UE3:GamePawn (UDK)

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UDK Object >> Actor >> Pawn >> GamePawn
Package:
GameFramework
Direct subclass:
UTPawn
This class in other games:

GamePawn

Properties

bLastHitWasHeadShot

Type: bool

Modifiers: transient

Was the last hit considered a head shot? Used to see if we need to pop off helmet/head

bRespondToExplosions

Type: bool

Whether pawn responds to explosions or not (ie knocked down from explosions)

Default values

Property Value
bCanBeAdheredTo True
bCanBeFrictionedTo True

Subobjects

Arrow

Class: Engine.ArrowComponent

Inherits from: Pawn.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: Pawn.CollisionCylinder

Property Value
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Inherits from: Pawn.Sprite

Property Value
ReplacementPrimitive None

Functions

Events

Cringe

event Cringe (optional float Duration)

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

simulated event UpdateShadowSettings (bool bInWantShadow)

This will update the shadow settings for this pawn's mesh *

Other instance functions

GetTargetFrictionCylinder

simulated function GetTargetFrictionCylinder (out float CylinderRadius, out float CylinderHeight)


ReattachMesh

simulated function ReattachMesh ()

reattaches the mesh component *

ReattachMeshWithoutBeingSeen

simulated function ReattachMeshWithoutBeingSeen ()

reattaches the mesh component without being seen *

ServerKnockdown

reliable server function ServerKnockdown (optional Object.Vector RBLinearVelocity, optional Object.Vector RBAngularVelocity, optional Object.Vector RadialOrigin, optional float RadialRadius, optional float RadialStrength, optional Object.Vector PointImpulse, optional Object.Vector PointImpulsePosition, optional name PointImpulseBoneName)

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.