UE2:U2Pawn (U2)
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U2Pawn.uc
Constants
MAXJUMPHEIGHT
Value: 94.0
Properties
See U2Pawn properties.
Enums
EFireAnimState
- FAS_None
- FAS_PlayOnce
- FAS_Looping
- FAS_Ready
ESurfaceType
- SFT_None
- SFT_Default
- SFT_Terrain
- SFT_Water
Functions
Events
AnimEnd
Overrides: Pawn.AnimEnd
Destroyed
Overrides: Pawn.Destroyed
Falling
Overrides: Pawn.Falling
FellOutOfWorld
Overrides: Pawn.FellOutOfWorld
Landed
Overrides: Pawn.Landed
PlayDying
Overrides: Pawn.PlayDying
PostBeginPlay
Overrides: Pawn.PostBeginPlay
PostNetBeginPlay
Overrides: Pawn.PostNetBeginPlay
PostNetReceive
Overrides: Actor.PostNetReceive
PreBeginPlay
Overrides: Pawn.PreBeginPlay
SetAnimAction
Overrides: Pawn.SetAnimAction
TakeDamage
Overrides: Pawn.TakeDamage
Tick
Overrides: Actor.Tick
Other instance functions
See U2Pawn instance functions.
States
BeyondHelp
BeyondHelp.HandleDying
Overrides: HandleDying (global)
Dying
Inherits from: Pawn.Dying
Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger
Dying.BeginState
Overrides: Pawn.Dying.BeginState
DyingWaiting
Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, Trigger
DyingWaiting.AnimEnd
Overrides: AnimEnd (global)
DyingWaiting.BeginState
Overrides: Object.BeginState (global)
DyingWaiting.EndState
Overrides: Object.EndState (global)
DyingWaiting.Landed
Overrides: Landed (global)
DyingWaiting.TakeDamage
Overrides: TakeDamage (global)
DyingWaiting.ClientRevived
Overrides: Pawn.ClientRevived (global)
DyingWaiting.Died
Overrides: Pawn.Died (global)
DyingWaiting.DoMercyKill
DyingWaiting.DoRevive
DyingWaiting.HandleDying
Overrides: HandleDying (global)
DyingWaiting.HandleRevived
Overrides: Pawn.HandleRevived (global)
DyingWaiting.LandThump
DyingWaiting.LieStill
DyingWaiting.OnUse
Overrides: OnUse (global)
DyingWaiting.ReduceCylinder
DyingWaiting.RestoreCylinder
FallingOutOfWorld
Extends: BeyondHelp
FallingOutOfWorld.Tick
Overrides: Tick (global)
GutBlowed
Extends: BeyondHelp
Ignores: BreathTimer, Bump, ChangedWeapon, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, TakeDamage, Trigger