I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:Pawn internal variables (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Pawn (internal variables)

Contents

Pawn internal variables in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
Other member categories for this class:
events, instance functions

Internal variables[edit]

AccelRate[edit]

Type: float

max acceleration rate

Default value: 2048.0

AirAnims[edit]

Type: name

Array size: 4


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: 440.0

AirStillAnim[edit]

Type: name


AmbientSoundScaling[edit]

Type: float

Modifiers: globalconfig


Default value: 0.8

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

bAutoActivate[edit]

Type: bool

if true, automatically activate Powerups which have their bAutoActivate==true

Default value: 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


Default value: True

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


bCanUse[edit]

Type: bool

can this pawn Use things?

Default value: True

bCanWalk[edit]

Type: bool


Default value: True

bCanWalkOffLedges[edit]

Type: bool

Can still fall off ledges, even when walking (for Player Controlled pawns)

bCanWallDodge[edit]

Type: bool


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

always call pawn hitwall directly (no controller notifyhitwall)

bDoTorsoTwist[edit]

Type: bool


bDrawCorona[edit]

Type: bool


bFlyingKarma[edit]

Type: bool

Tells AI that this vehicle can be flown like PHYS_Flying even though it has karma physics

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


bIsIdle[edit]

Type: bool

true when standing still on the ground, Physics can be used for determining other states

bIsTyping[edit]

Type: bool

play typing anim if idle

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

bLandRecovery[edit]

Type: bool

used by eyeheight adjustment

BloodEffect[edit]

Type: class<Effects>


bNoCoronas[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bNoJumpAdjust[edit]

Type: bool

set to tell controller not to modify velocity of a jump/fall

bNoTeamBeacon[edit]

Type: bool

never display team beacon for this pawn

bNoVelocityUpdate[edit]

Type: bool

Modifiers: const

used by C++ physics

bNoWeaponFiring[edit]

Type: bool


Bob[edit]

Type: float

Modifiers: globalconfig


Default value: 0.0060

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

bReverseRun[edit]

Type: bool

Modifiers: const


bRollToDesired[edit]

Type: bool

Update roll when turning to desired rotation (normally false)

bScriptPostRender[edit]

Type: bool

if true, PostRender2D() gets called instead of native team beacon drawing code

bServerMoveSetPawnRot[edit]

Type: bool


Default value: True

bSetPCRotOnPossess[edit]

Type: bool


Default value: True

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)

Default value: True

bSpecialCalcView[edit]

Type: bool

If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.

bSpecialCrosshair[edit]

Type: bool


bSpecialHUD[edit]

Type: bool


bStationary[edit]

Type: bool

pawn can't move

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

bSuperSize[edit]

Type: bool

hack for Leviathan

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

bWaitForAnim[edit]

Type: bool

true if the pawn is playing an important non-looping animation (eg. landing/dodge) and doesn't feel like being interrupted

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


bWaterStepup[edit]

Type: bool

used by get out of water physics code

bWeaponBob[edit]

Type: bool

Modifiers: globalconfig


Default value: True

ConstantAcceleration[edit]

Type: Object.Vector

acceleration added to pawn when falling

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'

CrouchAnims[edit]

Type: name

Array size: 4


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

CrouchTurnLeftAnim[edit]

Type: name


CrouchTurnRightAnim[edit]

Type: name


DamageScaling[edit]

Type: float


Default value: 1.0

DelayedDamageInstigatorController[edit]

Type: Controller


DesiredSpeed[edit]

Type: float


Default value: 1.0

DestinationOffset[edit]

Type: float

used to vary destination over NavigationPoints

DodgeAnims[edit]

Type: name

Array size: 4


DodgeSpeedFactor[edit]

Type: float

dodge speed moved here so animation knows the diff between a jump and a dodge

DodgeSpeedZ[edit]

Type: float


DoubleJumpAnims[edit]

Type: name

Array size: 4


DrivenVehicle[edit]

Type: Vehicle


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

Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)

FootRot[edit]

Type: int

Modifiers: const

torso twisting/looking stuff

FootStill[edit]

Type: bool

Modifiers: const


FootTurning[edit]

Type: bool

Modifiers: const


ForwardStrafeBias[edit]

Type: float

bias of strafe blending in forward direction

GroundSpeed[edit]

Type: float

The maximum ground speed.

