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UE3:GamePawn (UDK)

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UDK Object >> Actor >> Pawn >> GamePawn
Package: 
GameFramework
Direct subclass:
UTPawn
This class in other games:
UT3

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]

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[edit]

simulated event UpdateShadowSettings (bool bInWantShadow)

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

Other instance functions[edit]

GetTargetFrictionCylinder[edit]

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


ReattachMesh[edit]

simulated function ReattachMesh ()

reattaches the mesh component *

ReattachMeshWithoutBeingSeen[edit]

simulated function ReattachMeshWithoutBeingSeen ()

reattaches the mesh component without being seen *

ServerKnockdown[edit]

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.