calculated by APawn::CalcVelocity() (used when replaying client moves in net games (since can't rely on animation when replaying moves))
[edit] RootMotionInterpCurrentTime
Type: float
[edit] RootMotionInterpCurve
Type: EngineTypes.RootMotionCurve
[edit] RootMotionInterpCurveLastValue
Type: Object.Vector
[edit] RootMotionInterpRate
Type: float
Default value: 1.0
[edit] SerpentineDir
Type: Object.Vector
serpentine direction
[edit] SerpentineDist
Type: float
[edit] SerpentineTime
Type: float
how long to stay straight before strafing again
[edit] ShotCount
Type: int
tracks the number of consecutive shots. Note that this is not replicated, so it's not correct on remote clients. It's only updated when the pawn is relevant.
[edit] SlotNodes
Type: array<AnimNodeSlot>
Modifiers: transient
Array of Slots
[edit] SoundDampening
Type: float
Default value: 1.0
[edit] SpawnTime
Type: float
[edit] SplashTime
Type: float
time of last splash
[edit] TakeHitLocation
Type: Object.Vector
location of last hit (for playing hit/death anims)
[edit] TearOffMomentum
Type: Object.Vector
momentum to apply when torn off (bTearOff == true)
[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] WalkableFloorZ
Type: float
Modifiers: const
Default value: 0.7
[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
