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UE3:GamePawn (UDK)
Contents
- Package:
- GameFramework
- Direct subclass:
- UTPawn
- This class in other games:
- UT3
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GamePawn
Properties[edit]
bLastHitWasHeadShot[edit]
Type: bool
Modifiers: transient
Was the last hit considered a head shot? Used to see if we need to pop off helmet/head
bRespondToExplosions[edit]
Type: bool
Whether pawn responds to explosions or not (ie knocked down from explosions)
Default values[edit]
Property | Value |
---|---|
bCanBeAdheredTo | True |
bCanBeFrictionedTo | True |
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: Pawn.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: Pawn.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Pawn.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
Cringe[edit]
Cause this pawn to do a cringing action.
Parameters:
- Duration - Length of time from start of animation to start of blend out. This encompasses blend in and loop.
UpdateShadowSettings[edit]
This will update the shadow settings for this pawn's mesh *
Other instance functions[edit]
GetTargetFrictionCylinder[edit]
ReattachMesh[edit]
reattaches the mesh component *
ReattachMeshWithoutBeingSeen[edit]
reattaches the mesh component without being seen *
ServerKnockdown[edit]
Send this pawn to ragdoll and apply the given forces. All params are optional, to enable any combination of forces (whole-body, radial, or point)
Parameters:
- RBLinearVelocity - Linear velocity to apply to entire rigid body.
- RBAngularVelocity - Angular velocity to apply to entire rigid body.
- RadialOrigin - World-space origin of radial impulse.
- RadialRadius - Radius of radial impulse. If 0.0, no radial impulse will be applied.
- RadialStrength - Strength of radial impulse. If 0.0, no radial impulse will be applied.
- PointImpulse - Point impulse to apply. if 0,0,0, no point impulse will be applied.
- PointImpulsePosition - Position in world space at which PointImpulse should be applied.
- PointImpulseBoneName - Bone that receives point impulse.