Default value: 440.0

HeadBone[edit]

Type: name


HeadHeight[edit]

Type: float

Distance from base of neck to center of head - used for headshot calculation

Default value: 6.0

HeadRadius[edit]

Type: float

Squared radius of the head of the pawn that is vulnerable to headshots

Default value: 9.0

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

HealthMax[edit]

Type: float


Default value: 100.0

HitDamageType[edit]

Type: class<DamageType>

damage type of last hit (for playing hit/death anims)

HitFxTicker[edit]

Type: int

Modifiers: transient


IdleChatAnim[edit]

Type: name


IdleCrouchAnim[edit]

Type: name


IdleRestAnim[edit]

Type: name


IdleSwimAnim[edit]

Type: name


IdleTime[edit]

Type: float


IdleWeaponAnim[edit]

Type: name

WeaponAttachment code will set this one

ImpactVelocity[edit]

Type: Object.Vector

velocity added while falling (bot tries to correct for it)

JumpZ[edit]

Type: float

vertical acceleration w/ jump

Default value: 420.0

LadderSpeed[edit]

Type: float

Ladder climbing speed

Default value: 200.0

LandAnims[edit]

Type: name

Array size: 4


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

LastHitBy[edit]

Type: Controller

give kill credit to this guy if hit momentum causes pawn to fall to his death

LastLocTime[edit]

Type: float

Modifiers: const


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]

Type: class<Effects>


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

MaxRotation[edit]

Type: float

minimum dot product of movement direction and rotation vector, ignored if 0

MeleeRange[edit]

Type: float

Max range for melee attack (not including collision radii)

MenuName[edit]

Type: string

Modifiers: localized


MinFlySpeed[edit]

Type: float


MovementAnims[edit]

Type: name

Array size: 4

Forward, Back, Left, Right

MovementBlendStartTime[edit]

Type: float

used for delaying the start of run blending

NavigationPointRange[edit]

Type: float

extra slack to have "reached" a NavigationPoint

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


OldAnimDir[edit]

Type: int

Modifiers: const


OldPhysics[edit]

Type: Actor.EPhysics


OldRotYaw[edit]

Type: float

used for determining if pawn is turning

OldVelocity[edit]

Type: Object.Vector

Modifiers: const


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)

RootBone[edit]

Type: name


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


SmoothViewPitch[edit]

Type: int


SmoothViewYaw[edit]

Type: int


SoundDampening[edit]

Type: float


Default value: 1.0

SpawnTime[edit]

Type: float


SpineBone1[edit]

Type: name


SpineBone2[edit]

Type: name


SplashTime[edit]

Type: float

time of last splash

SuperHealthMax[edit]

Type: float


Default value: 199.0

SwimAnims[edit]

Type: name

Array size: 4

0=forward, 1=backwards, 2=left, 3=right

TakeHitLocation[edit]

Type: Object.Vector

location of last hit (for playing hit/death anims)

TakeoffAnims[edit]

Type: name

Array size: 4


TakeoffStillAnim[edit]

Type: name


TauntAnimNames[edit]

Type: string

Array size: 16

Modifiers: localized

Text description

TauntAnims[edit]

Type: array<name>

Array of names of taunt anim that can be played by this character. First 4 assumed to be orders.

TearOffMomentum[edit]

Type: Object.Vector

momentum to apply when torn off (bTearOff == true)

TurnDir[edit]

Type: int

Modifiers: const


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)

ViewPitch[edit]

Type: byte

Modifiers: const

jjs - something to replicate so we can see which way remote clients are looking

Visibility[edit]

Type: byte

How visible is the pawn? 0=invisible, 128=normal, 255=highly visible

Default value: 128

WalkAnims[edit]

Type: name

Array size: 4


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.