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Page title matches
- ...egacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> UnrealPawn (Package: UnrealGame)}} UnrealPawn3 KB (356 words) - 08:21, 11 December 2005
- ===Property group 'UnrealPawn'===10 KB (1,099 words) - 09:10, 17 May 2008
- ===Property group 'UnrealPawn'===11 KB (1,255 words) - 09:11, 17 May 2008
Page text matches
- | +- [[Legacy:UnrealPawn|UnrealPawn]]19 KB (2,280 words) - 04:05, 19 May 2007
- ...to be in order to trigger this HoldObjective. The default will match any UnrealPawn (which basically means any player or bot in any form). For some types of o23 KB (3,803 words) - 11:44, 15 July 2006
- ...n a map designed for a TeamGame will result in a team imbalance, where the UnrealPawn PostNetBeginPlay() function attempts (and eventually fails) to place the Mo24 KB (3,321 words) - 10:17, 22 September 2006
- ...] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:UnrealPawn|UnrealPawn]] >> [[Legacy:XPawn|xPawn]] >> [[Legacy:Monster|Monster]] >> Brute (Package2 KB (306 words) - 12:28, 1 December 2005
- // This stand-alone creature should avoid being placed in a roster. Skip UnrealPawn's PostNetBeginPlay().67 KB (8,400 words) - 20:20, 3 February 2006
- class xPawn extends UnrealPawn11 KB (1,688 words) - 00:32, 25 October 2007
- var UnrealPawn Holder; //Holder has to be an UnrealPawn or any of it's subclasses var UnrealPawn MyPawn;15 KB (2,447 words) - 16:45, 21 April 2007
- ...r. The [[Legacy:GameObject|GameObject]] function calls [[Legacy:UnrealPawn|UnrealPawn]].HoldGameObject to make the flag get physically carried.3 KB (403 words) - 10:54, 27 December 2005
- ...t|GameObject]] class. In Held.BeginState, it calls the [[Legacy:UnrealPawn|UnrealPawn]] holder's HoldGameObject function. That function anchors the flag to eithe5 KB (784 words) - 11:06, 7 November 2004
- ...or which they are relevant. Thus, events that are really designed for the UnrealPawn class should be documented there, not in Actor, nor in xPawn. This is a jud3 KB (554 words) - 17:22, 17 December 2005
- ; [[Legacy:UnrealPawn|UnrealPawn]] Holder : The [[Legacy:Pawn|Pawn]] that is holding the object ...roller]], and assumes that the controller's pawn is an [[Legacy:UnrealPawn|UnrealPawn]]. This causes problems with the Vehicle Pickups mutator, which also allows5 KB (576 words) - 14:34, 24 December 2005
- ...] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:UnrealPawn|UnrealPawn]] >> [[Legacy:XPawn|xPawn]] >> [[Legacy:Monster|Monster]] >> Krall (Package4 KB (660 words) - 01:30, 30 September 2021
- ...of useful code in Bots for navigation, etc. Recently I've found it's the UnrealPawn PostBeginNetPlay() function that attempts to put the pawn on a roster; that3 KB (630 words) - 12:04, 15 March 2008
- ...] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:UnrealPawn|UnrealPawn]] >> [[Legacy:XPawn|xPawn]] >> Monster (Package: SkaarjPack)}}7 KB (914 words) - 08:22, 27 January 2007
- Destroy has not been Overridden from [[Legacy:UnrealPawn|UnrealPawn]]. if ( (UnrealPawn(Other) == None) || (Other.Physics == PHYS_None) )8 KB (1,126 words) - 19:11, 19 December 2005
- +- [[Legacy:UnrealPawn|UnrealPawn]] ...from playing (on a player) simply by removing the values from those Pawn (UnrealPawn and xPawn) animation properties. Marked up properties, functions, etc.19 KB (2,341 words) - 22:41, 22 May 2015
- 'Pawn', 'Vehicle', 'UnrealPawn', 'xPawn', 'Monster', 'ASVehicle', 'KVehicle', 'KCar',14 KB (1,391 words) - 01:31, 24 May 2007
- var UnrealPawn target_pawn;2 KB (271 words) - 05:43, 30 June 2003
- ...] :: [[Legacy:Actor|Actor]] >> [[Legacy:Pawn|Pawn]] >> [[Legacy:UnrealPawn|UnrealPawn]] >> [[Legacy:XPawn|xPawn]] >> [[Legacy:Monster|Monster]] >> Skaarj (Packag8 KB (1,226 words) - 20:34, 21 October 2009
- Super(UnrealPawn).PostBeginPlay();33 KB (4,379 words) - 03:47, 26 July 2009