There is no spoon
UE3:UTPawn (UT3)
Contents
- 1 Constants
- 2 Properties
- 3 Structs
- 4 Functions
- 5 States
- Package:
- UTGame
- Direct subclasses:
- UTDummyPawn, UTPawn_WeldingRobot, UTBetrayalPawn, UTHeroPawn
- This class in other games:
- UDK
The player's in-game representation.
Constants[edit]
MINTIMEBETWEENPAINSOUNDS[edit]
Value: 0.35
Pain
Properties[edit]
Property group 'DeathAnim'[edit]
DeathHipAngDamp[edit]
Type: float
Default value: 500.0
DeathHipAngSpring[edit]
Type: float
Default value: 10000.0
DeathHipLinDamp[edit]
Type: float
Default value: 500.0
DeathHipLinSpring[edit]
Type: float
Default value: 10000.0
Property group 'HeroCamera'[edit]
HeroCameraPitch[edit]
Type: int
Used for end of match "Hero" camera
Default value: 6000
HeroCameraScale[edit]
Type: float
Used for end of match "Hero" camera
Default value: 6.0
Property group 'Swimming'[edit]
SwimmingZOffset[edit]
Type: float
Translation applied to skeletalmesh when swimming
Default value: -30.0
SwimmingZOffsetSpeed[edit]
Type: float
Speed to apply swimming z translation.
Default value: 45.0
Property group 'TeamBeacon'[edit]
SpeakingBeaconTexture[edit]
Type: Texture
TeamBeaconMaxDist[edit]
Type: float
Team beacons
Default value: 3000.0
TeamBeaconPlayerInfoMaxDist[edit]
Type: float
Default value: 3000.0
Property group 'UTPawn'[edit]
DoubleJumpEyeHeight[edit]
Type: float
Default value: 43.0
MaxYawAim[edit]
Type: int
How far RootYaw differs from Rotation.Yaw before it is rotated to catch up.
Default value: 7000
Internal variables[edit]
See UTPawn internal variables.
Default values[edit]
See UTPawn defaults.
Structs[edit]
DrivenWeaponPawnInfo[edit]
Modifiers: native
base vehicle pawn is in, used when the pawn is driving a UTWeaponPawn as those don't get replicated to non-owning clients
- UTVehicle BaseVehicle
- base vehicle we're in
- byte SeatIndex
- seat of that vehicle
- PlayerReplicationInfo PRI
- ref to PRI since our PlayerReplicationInfo variable will be None while in a vehicle
PlayAnimInfo[edit]
Modifiers: native
Struct used for communicating info to play an emote from server to clients.
PlayEmoteInfo[edit]
Modifiers: native
Struct used for communicating info to play an emote from server to clients.
QuickPickCell[edit]
- bool bDrawCell
- Texture2D Icon
- UIRoot.TextureCoordinates IconCoords
- float Weight
TakeHitInfo[edit]
Modifiers: native
replicated information on a hit we've taken
- int Damage
- the amount of damage
- Object.Vector HitLocation
- the location of the hit
- Object.Vector Momentum
- how much momentum was imparted
- class<DamageType> DamageType
- the damage type we were hit with
- name HitBone
- the bone that was hit on our Mesh (if any)
Functions[edit]
Exec functions[edit]
AngDriveDAmp[edit]
AngDriveSpring[edit]
BackDamp[edit]
BackSpring[edit]
FeignDeath[edit]
FixedView[edit]
HandDamp[edit]
HandSpring[edit]
LinDriveDAmp[edit]
LinDriveSpring[edit]
PlayEmote[edit]
ShowCompDebug[edit]
Native functions[edit]
EnsureOverlayComponentLast[edit]
Util that makes sure the overlay component is last in the AllComponents array.
GetBoundingCylinder[edit]
Overrides: Pawn.GetBoundingCylinder
GetTargetLocation[edit]
Overrides: Actor.GetTargetLocation
(Description copied from Actor.GetTargetLocation)
Parameters:
- RequestedBy - the Actor requesting the target location
- bRequestAlternateLoc - optional) - return a secondary target location if there are multiple
Returns:
- the optimal location to fire weapons at this actor
Native implementation:
FVector AUTPawn::GetTargetLocation(AActor* RequestedBy, UBOOL bRequestAlternateLoc) const { if (bFeigningDeath && Physics == PHYS_RigidBody) { return Mesh->LocalToWorld.GetOrigin(); } else { return Super::GetTargetLocation(RequestedBy, bRequestAlternateLoc); } }
HeroFits[edit]
Checks whether the player would still fit here if the collision cylinder was resized.
IsInvisible[edit]
Overrides: Pawn.IsInvisible
Returns:
- true if pawn is invisible to AI
Native implementation:
UBOOL AUTPawn::IsInvisible() { return bIsInvisible; }
NativePostRenderFor[edit]
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
RestorePreRagdollCollisionComponent[edit]
SetHUDLocation[edit]
Overrides: Actor.SetHUDLocation
function used to update where icon for this actor should be rendered on the HUD
Parameters:
- NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
SetMaxStepHeight[edit]
Sets the maximum step height. Used for increasing the step height for Titans.
SuggestJumpVelocity[edit]
Overrides: Pawn.SuggestJumpVelocity
SuggestJumpVelocity() returns true if succesful jump from start to destination is possible returns a suggested initial falling velocity in JumpVelocity Uses GroundSpeed and JumpZ as limits
Events[edit]
See UTPawn events.
Other instance functions[edit]
See UTPawn instance functions.
States[edit]
Dying[edit]
Inherits from: Pawn.Dying
Modifiers: simulated
Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, ForceRagdoll, HeadVolumeChange, HitWall, OnAnimEnd, PhysicsVolumeChange, StartFeignDeathRecoveryAnim
Dying.BeginState[edit]
Overrides: Pawn.Dying.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Dying.EncroachingOn[edit]
Overrides: EncroachingOn (global)
(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
Dying.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Dying.Landed[edit]
Overrides: Pawn.Dying.Landed
Dying.TakeDamage[edit]
Overrides: Pawn.Dying.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Dying.Timer[edit]
Overrides: Pawn.Dying.Timer
Dying.CalcCamera[edit]
Overrides: CalcCamera (global)
Calculate camera view point, when viewing this pawn.
Parameters:
- fDeltaTime - delta time seconds since last update
- out_CamLoc - Camera Location
- out_CamRot - Camera Rotation
- out_FOV - Field of View
Returns:
- true if Pawn should provide the camera point of view.
Dying.FeignDeath[edit]
Overrides: FeignDeath (global)
Dying.ServerFeignDeath[edit]
Overrides: ServerFeignDeath (global)
FeigningDeath[edit]
Ignores: AdjustCameraScale, FaceRotation, ForceRagdoll, QuickPick, ServerHoverboard, SetMovementPhysics, SwitchWeapon
FeigningDeath.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
FeigningDeath.EncroachingOn[edit]
Overrides: EncroachingOn (global)
(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
FeigningDeath.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
FeigningDeath.OnAnimEnd[edit]
Overrides: Actor.OnAnimEnd (global)
(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
FeigningDeath.Tick[edit]
Overrides: Actor.Tick (global)
FeigningDeath.CalcThirdPersonCam[edit]
Overrides: CalcThirdPersonCam (global)
FeigningDeath.CanThrowWeapon[edit]
Overrides: Pawn.CanThrowWeapon (global)
FeigningDeath.FeignDeath[edit]
Overrides: FeignDeath (global)
FeigningDeath.ServerFeignDeath[edit]
Overrides: ServerFeignDeath (global)