The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

UE2:Pawn properties (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Pawn (properties)

;Other member categories for this class::instance functions, internal variables

Properties[edit]

Property group 'AI'[edit]

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


bFriendlyToPlayerTeam[edit]

Type: bool

set to make NPCs not attack player and player teammates

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)

bSightRadiusLoseEnemy[edit]

Type: bool

if true, NPC will lose enemy which is outside of SightRadius (usually only for fog zones)

ControllerClass[edit]

Type: class<AIController>


Default value: Class'Engine.AIController'

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. //NEW (mdf) //NOTE: see above comments!

SeenRadius[edit]

Type: float

NEW (mdf) Maximum distance at which Pawn will be seen by others.

Default value: 9999999.0

SeenRadiusNoFOV[edit]

Type: float

NEW (mdf) Maximum distance at which Pawn will be seen by others without checking others' FOV

SeeOtherOdds[edit]

Type: float

NEW (mdf) see above comments

SightRadius[edit]

Type: float

Maximum seeing distance.

Default value: 5000.0

SightRadiusFriend[edit]

Type: float

NEW (mdf) Maximum seeing distance for seeing friendly NPCs.

SightRadiusFriendAlert[edit]

Type: float

NEW (mdf) Maximum seeing distance for seeing alert friendly NPCs (and possibly inheriting their Enemy/alertness).

TeamNumber[edit]

Type: int

Team # -- not used if PlayerReplicationInfo is set

Default value: -1

Property group 'Collision'[edit]

bReducedCylinder[edit]

Type: bool


Property group 'Display'[edit]

BlendChangeTime[edit]

Type: float


Default value: 0.25

Property group 'Movement'[edit]

bResortToBasicTacticalMoves[edit]

Type: bool

if true, NPC will resort to basic tactical moves when serpentine requested but not moving along a reachspec (from or to a non-navigation point actor)

Default value: True

bScaleRotationRates[edit]

Type: bool

if true non-enemy rotation rates scaled around a 45 degree yaw difference

bScaleRotationRatesEnemy[edit]

Type: bool

if true enemy rotation rates scaled around a 45 degree yaw difference

bSmoothTurns[edit]

Type: bool

if true, turns are smoothed (anticipates destination and moves within reachspec) -- *must* be used with serpentine tactical moves but unless we have problems, probably no reason to turn this off

Default value: True

RotationRateYawEnemy[edit]

Type: int

yaw rotation rate to use with an enemy (during combat) defaults to RotationRate*X if not set

RotationRateYawEnemySeen[edit]

Type: int

yaw rotation rate to use with an enemy (during combat) defaults to RotationRate*X if not set

TacticalMoveType[edit]

Type: Actor.ETacticalMoveType


Property group 'Pawn'[edit]

bAlwaysGib[edit]

Type: bool

turn on gibbing for this pawn (if allowed by the game's current gore level setting)

bGibOnInvalidDeathLanding[edit]

Type: bool

gib if landed on a bBlockNavigation actor

bNeverGib[edit]

Type: bool

turn off gibbing for this pawn

CarcassCollisionHeight[edit]

Type: float

NEW (mdf) collision height of dead body lying on the ground (defaults to 0.xx*standing collision radius if not set)

Default value: -1.0

CarcassCollisionRadius[edit]

Type: float

NEW (mdf) collision radius of dead body lying on the ground (defaults to 0.xx*standing collision height if not set)

Default value: -1.0

CrouchHeight[edit]

Type: float

CollisionHeight when crouching

Default value: 40.0

CrouchRadius[edit]

Type: float

CollisionRadius when crouching

Default value: 34.0

Health[edit]

Type: int<0,255>

Modifiers: travel

Health: 100 = normal maximum

Default value: 100

ProneHeight[edit]

Type: float

CollisionHeight when prone

Default value: 12.0

ProneRadius[edit]

Type: float

CollisionRadius when prone

Default value: 48.0

Property group 'Shadows'[edit]

bForceBlobShadows[edit]

Type: bool


bForceDirectionalShadows[edit]

Type: bool


bForceDynamicShadow[edit]

Type: bool


bForceFullPolyShadows[edit]

Type: bool


bForceLightSourcedShadows[edit]

Type: bool


bForceShadowBlur[edit]

Type: bool


bForceShadowUnBlur[edit]

Type: bool


bForceStaticShadow[edit]

Type: bool


ShadowBoundScale[edit]

Type: float

Adjust this for large creatures if shadow extends beyond render area.

Default value: 35.0

ShadowCullDistance[edit]

Type: float


ShadowInterpolateRate[edit]

Type: float


ShadowLightDirection[edit]

Type: Object.Vector


Default value:

Member Value
X 1.0
Z 2.0

ShadowLightDistance[edit]

Type: float


Default value: 512.0

ShadowResolution[edit]

Type: int


ShadowTraceDistance[edit]

Type: float


Internal variables[edit]

See Pawn internal variables.

Default values[edit]

Property Value
bAcceptsProjectors True
bBlockActors True
bBlockPlayers True
bBlockStepping True
bCanTeleport True
bCollideActors True
bCollideWorld True
bDirectional True
bLaunchPawns True
bOwnerNoSee True
bProjTarget True
bRotateToDesired True
bStasis True
bTravel True
bUpdateSimulatedPosition True
CollisionHeight 78.0
CollisionRadius 34.0
DrawType DT_Mesh
NetPriority 2.0
ProximityReticleOnEvents[1] "ProximityReticleSideBars"
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Pitch 4096
Roll 3072
Yaw 50000
SoundRadius 9.0
SoundVolume 240
TerrainZOffset 5.0
Texture Texture'Engine.S_Pawn'
TransientSoundVolume 2.0
UseReticleOnEvents[2] "UseReticleSideBars"