Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:Pawn (UDK)
- Package:
- Engine
- Direct subclasses:
- GamePawn, Scout, Vehicle
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2XMP, U2, UT2004, UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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.
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 'Debug'[edit]
bDebugShowCameraLocation[edit]
Type: bool
Property group 'Movement'[edit]
DesiredRotation[edit]
Type: Object.Rotator
Modifiers: const
In future I will uncomment this change. Currently Actor has the variable.*
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 |
|
||||||||||
bTreatAsASprite | True | ||||||||||
ReplacementPrimitive | None |
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Property | Value |
---|---|
BlockActors | True |
CollideActors | True |
CollisionHeight | 78.0 |
CollisionRadius | 34.0 |
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |
Enums[edit]
EPathSearchType[edit]
- PST_Default
- PST_Breadth
- PST_NewBestPathTo
- PST_Constraint
Functions[edit]
Native functions[edit]
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:
- 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]
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.