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UE3:UTPawn (UDK)

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UDK Object >> Actor >> Pawn >> GamePawn >> UTPawn

Contents

Package: 
UTGame
Direct subclass:
UTDummyPawn
This class in other games:
UT3


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.

Enums[edit]

EWeapAnimType[edit]

EWAT_Default 
EWAT_Pistol 
EWAT_DualPistols 
EWAT_ShoulderRocket 
EWAT_Stinger 

Structs[edit]

DistanceBasedParticleTemplate[edit]

Modifiers: native

this is used for a few special cases where we wanted a completely new particle system at certain distances instead of just turning off an emitter or two inside a single one

ParticleSystem Template 
the template to use
float MinDistance 
the minimum distance all local players must be from the spawn location for this template to be used

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

EmoteInfo[edit]

Modifiers: native

Structure containing information about a specific emote

name CategoryName 
Category to which this emote belongs.
name EmoteTag 
This is a unique tag used to look up this emote
string EmoteName 
Friendly name of this emote (eg for menu)
name EmoteAnim 
Name of animation to play. Should be in AnimSets above.
bool bVictoryEmote 
Indicates that this is a whole body 'victory' emote which should only be offered at the end of the game.
bool bTopHalfEmote 
Emote should only be played on top half of body.
name Command 
The command that goes with this emote
bool bRequiresPlayer 
if true, the command requires a PRI

GibInfo[edit]

information on what gibs to spawn and where

name BoneName 
the bone to spawn the gib at
class<UTGib> GibClass 
the gib class to spawn
bool bHighDetailOnly 

MaterialImpactEffect[edit]

Modifiers: native

struct for list to map material types supported by an actor to impact sounds and effects

name MaterialType 
SoundCue Sound 
array<MaterialInterface> DecalMaterials 
float DurationOfDecal 
How long the decal should last before fading out *
name DecalDissolveParamName 
MaterialInstance param name for dissolving the decal *
float DecalWidth 
float DecalHeight 
ParticleSystem ParticleTemplate 

Default values:

Property Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0

MaterialParticleEffect[edit]

Modifiers: native

Struct for list to map materials to a particle effect

name MaterialType 
ParticleSystem ParticleTemplate 

MaterialSoundEffect[edit]

Modifiers: native

Struct for list to map materials to sounds, for sound only applications (e.g. tires)

name MaterialType 
SoundCue Sound 

PlayEmoteInfo[edit]

Modifiers: native

Struct used for communicating info to play an emote from server to clients.

name EmoteTag 
int EmoteID 
bool bNewData 

QuickPickCell[edit]

bool bDrawCell 
Texture2D Icon 
UIRoot.TextureCoordinates IconCoords 
float Weight 

UTTakeHitInfo[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]

exec function AngDriveDAmp (float Damp)


AngDriveSpring[edit]

exec function AngDriveSpring (float Spring)


BackDamp[edit]

exec function BackDamp (float LinDamp)


BackSpring[edit]

exec function BackSpring (float LinSpring)


FeignDeath[edit]

exec simulated function FeignDeath ()


FixedView[edit]

exec function FixedView (string VisibleMeshes)


HandDamp[edit]

exec function HandDamp (float LinDamp)


HandSpring[edit]

exec function HandSpring (float LinSpring)


LinDriveDAmp[edit]

exec function LinDriveDAmp (float Spring, float Damp)


LinDriveSpring[edit]

exec function LinDriveSpring (float Spring, float Damp)


PlayEmote[edit]

exec simulated function PlayEmote (name InEmoteTag, int InPlayerID)


ShowCompDebug[edit]

exec function ShowCompDebug ()


Native functions[edit]

EnsureOverlayComponentLast[edit]

native function EnsureOverlayComponentLast ()

Util that makes sure the overlay component is last in the AllComponents array.

GetBoundingCylinder[edit]

native function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) const

Overrides: Pawn.GetBoundingCylinder


GetTargetLocation[edit]

native simulated function Object.Vector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) const

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

IsInvisible[edit]

native function bool IsInvisible ()

Overrides: Pawn.IsInvisible

Returns:

true if pawn is invisible to AI

NativePostRenderFor[edit]

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

RestorePreRagdollCollisionComponent[edit]

native function RestorePreRagdollCollisionComponent ()


SetHUDLocation[edit]

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

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

SuggestJumpVelocity[edit]

native function bool SuggestJumpVelocity (out Object.Vector JumpVelocity, Object.Vector Destination, Object.Vector Start)

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]

simulated event BeginState (name PreviousStateName)

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]

event bool EncroachingOn (Actor Other)

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.Landed[edit]

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Pawn.Dying.Landed


Dying.TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Pawn.Dying.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • DamageAmount - 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]

event Timer ()

Overrides: Pawn.Dying.Timer


Dying.CalcCamera[edit]

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

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]

exec simulated function FeignDeath ()

Overrides: FeignDeath (global)


Dying.ServerFeignDeath[edit]

reliable server function ServerFeignDeath ()

Overrides: ServerFeignDeath (global)


FeigningDeath[edit]

Ignores: AdjustCameraScale, FaceRotation, ForceRagdoll, QuickPick, ServerHoverboard, SetMovementPhysics, SwitchWeapon

FeigningDeath.BeginState[edit]

simulated event BeginState (name PreviousStateName)

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]

event bool EncroachingOn (Actor Other)

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]

simulated event EndState (name NextStateName)

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]

simulated event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

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]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FeigningDeath.CalcThirdPersonCam[edit]

simulated function bool CalcThirdPersonCam (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

Overrides: CalcThirdPersonCam (global)


FeigningDeath.CanThrowWeapon[edit]

simulated function bool CanThrowWeapon ()

Overrides: Pawn.CanThrowWeapon (global)


FeigningDeath.FeignDeath[edit]

exec simulated function FeignDeath ()

Overrides: FeignDeath (global)


FeigningDeath.ServerFeignDeath[edit]

reliable server function ServerFeignDeath ()

Overrides: ServerFeignDeath (global)