Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE1:Pawn functions (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Functions
- 1.1 Static functions
- 1.2 Latent functions
- 1.3 Exec functions
- 1.4 Native functions
- 1.4.1 ClientHearSound
- 1.4.2 actorReachable
- 1.4.3 AddPawn
- 1.4.4 CanSee
- 1.4.5 ClearPaths
- 1.4.6 EAdjustJump
- 1.4.7 FindBestInventoryPath
- 1.4.8 FindPathTo
- 1.4.9 FindPathToward
- 1.4.10 FindRandomDest
- 1.4.11 FindStairRotation
- 1.4.12 LineOfSightTo
- 1.4.13 PickAnyTarget
- 1.4.14 PickTarget
- 1.4.15 PickWallAdjust
- 1.4.16 pointReachable
- 1.4.17 RemovePawn
- 1.4.18 StopWaiting
- 1.5 Events
- 1.5.1 BaseChange
- 1.5.2 ClientMessage
- 1.5.3 Destroyed
- 1.5.4 EncroachedBy
- 1.5.5 EncroachingOn
- 1.5.6 EnemyNotVisible
- 1.5.7 Falling
- 1.5.8 FellOutOfWorld
- 1.5.9 FootZoneChange
- 1.5.10 HeadZoneChange
- 1.5.11 HearNoise
- 1.5.12 Landed
- 1.5.13 LongFall
- 1.5.14 MayFall
- 1.5.15 PainTimer
- 1.5.16 PlayerTimeOut
- 1.5.17 PostBeginPlay
- 1.5.18 PreBeginPlay
- 1.5.19 RenderOverlays
- 1.5.20 SeePlayer
- 1.5.21 SpeechTimer
- 1.5.22 TakeDamage
- 1.5.23 TeamMessage
- 1.5.24 UpdateEyeHeight
- 1.5.25 WalkTexture
- 1.6 Other instance functions
- Pawn functions in other games:
- U1, UT
- Other member categories for this class:
- instance functions, internal variables
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Functions[edit]
Static functions[edit]
GetMultiSkin[edit]
SetMultiSkin[edit]
SetSkinElement[edit]
static function bool SetSkinElement (Actor SkinActor, int SkinNo, string SkinName, string DefaultSkinName)
Latent functions[edit]
MoveTo[edit]
native(500) final latent function MoveTo (Object.Vector NewDestination, optional float speed)
MoveToward[edit]
StrafeFacing[edit]
native(506) final latent function StrafeFacing (Object.Vector NewDestination, Actor NewTarget)
StrafeTo[edit]
native(504) final latent function StrafeTo (Object.Vector NewDestination, Object.Vector NewFocus)
TurnTo[edit]
native(508) final latent function TurnTo (Object.Vector NewFocus)
TurnToward[edit]
native(510) final latent function TurnToward (Actor NewTarget)
WaitForLanding[edit]
native(527) final latent function WaitForLanding ()
Exec functions[edit]
NextItem[edit]
exec function NextItem ()
Native functions[edit]
ClientHearSound[edit]
native simulated event ClientHearSound (Actor Actor, int Id, Sound S, Object.Vector SoundLocation, Object.Vector Parameters)
actorReachable[edit]
AddPawn[edit]
native(529) final function AddPawn ()
CanSee[edit]
ClearPaths[edit]
native(522) final function ClearPaths ()
EAdjustJump[edit]
native(523) final function Object.Vector EAdjustJump ()
FindBestInventoryPath[edit]
FindPathTo[edit]
native(518) final function Actor FindPathTo (Object.Vector aPoint, optional bool bSinglePath, optional bool bClearPaths)
FindPathToward[edit]
native(517) final function Actor FindPathToward (Actor anActor, optional bool bSinglePath, optional bool bClearPaths)
FindRandomDest[edit]
native(525) final function NavigationPoint FindRandomDest (optional bool bClearPaths)
FindStairRotation[edit]
LineOfSightTo[edit]
PickAnyTarget[edit]
native(534) final function Actor PickAnyTarget (out float bestAim, out float bestDist, Object.Vector FireDir, Object.Vector projStart)
PickTarget[edit]
native(531) final function Pawn PickTarget (out float bestAim, out float bestDist, Object.Vector FireDir, Object.Vector projStart)
PickWallAdjust[edit]
native(526) final function bool PickWallAdjust ()
pointReachable[edit]
native(521) final function bool pointReachable (Object.Vector aPoint)
RemovePawn[edit]
native(530) final function RemovePawn ()
StopWaiting[edit]
native function StopWaiting ()
Events[edit]
BaseChange[edit]
singular event BaseChange ()
Overrides: Actor.BaseChange
ClientMessage[edit]
Destroyed[edit]
event Destroyed ()
Overrides: Actor.Destroyed
EncroachedBy[edit]
event EncroachedBy (Actor Other)
Overrides: Actor.EncroachedBy
EncroachingOn[edit]
Overrides: Actor.EncroachingOn
EnemyNotVisible[edit]
event EnemyNotVisible ()
Falling[edit]
event Falling ()
Overrides: Actor.Falling
FellOutOfWorld[edit]
event FellOutOfWorld ()
Overrides: Actor.FellOutOfWorld
FootZoneChange[edit]
event FootZoneChange (ZoneInfo newFootZone)
HeadZoneChange[edit]
event HeadZoneChange (ZoneInfo newHeadZone)
HearNoise[edit]
Landed[edit]
event Landed (Object.Vector HitNormal)
Overrides: Actor.Landed
LongFall[edit]
event LongFall ()
MayFall[edit]
event MayFall ()
PainTimer[edit]
event PainTimer ()
PlayerTimeOut[edit]
event PlayerTimeOut ()
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
PreBeginPlay[edit]
event PreBeginPlay ()
Overrides: Actor.PreBeginPlay
RenderOverlays[edit]
simulated event RenderOverlays (Canvas Canvas)
Overrides: Actor.RenderOverlays
SeePlayer[edit]
event SeePlayer (Actor Seen)
SpeechTimer[edit]
event SpeechTimer ()
TakeDamage[edit]
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)
Overrides: Actor.TakeDamage
TeamMessage[edit]
UpdateEyeHeight[edit]
event UpdateEyeHeight (float DeltaTime)