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UE2:Pawn internal variables (UE2Runtime)
Contents
- 1 Internal variables
- 1.1 AccelRate
- 1.2 AirControl
- 1.3 AirSpeed
- 1.4 Anchor
- 1.5 AnimAction
- 1.6 AppliedBob
- 1.7 AvgPhysicsTime
- 1.8 BackwardStrafeBias
- 1.9 bAmbientCreature
- 1.10 BaseEyeHeight
- 1.11 BaseMovementRate
- 1.12 bAutoActivate
- 1.13 bAutoFire
- 1.14 bAvoidLedges
- 1.15 bCachedRelevant
- 1.16 bCanBeBaseForPawns
- 1.17 bCanClimbLadders
- 1.18 bCanDoubleJump
- 1.19 bCanFly
- 1.20 bCanJump
- 1.21 bCanPickupInventory
- 1.22 bCanStrafe
- 1.23 bCanSwim
- 1.24 bCanWalk
- 1.25 bCanWalkOffLedges
- 1.26 bClientCollision
- 1.27 bCountJumps
- 1.28 bCrawler
- 1.29 bDirectHitWall
- 1.30 bHideRegularHUD
- 1.31 bIgnoreForces
- 1.32 bIgnorePlayFiring
- 1.33 bInitializeAnimation
- 1.34 bInvulnerableBody
- 1.35 bIsCrouched
- 1.36 bIsFemale
- 1.37 bIsTyping
- 1.38 bIsWalking
- 1.39 bJumpCapable
- 1.40 bJustLanded
- 1.41 BloodEffect
- 1.42 bNoJumpAdjust
- 1.43 bNoVelocityUpdate
- 1.44 bNoWeaponFiring
- 1.45 Bob
- 1.46 bobtime
- 1.47 bPhysicsAnimUpdate
- 1.48 bPlayedDeath
- 1.49 BreathTime
- 1.50 bReducedSpeed
- 1.51 bRollToDesired
- 1.52 bSimGravityDisabled
- 1.53 bSimulateGravity
- 1.54 bSpecialCalcView
- 1.55 bSpecialHUD
- 1.56 bSteadyFiring
- 1.57 bStopAtLedges
- 1.58 bThumped
- 1.59 bTryToUncrouch
- 1.60 bUpAndOut
- 1.61 bUpdateEyeheight
- 1.62 bUpdatingDisplay
- 1.63 bUseCompressedPosition
- 1.64 bWantsToCrouch
- 1.65 bWarping
- 1.66 bWasCrouched
- 1.67 bWasOnGround
- 1.68 bWasWalking
- 1.69 bWeaponBob
- 1.70 ConstantAcceleration
- 1.71 Controller
- 1.72 ControllerClass
- 1.73 CrouchedPct
- 1.74 CrouchHeight
- 1.75 CrouchRadius
- 1.76 DamageScaling
- 1.77 DesiredSpeed
- 1.78 DestinationOffset
- 1.79 EyeHeight
- 1.80 FindAnchorFailedTime
- 1.81 FlashCount
- 1.82 Floor
- 1.83 ForwardStrafeBias
- 1.84 GroundSpeed
- 1.85 HeadScale
- 1.86 HeadVolume
- 1.87 Health
- 1.88 HitDamageType
- 1.89 JumpZ
- 1.90 LadderSpeed
- 1.91 LandBob
- 1.92 LandMovementState
- 1.93 LastAnchor
- 1.94 LastPainSound
- 1.95 LastPainTime
- 1.96 LastRealViewer
- 1.97 LastStartSpot
- 1.98 LastStartTime
- 1.99 LastValidAnchorTime
- 1.100 LastViewer
- 1.101 LowGoreBlood
- 1.102 MaxDesiredSpeed
- 1.103 MaxFallSpeed
- 1.104 MeleeRange
- 1.105 MenuName
- 1.106 MovementAnims
- 1.107 MovementBlendStartTime
- 1.108 NetRelevancyTime
- 1.109 NextPathRadius
- 1.110 noise1loudness
- 1.111 noise1other
- 1.112 noise1spot
- 1.113 noise1time
- 1.114 noise2loudness
- 1.115 noise2other
- 1.116 noise2spot
- 1.117 noise2time
- 1.118 OldAcceleration
- 1.119 OldPhysics
- 1.120 OldRotYaw
- 1.121 OldZ
- 1.122 OnLadder
- 1.123 OwnerName
- 1.124 PawnPosition
- 1.125 PendingWeapon
- 1.126 PlayerReplicationInfo
- 1.127 ReducedDamageType
- 1.128 SelectedItem
- 1.129 SerpentineDir
- 1.130 SerpentineDist
- 1.131 SerpentineTime
- 1.132 Shadow
- 1.133 SoundDampening
- 1.134 SpawnTime
- 1.135 SplashTime
- 1.136 TakeHitLocation
- 1.137 TearOffMomentum
- 1.138 TurnLeftAnim
- 1.139 TurnRightAnim
- 1.140 UncrouchTime
- 1.141 UnderWaterTime
- 1.142 Visibility
- 1.143 WalkBob
- 1.144 WalkingPct
- 1.145 WaterMovementState
- 1.146 WaterSpeed
- 1.147 Weapon
- Pawn internal variables in other games:
