Always snap to grid
UE3:Pawn (UT3)
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Native functions
- 3.1.1 ForceCrouch
- 3.1.2 GetBestAnchor
- 3.1.3 GetBoundingCylinder
- 3.1.4 GetTeamNum
- 3.1.5 GetVehicleBase
- 3.1.6 InitRagdoll
- 3.1.7 IsHumanControlled
- 3.1.8 IsInvisible
- 3.1.9 IsLocallyControlled
- 3.1.10 IsPlayerPawn
- 3.1.11 IsValidEnemyTargetFor
- 3.1.12 IsValidTargetFor
- 3.1.13 ReachedDestination
- 3.1.14 ReachedPoint
- 3.1.15 SetAnchor
- 3.1.16 SetPushesRigidBodies
- 3.1.17 SetRemoteViewPitch
- 3.1.18 SuggestJumpVelocity
- 3.1.19 TermRagdoll
- 3.1.20 ValidAnchor
- 3.2 Events
- 3.3 Other instance functions
- 3.1 Native functions
- 4 States
- Package:
- Engine
- Direct subclasses:
- GamePawn, Scout, Vehicle
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2XMP, U2, UT2004, UDK
Pawn, the base class of all actors that can be controlled by players or AI.
Pawns are the physical representations of players and creatures in a level. Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, and hold weapons and other inventory. In short, they are responsible for all physical interaction between the player or AI and the world.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'AI'[edit]
Alertness[edit]
Type: float
-1 to 1 ->Used within specific states for varying reaction to stimuli
bDontPossess[edit]
Type: bool
if true, Pawn won't be possessed at game start
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
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.
SightRadius[edit]
Type: float
Maximum seeing distance.
Default value: 5000.0
Property group 'Camera'[edit]
BaseEyeHeight[edit]
Type: float
Base eye height above collision center.
Default value: 64.0
EyeHeight[edit]
Type: float
Current eye height, adjusted for bobbing and stairs.
Default value: 54.0
Property group 'Pawn'[edit]
bCanCrouch[edit]
Type: bool
if true, this pawn is capable of crouching
Health[edit]
Type: int
Default value: 100
HealthMax[edit]
Type: int
amount of health this Pawn has
Mesh[edit]
Type: SkeletalMeshComponent
RBPushRadius[edit]
Type: float
Unreal units
Default value: 10.0
RBPushStrength[edit]
Type: float
Default value: 50.0
VehicleCheckRadius[edit]
Type: float
Radius that is checked for nearby vehicles when pressing use
Default value: 150.0
ViewPitchMax[edit]
Type: float
Default value: 16383.0
ViewPitchMin[edit]
Type: float
Default value: -16384.0
Weapon[edit]
Type: Weapon
Weapon currently held by Pawn
Internal variables[edit]
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bBlockActors | True | ||||||||
bCanBeDamaged | True | ||||||||
bCanTeleport | True | ||||||||
bCollideActors | True | ||||||||
bCollideWorld | True | ||||||||
bProjTarget | True | ||||||||
bShouldBaseAtStartup | True | ||||||||
bUpdateSimulatedPosition | True | ||||||||
CollisionComponent | CylinderComponent'CollisionCylinder' | ||||||||
CollisionType | COLLIDE_CustomDefault | ||||||||
Components[0] | SpriteComponent'Sprite' | ||||||||
Components[1] | CylinderComponent'CollisionCylinder' | ||||||||
Components[2] | ArrowComponent'Arrow' | ||||||||
NetPriority | 2.0 | ||||||||
RemoteRole | ROLE_SimulatedProxy | ||||||||
RotationRate |
|
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
ArrowColor |
|
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Property | Value |
---|---|
BlockActors | True |
CollideActors | True |
CollisionHeight | 78.0 |
CollisionRadius | 34.0 |
Sprite[edit]
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
Enums[edit]
EPathSearchType[edit]
- PST_Default
- PST_Breadth
- PST_NewBestPathTo
Functions[edit]
Native functions[edit]
ForceCrouch[edit]
GetBestAnchor[edit]
GetBoundingCylinder[edit]
Overrides: Actor.GetBoundingCylinder
GetTeamNum[edit]
Overrides: Actor.GetTeamNum
GetVehicleBase[edit]
InitRagdoll[edit]
Does the following: - Assign the SkeletalMeshComponent 'Mesh' to the CollisionComponent - Call InitArticulated on the SkeletalMeshComponent. - Change the physics mode to PHYS_RigidBody
IsHumanControlled[edit]
IsHumanControlled() return true if controlled by a real live human on the local machine. On client, only local player's pawn returns true
IsInvisible[edit]
Returns:
- true if pawn is invisible to AI
IsLocallyControlled[edit]
IsLocallyControlled() return true if controlled by local (not network) player
IsPlayerPawn[edit]
IsPlayerPawn() return true if controlled by a Player (AI or human) on local machine (any controller on server, localclient's pawn on client)
IsValidEnemyTargetFor[edit]
Returns if this is a valid enemy for PRI. Checks things like whether the Pawn is alive, teammates, etc. Works on clients and servers.
