UE1:Pawn (UT)

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UT Object >> Actor >> Pawn
Package:
Engine
Direct subclasses:
Bot, Bots, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn, StationaryPawn
This class in other games:

Pawn, the base class of all actors that can be controlled by players or AI. This is a built-in Unreal class and it shouldn't be modified.

Properties

Property group 'AI'

AttitudeToPlayer

Type: EAttitude

determines how creature will react on seeing player (if in human form)

Default value: ATTITUDE_Hate

HearingThreshold

Type: float

Minimum noise loudness for hearing

Default value: 1.0

Intelligence

Type: EIntelligence


Default value: BRAINS_MAMMAL

PeripheralVision

Type: float

Cosine of limits of peripheral vision.

SightRadius

Type: float

Maximum seeing distance.

Default value: 2500.0

Skill

Type: float

skill, scaled by game difficulty (add difficulty to this value)

Property group 'Combat'

bCanStrafe

Type: bool


CombatStyle

Type: float

-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee

MeleeRange

Type: float


Property group 'Movement'

AccelRate

Type: float

max acceleration rate

Default value: 500.0

AirControl

Type: float


Default value: 0.05

AirSpeed

Type: float

The maximum flying speed.

GroundSpeed

Type: float

The maximum ground speed.

Default value: 320.0

JumpZ

Type: float

vertical acceleration w/ jump

Default value: 325.0

MaxStepHeight

Type: float

Maximum size of upward/downward step.

Default value: 25.0

UnderWaterTime

Type: float

how much time pawn can go without air (in seconds)

WaterSpeed

Type: float

The maximum swimming speed.

Default value: 200.0

Property group 'Orders'

AlarmTag

Type: name

tag of object to go to when see player

bFixedStart

Type: bool


SharedAlarmTag

Type: name


Property group 'Pawn'

BaseEyeHeight

Type: float

Base eye height above collision center.

DropWhenKilled

Type: class<Inventory>


FovAngle

Type: float


Default value: 90.0

Health

Type: int

Modifiers: travel


Default value: 100

MenuName

Type: string

Modifiers: localized

Name used for this pawn type in menus (e.g. player selection)

NameArticle

Type: string

Modifiers: localized

article used in conjunction with this class (e.g. "a", "an")

Default value: " a "

PlayerReplicationInfoClass

Type: class<PlayerReplicationInfo>


Default value: Class'Engine.PlayerReplicationInfo'

ReducedDamagePct

Type: float


ReducedDamageType

Type: name

Either a damagetype name or 'All', 'AllEnvironment' (Burned, Corroded, Frozen)

SelectionMesh

Type: string


SpecialMesh

Type: string


Visibility

Type: byte


Default value: 128

VoicePitch

Type: byte

for speech

VoiceType

Type: string

for speech

Property group 'Sounds'

Die

Type: Sound


HitSound1

Type: Sound


HitSound2

Type: Sound


Land

Type: Sound


WaterStep

Type: Sound


Internal variables

See Pawn internal variables.

Default values

Enums

EAttitude

ATTITUDE_Fear
will try to run away
ATTITUDE_Hate
will attack enemy
ATTITUDE_Frenzy
will attack anything, indiscriminately
ATTITUDE_Threaten
animations, but no attack
ATTITUDE_Ignore
ATTITUDE_Friendly
ATTITUDE_Follow
accepts player as leader

EIntelligence

BRAINS_NONE
only reacts to immediate stimulus
BRAINS_REPTILE
follows to last seen position
BRAINS_MAMMAL
simple navigation (limited path length)
BRAINS_HUMAN
complex navigation, team coordination, use environment stuff (triggers, etc.)

Functions

See Pawn functions.

States

Dying

Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, LongFall, PainTimer, SeePlayer, Trigger, WarnTarget, ZoneChange

Dying.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Dying.Landed

event Landed (Object.Vector HitNormal)

Overrides: Landed (global)


Dying.TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: TakeDamage (global)


Dying.Timer

event Timer ()

Overrides: Actor.Timer (global)


GameEnded

Ignores: Bump, Died, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange

GameEnded.BeginState

event BeginState ()

Overrides: Object.BeginState (global)