- RTNP, U1, UT, U2, U2XMP, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- events, instance functions
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. |
Internal variables[edit]
AccelRate[edit]
Type: float
max acceleration rate
Default value: 2048.0
AirControl[edit]
Type: float
amount of AirControl available to the pawn
Default value: 0.05
AirSpeed[edit]
Type: float
The maximum flying speed.
Default value: 600.0
Anchor[edit]
Type: NavigationPoint
current nearest path;
AnimAction[edit]
Type: name
AppliedBob[edit]
Type: float
AvgPhysicsTime[edit]
Type: float
Modifiers: const
Physics updating time monitoring (for AI monitoring reaching destinations)
Default value: 0.1
BackwardStrafeBias[edit]
Type: float
bias of strafe blending in backward direction
bAmbientCreature[edit]
Type: bool
AIs will ignore me
BaseEyeHeight[edit]
Type: float
Base eye height above collision center.
Default value: 64.0
BaseMovementRate[edit]
Type: float
FIXME - temp - used for scaling movement
Default value: 525.0
bAutoActivate[edit]
Type: bool
if true, automatically activate Powerups which have their bAutoActivate==true
bAutoFire[edit]
Type: bool
used for third person weapon anims/effects
bAvoidLedges[edit]
Type: bool
don't get too close to ledges
bCachedRelevant[edit]
Type: bool
network relevancy caching flag
bCanBeBaseForPawns[edit]
Type: bool
all your 'base', are belong to us
bCanClimbLadders[edit]
Type: bool
bCanDoubleJump[edit]
Type: bool
bCanFly[edit]
Type: bool
bCanJump[edit]
Type: bool
movement capabilities - used by AI
Default value: True
bCanPickupInventory[edit]
Type: bool
if true, will pickup inventory when touching pickup actors
bCanStrafe[edit]
Type: bool
bCanSwim[edit]
Type: bool
bCanWalk[edit]
Type: bool
Default value: True
bCanWalkOffLedges[edit]
Type: bool
Can still fall off ledges, even when walking (for Player Controlled pawns)
bClientCollision[edit]
Type: bool
used on clients when temporarily turning off collision
bCountJumps[edit]
Type: bool
if true, inventory wants message whenever this pawn jumps
bCrawler[edit]
Type: bool
crawling - pitch and roll based on surface pawn is on
bDirectHitWall[edit]
Type: bool
bHideRegularHUD[edit]
Type: bool
bIgnoreForces[edit]
Type: bool
if true, not affected by external forces
bIgnorePlayFiring[edit]
Type: bool
if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon)
bInitializeAnimation[edit]
Type: bool
bInvulnerableBody[edit]
Type: bool
bIsCrouched[edit]
Type: bool
Modifiers: const
set by physics to specify that pawn is currently crouched
bIsFemale[edit]
Type: bool
bIsTyping[edit]
Type: bool
bIsWalking[edit]
Type: bool
currently walking (can't jump, affects animations)
bJumpCapable[edit]
Type: bool
Default value: True
bJustLanded[edit]
Type: bool
used by eyeheight adjustment
BloodEffect[edit]
bNoJumpAdjust[edit]
Type: bool
set to tell controller not to modify velocity of a jump/fall
bNoVelocityUpdate[edit]
Type: bool
Modifiers: const
used by C++ physics
bNoWeaponFiring[edit]
Type: bool
Bob[edit]
Type: float
Modifiers: globalconfig
Default value: 0.0080
bobtime[edit]
Type: float
bPhysicsAnimUpdate[edit]
Type: bool
bPlayedDeath[edit]
Type: bool
BreathTime[edit]
Type: float
used for getting BreathTimer() messages (for no air, etc.)
