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UE2:U2Pawn internal variables (U2)

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U2 Object >> Actor >> Pawn >> U2Pawn (internal variables)
U2Pawn internal variables in other games:
U2XMP
Other member categories for this class:
instance functions, properties

Internal variables[edit]

bCanBeMercyKilled[edit]

Type: bool

can be FUBAR-ed by enemy

bDodged[edit]

Type: bool


bLastDamageWasHeadshot[edit]

Type: bool


bMantling[edit]

Type: bool

true whenever pawn is mantling

bPlayOwnFootsteps[edit]

Type: bool

Modifiers: config


Default value: True

bReducedCylinder[edit]

Type: bool


CarcassCollisionHeight[edit]

Type: float


Default value: 28.0

CarcassCollisionRadius[edit]

Type: float


Default value: 70.0

CarcassPrePivot[edit]

Type: Object.Vector


CarcassUseProxy[edit]

Type: UseProxy


CurrentDir[edit]

Type: Actor.EDoubleClickDir


DefaultPowerSuitName[edit]

Type: string


DelayJumpJetTime[edit]

Type: float

time to wait after jump/dodge before jumpjets can kick in

Default value: 0.15

DelayJumpJetTimer[edit]

Type: float

set on jump to clamp min delay before jumpjet can kick in

DeployProtectionTime[edit]

Type: float


Default value: 1.0

EMPIndex[edit]

Type: byte


EMPRadiator[edit]

Type: ParticleRadiator


FallingShrinkRate[edit]

Type: float


Default value: 0.5

FireState[edit]

Type: EFireAnimState


FlameIndex[edit]

Type: byte


FlameRadiator[edit]

Type: ParticleRadiator


FlashbangHum[edit]

Type: Sound


Default value: Sound'U2A.Effects.Flashbang'

FlashbangTimer[edit]

Type: float


GutBlowAppreciationSeconds[edit]

Type: float


Default value: 3.0

GutBlower[edit]

Type: Controller


HackCost[edit]

Type: float

skill need to hack per second

Default value: 0.0050

HackRate[edit]

Type: float

hacking rate scaling factor

Default value: 0.3

JumpJetA[edit]

Type: ParticleGenerator


JumpJetB[edit]

Type: ParticleGenerator


JumpJetIndex[edit]

Type: byte


JumpJetTimer[edit]

Type: float

time left to apply jump jets (if <= 0.0, not jumping)

LastEMPIndex[edit]

Type: byte


LastFlameIndex[edit]

Type: byte


LastJumpJetIndex[edit]

Type: byte


LastLandTime[edit]

Type: float


LastToxicIndex[edit]

Type: byte


MantleAnim[edit]

Type: name


Default value: 'Mantle'

MantleDestination[edit]

Type: Object.Vector

set when mantling begins to approx mantle destination for Pawn

MantleHeight[edit]

Type: float

set to height of ledge relative to player when mantling begins (for syncing animation)

MaxFallingMantleSpeed[edit]

Type: float

can't do a falling mantle at speeds above this

Default value: 1400.0

MaxPlayerIDDistance[edit]

Type: float


Default value: 5000.0

MaxRisingMantleSpeed[edit]

Type: float

can't do a rising mantle at speeds above this

Default value: -1.0

NextCheckMantleTime[edit]

Type: float

can be set to LevelTime + X to prevent re-mantling for a while

NextFootStepTime[edit]

Type: float


PowerSuitMax[edit]

Type: float


PowerSuitPower[edit]

Type: float


ReviveCost[edit]

Type: float

skill resources needed to revive a teammate

Default value: 0.0025

RevivedHealth[edit]

Type: int

health wounded player has after you've revived him

Default value: 1

ReviveFailedMsg[edit]

Type: string

Modifiers: localized


Default value: "Need more skill"

ReviveMsg[edit]

Type: string

Modifiers: localized


Default value: "Revive"

Skill[edit]

Type: float


Stamina[edit]

Type: float


ToxicIndex[edit]

Type: byte


ToxicRadiator[edit]

Type: ParticleRadiator


UseDeployProtection[edit]

Type: bool

Modifiers: config


Default value: True

UsingActor[edit]

Type: Actor