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UE2:Pawn (U2)
Contents
- 1 Properties
- 2 Functions
- 3 States
- 3.1 Dying
- 3.1.1 Dying.AnimEnd
- 3.1.2 Dying.BaseChange
- 3.1.3 Dying.BeginState
- 3.1.4 Dying.ChangeAnimation
- 3.1.5 Dying.EndState
- 3.1.6 Dying.FellOutOfWorld
- 3.1.7 Dying.Landed
- 3.1.8 Dying.StopPlayFiring
- 3.1.9 Dying.TakeDamage
- 3.1.10 Dying.CanBeRevived
- 3.1.11 Dying.Died
- 3.1.12 Dying.HandleDying
- 3.1.13 Dying.LandThump
- 3.1.14 Dying.LieStill
- 3.1.15 Dying.PlayFiring
- 3.1.16 Dying.PlayNextAnimation
- 3.1.17 Dying.PlayTakeHit
- 3.1.18 Dying.PlayWeaponReload
- 3.1.19 Dying.PlayWeaponSwitch
- 3.1.20 Dying.ReduceCylinder
- 3.2 Passenger
- 3.1 Dying
- Package:
- Engine
- Direct subclasses:
- XMPVehicleBarrel, StationaryTurret, Scout, StationaryPawn, U2Pawn, Vehicle
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2XMP, UT2004, UDK, UT3
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Pawn, the base class of all actors that can be controlled by players or AI.
Pawns are the physical representations of players and creatures in a level. Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, and hold weapons and other inventory. In short, they are responsible for all physical interaction between the player or AI and the world.
This is a built-in Unreal class and it shouldn't be modified.
Properties[edit]
Property group 'Advanced'[edit]
bUseEnabled[edit]
Type: bool
If true, use functionality is enabled
Default value: True
Property group 'AI'[edit]
AIScriptTag[edit]
Type: name
tag of AIScript which should be associated with this pawn
Alertness[edit]
Type: float
-1 to 1 ->Used within specific states for varying reaction to stimuli
bAdjacentZoneHearing[edit]
Type: bool
can hear any sound in adjacent zone (if close enough to hear)
bAroundCornerHearing[edit]
Type: bool
bLOSHearing[edit]
Type: bool
Default value: True
bMuffledHearing[edit]
Type: bool
can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls
bSameZoneHearing[edit]
Type: bool
can hear any sound in same zone (if close enough to hear)
HearingThreshold[edit]
Type: float
max distance at which a makenoise(1.0) loudness sound can be heard
Default value: 2800.0
PeripheralVision[edit]
Type: float
Cosine of limits of peripheral vision.
SightRadius[edit]
Type: float
Maximum seeing distance.
Default value: 5000.0
Property group 'AnimTweaks'[edit]
BlendChangeTime[edit]
Type: float
time to blend between movement animations
Default value: 0.25
Property group 'Pawn'[edit]
bCanCrouch[edit]
Type: bool
if true, this pawn is capable of crouching
Default value: True
SkillModifier[edit]
Type: float
skill modifier (same scale as game difficulty)
Internal variables[edit]
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bBlockActors | True | ||||||||
bBlockPlayers | True | ||||||||
bCanBeBaseForPawns | False | ||||||||
bCanBeDamaged | True | ||||||||
bCanTeleport | True | ||||||||
bCollideActors | True | ||||||||
bCollideWorld | True | ||||||||
bDirectional | True | ||||||||
bDisturbFluidSurface | True | ||||||||
bNoRepMesh | True | ||||||||
bOwnerNoSee | True | ||||||||
bProjTarget | True | ||||||||
bRotateToDesired | True | ||||||||
bShouldBaseAtStartup | True | ||||||||
bStasis | True | ||||||||
bTravel | True | ||||||||
bUpdateSimulatedPosition | True | ||||||||
CollisionHeight | 58.0 | ||||||||
CollisionRadius | 28.0 | ||||||||
DrawType | DT_Mesh | ||||||||
NetPriority | 2.0 | ||||||||
RemoteRole | ROLE_SimulatedProxy | ||||||||
RotationRate |
|
||||||||
SoundRadius | 60.0 | ||||||||
SoundVolume | 255 | ||||||||
Texture | Texture'Engine.S_Pawn' |
Functions[edit]
Static native functions[edit]
ValidPawn[edit]
Exec functions[edit]
NextItem[edit]
SwitchToLastWeapon[edit]
Native functions[edit]
AddPawn[edit]
ForceCrouch[edit]
Get4WayDirection[edit]
ReachedDestination[edit]
RemovePawn[edit]
SetTwistLook[edit]
Events[edit]
See Pawn events.
Other instance functions[edit]
States[edit]
Dying[edit]
Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger
Dying.AnimEnd[edit]
Overrides: AnimEnd (global)
Dying.BaseChange[edit]
Overrides: BaseChange (global)
Dying.BeginState[edit]
Overrides: Object.BeginState (global)
Dying.ChangeAnimation[edit]
Overrides: ChangeAnimation (global)
Dying.EndState[edit]
Overrides: Object.EndState (global)
Dying.FellOutOfWorld[edit]
Overrides: FellOutOfWorld (global)
Dying.Landed[edit]
Overrides: Landed (global)
Dying.StopPlayFiring[edit]
Overrides: StopPlayFiring (global)
Dying.TakeDamage[edit]
Overrides: TakeDamage (global)
Dying.CanBeRevived[edit]
Overrides: CanBeRevived (global)
Dying.Died[edit]
Overrides: Died (global)
Dying.HandleDying[edit]
Overrides: HandleDying (global)
Dying.LandThump[edit]
Dying.LieStill[edit]
Dying.PlayFiring[edit]
Overrides: PlayFiring (global)
Dying.PlayNextAnimation[edit]
Dying.PlayTakeHit[edit]
Overrides: PlayTakeHit (global)
Dying.PlayWeaponReload[edit]
Overrides: PlayWeaponReload (global)
Dying.PlayWeaponSwitch[edit]
Overrides: PlayWeaponSwitch (global)
Dying.ReduceCylinder[edit]
Passenger[edit]
Passenger.BeginState[edit]
Overrides: Object.BeginState (global)