bReducedSpeed[edit]
Type: bool
Modifiers: const
used by movement natives
bRollToDesired[edit]
Type: bool
Update roll when turning to desired rotation (normally false)
bSimGravityDisabled[edit]
Type: bool
Modifiers: const
used on network clients
bSimulateGravity[edit]
Type: bool
Modifiers: const
simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
bSpecialCalcView[edit]
Type: bool
If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.
bSpecialHUD[edit]
Type: bool
bSteadyFiring[edit]
Type: bool
used for third person weapon anims/effects
bStopAtLedges[edit]
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
bThumped[edit]
Type: bool
bTryToUncrouch[edit]
Type: bool
Modifiers: const
when auto-crouch during movement, continually try to uncrouch
bUpAndOut[edit]
Type: bool
used by swimming
bUpdateEyeheight[edit]
Type: bool
if true, UpdateEyeheight will get called every tick
bUpdatingDisplay[edit]
Type: bool
to avoid infinite recursion through inventory setdisplay
bUseCompressedPosition[edit]
Type: bool
use compressed position in networking - true unless want to replicate roll, or very high velocities
Default value: True
bWantsToCrouch[edit]
Type: bool
if true crouched (physics will automatically reduce collision height to CrouchHeight)
bWarping[edit]
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
bWasCrouched[edit]
Type: bool
bWasOnGround[edit]
Type: bool
bWasWalking[edit]
Type: bool
bWeaponBob[edit]
Type: bool
Modifiers: globalconfig
Default value: True
ConstantAcceleration[edit]
Type: Object.Vector
Controller[edit]
Type: Controller
ControllerClass[edit]
Type: class<AIController>
default class to use when pawn is controlled by AI (can be modified by an AIScript)
Default value: Class'Engine.AIController'
CrouchedPct[edit]
Type: float
pct. of running speed that crouched walking speed is
Default value: 0.5
CrouchHeight[edit]
Type: float
CollisionHeight when crouching
Default value: 40.0
CrouchRadius[edit]
Type: float
CollisionRadius when crouching
Default value: 34.0
DamageScaling[edit]
Type: float
Default value: 1.0
DesiredSpeed[edit]
Type: float
Default value: 1.0
DestinationOffset[edit]
Type: float
used to vary destination over NavigationPoints
EyeHeight[edit]
Type: float
Current eye height, adjusted for bobbing and stairs.
Default value: 54.0
FindAnchorFailedTime[edit]
Type: float
last time a FindPath() attempt failed to find an anchor.
FlashCount[edit]
Type: byte
Floor[edit]
Type: Object.Vector
Modifiers: const
Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
ForwardStrafeBias[edit]
Type: float
bias of strafe blending in forward direction
GroundSpeed[edit]
Type: float
The maximum ground speed.
