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UE1:Pawn functions (U1)

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U1 Object >> Actor >> Pawn (functions)
Pawn functions in other games:
RTNP, UT
Other member categories for this class:
instance functions, internal variables

Functions[edit]

Static functions[edit]

GetMultiSkin[edit]

static function GetMultiSkin (Actor SkinActor, out string SkinName, out string FaceName)


SetMultiSkin[edit]

static function SetMultiSkin (Actor SkinActor, string SkinName, string FaceName, byte TeamNum)


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]

native(502) final latent function MoveToward (Actor NewTarget, optional float speed)


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]

native(520) final function bool actorReachable (Actor anActor)


AddPawn[edit]

native(529) final function AddPawn ()


CanSee[edit]

native(533) final function bool CanSee (Actor Other)


ClearPaths[edit]

native(522) final function ClearPaths ()


EAdjustJump[edit]

native(523) final function Object.Vector EAdjustJump ()


FindBestInventoryPath[edit]

native(540) final function Actor FindBestInventoryPath (out float MinWeight, bool bPredictRespawns)


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]

native(524) final function int FindStairRotation (float DeltaTime)


LineOfSightTo[edit]

native(514) final function bool LineOfSightTo (Actor Other)


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]

event ClientMessage (coerce string S, optional name Type, optional bool bBeep)


Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

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]

event HearNoise (float Loudness, Actor NoiseMaker)


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]

event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type)


UpdateEyeHeight[edit]

event UpdateEyeHeight (float DeltaTime)


WalkTexture[edit]

event WalkTexture (Texture Texture, Object.Vector StepLocation, Object.Vector StepNormal)


Other instance functions[edit]

See Pawn instance functions.