Native implementation:
UBOOL APawn::IsValidEnemyTargetFor(const APlayerReplicationInfo* OtherPRI, UBOOL bNoPRIIsEnemy) const { // only am valid target if not dead, and not driving a vehicle if ( bDeleteMe || (Health <=0) || DrivenVehicle ) { return FALSE; } if ( !PlayerReplicationInfo ) { return bNoPRIIsEnemy; } // and not on same team, or neither is on a team (which implies not a team game) return !OtherPRI || !PlayerReplicationInfo->Team || (PlayerReplicationInfo->Team != OtherPRI->Team); }
IsValidTargetFor[edit]
returns if we are a valid enemy for C checks things like whether we're alive, teammates, etc server only; always returns false on clients
Obsolete:
- Use IsValidEnemyTargetFor() instead!
ReachedDestination[edit]
ReachedPoint[edit]
SetAnchor[edit]
SetPushesRigidBodies[edit]
SetRemoteViewPitch[edit]
Set Pawn ViewPitch, so we can see where remote clients are looking.
Parameters:
- NewRemoteViewPitch - Pitch component to replicate to remote (non owned) clients.
SuggestJumpVelocity[edit]
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
TermRagdoll[edit]
the opposite of InitRagdoll(); resets CollisionComponent to the default, sets physics to PHYS_Falling, and calls TermArticulated() on the SkeletalMeshComponent
Returns:
- true on success, false if there is no Mesh, the Mesh is not in ragdoll, or we're otherwise not able to terminate the physics
ValidAnchor[edit]
Is the current anchor valid?
Events[edit]
See Pawn events.
Other instance functions[edit]
States[edit]
Dying[edit]
Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, HeadVolumeChange, HitWall, PhysicsVolumeChange
Dying.BaseChange[edit]
Overrides: BaseChange (global)
Event called after actor's base changes.
Dying.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).
Dying.Landed[edit]
Overrides: Landed (global)
Dying.OutsideWorldBounds[edit]
Overrides: OutsideWorldBounds (global)
(Description copied from Actor.OutsideWorldBounds)
called when the Actor is outside the hard limit on world bounds
Note: physics and collision are automatically turned off after calling this function
Dying.TakeDamage[edit]
Overrides: TakeDamage (global)
(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: Actor.Timer (global)
Dying.Died[edit]
Overrides: Died (global)
(Description copied from Pawn.Died)
This pawn has died.
Parameters:
- Killer - Who killed this pawn
- DamageType - What killed it
- HitLocation - Where did the hit occur
Returns:
- true if allowed
Dying.PlayNextAnimation[edit]
Dying.PlayWeaponSwitch[edit]
Overrides: PlayWeaponSwitch (global)
(Description copied from Pawn.PlayWeaponSwitch)
Player just changed weapon. Called from InventoryManager::ChangedWeapon(). Network: Local Player and Server.
Parameters:
- OldWeapon - Old weapon held by Pawn.
- NewWeapon - New weapon held by Pawn.