Default value: 600.0
HeadScale[edit]
Type: float
Default value: 1.0
HeadVolume[edit]
Type: PhysicsVolume
physics volume of head
Health[edit]
Type: int
Modifiers: travel
Health: 100 = normal maximum
Default value: 100
HitDamageType[edit]
Type: class<DamageType>
damage type of last hit (for playing hit/death anims)
JumpZ[edit]
Type: float
vertical acceleration w/ jump
Default value: 420.0
LadderSpeed[edit]
Type: float
Ladder climbing speed
Default value: 200.0
LandBob[edit]
Type: float
LandMovementState[edit]
Type: name
PlayerControllerState to use when moving on land or air
Default value: 'PlayerWalking'
LastAnchor[edit]
Type: NavigationPoint
Modifiers: const
recent nearest path
LastPainSound[edit]
Type: float
LastPainTime[edit]
Type: float
last time pawn played a takehit animation (updated in PlayHit())
LastRealViewer[edit]
Type: PlayerController
LastStartSpot[edit]
Type: PlayerStart
used to avoid spawn camping
LastStartTime[edit]
Type: float
LastValidAnchorTime[edit]
Type: float
last time a valid anchor was found
LastViewer[edit]
Type: Actor
LowGoreBlood[edit]
MaxDesiredSpeed[edit]
Type: float
Default value: 1.0
MaxFallSpeed[edit]
Type: float
max speed pawn can land without taking damage (also limits what paths AI can use)
Default value: 1200.0
MeleeRange[edit]
Type: float
Max range for melee attack (not including collision radii)
MenuName[edit]
Type: string
Modifiers: localized
MovementAnims[edit]
Type: name
Array size: 4
Forward, Back, Left, Right
MovementBlendStartTime[edit]
Type: float
used for delaying the start of run blending
NetRelevancyTime[edit]
Type: float
NextPathRadius[edit]
Type: float
radius of next path in route
noise1loudness[edit]
Type: float
Modifiers: const
noise1other[edit]
Type: Pawn
Modifiers: const
noise1spot[edit]
Type: Object.Vector
Modifiers: const
noise1time[edit]
Type: float
Modifiers: const
Default value: -10.0
noise2loudness[edit]
Type: float
Modifiers: const
noise2other[edit]
Type: Pawn
Modifiers: const
noise2spot[edit]
Type: Object.Vector
Modifiers: const
noise2time[edit]
Type: float
Modifiers: const
Default value: -10.0
OldAcceleration[edit]
Type: Object.Vector
OldPhysics[edit]
Type: Actor.EPhysics
OldRotYaw[edit]
Type: float
used for determining if pawn is turning
OldZ[edit]
Type: float
Old Z Location - used for eyeheight smoothing
OnLadder[edit]
Type: LadderVolume
ladder currently being climbed
OwnerName[edit]
Type: string
Name of owning player (for save games, coop)
PawnPosition[edit]
Type: Object.CompressedPosition
Modifiers: transient
PendingWeapon[edit]
Type: Weapon
Will become weapon once current weapon is put down
PlayerReplicationInfo[edit]
Type: PlayerReplicationInfo
ReducedDamageType[edit]
Type: class<DamageType>
which damagetype this creature is protected from (used by AI)
SelectedItem[edit]
Type: Powerups
Modifiers: travel
currently selected inventory item
SerpentineDir[edit]
Type: Object.Vector
serpentine direction
SerpentineDist[edit]
Type: float
SerpentineTime[edit]
Type: float
how long to stay straight before strafing again
Shadow[edit]
Type: Projector
SoundDampening[edit]
Type: float
Default value: 1.0
SpawnTime[edit]
Type: float
SplashTime[edit]
Type: float
time of last splash
TakeHitLocation[edit]
Type: Object.Vector
location of last hit (for playing hit/death anims)
TearOffMomentum[edit]
Type: Object.Vector
momentum to apply when torn off (bTearOff == true)
TurnLeftAnim[edit]
Type: name
TurnRightAnim[edit]
Type: name
turning anims when standing in place (scaled by turn speed)
UncrouchTime[edit]
Type: float
Modifiers: const
when auto-crouch during movement, continually try to uncrouch once this decrements to zero
UnderWaterTime[edit]
Type: float
how much time pawn can go without air (in seconds)
Visibility[edit]
Type: byte
How visible is the pawn? 0=invisible, 128=normal, 255=highly visible
Default value: 128
WalkBob[edit]
Type: Object.Vector
WalkingPct[edit]
Type: float
pct. of running speed that walking speed is
Default value: 0.5
WaterMovementState[edit]
Type: name
PlayerControllerState to use when moving in water
Default value: 'PlayerSwimming'
WaterSpeed[edit]
Type: float
The maximum swimming speed.
Default value: 300.0
Weapon[edit]
Type: Weapon
Modifiers: travel
The pawn's current weapon.