Always snap to grid
UE3:Pawn (UDK)
- Package:
- Engine
- Direct subclasses:
- GamePawn, Scout, Vehicle
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2XMP, U2, UT2004, UT3
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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
Property group 'AI'
Alertness
Type: float
-1 to 1 ->Used within specific states for varying reaction to stimuli
bDontPossess
Type: bool
if true, Pawn won't be possessed at game start
bLOSHearing
Type: bool
Default value: True
bMuffledHearing
Type: bool
can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls
HearingThreshold
Type: float
max distance at which a makenoise(1.0) loudness sound can be heard
Default value: 2800.0
PeripheralVision
Type: float
Cosine of limits of peripheral vision.
SightRadius
Type: float
Maximum seeing distance.
Default value: 5000.0
Property group 'Camera'
BaseEyeHeight
Type: float
Base eye height above collision center.
Default value: 64.0
EyeHeight
Type: float
Current eye height, adjusted for bobbing and stairs.
Default value: 54.0
Property group 'Debug'
bDebugShowCameraLocation
Type: bool
Property group 'Movement'
DesiredRotation
Type: Object.Rotator
Modifiers: const
In future I will uncomment this change. Currently Actor has the variable.*
Property group 'Pawn'
bCanCrouch
Type: bool
if true, this pawn is capable of crouching
Health
Type: int
Default value: 100
HealthMax
Type: int
amount of health this Pawn has
Mesh
Type: SkeletalMeshComponent
RBPushRadius
Type: float
Unreal units
Default value: 10.0
RBPushStrength
Type: float
Default value: 50.0
VehicleCheckRadius
Type: float
Radius that is checked for nearby vehicles when pressing use
Default value: 150.0
ViewPitchMax
Type: float
Default value: 16383.0
ViewPitchMin
Type: float
Default value: -16384.0
Weapon
Type: Weapon
Weapon currently held by Pawn
Internal variables
Default values
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
Arrow
Class: Engine.ArrowComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
ArrowColor |
|
||||||||||
bTreatAsASprite | True | ||||||||||
ReplacementPrimitive | None |
CollisionCylinder
Class: Engine.CylinderComponent
Property | Value |
---|---|
BlockActors | True |
CollideActors | True |
CollisionHeight | 78.0 |
CollisionRadius | 34.0 |
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |
Enums
EPathSearchType
- PST_Default
- PST_Breadth
- PST_NewBestPathTo
- PST_Constraint
Functions
Native functions
Events
See Pawn events.
Other instance functions
States
Dying
Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, HeadVolumeChange, HitWall, PhysicsVolumeChange
Dying.BaseChange
Overrides: BaseChange (global)
Event called after actor's base changes.
Dying.BeginState
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
Overrides: Landed (global)
Dying.OutsideWorldBounds
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
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
Overrides: Actor.Timer (global)
Dying.Died
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
Dying.PlayWeaponSwitch
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.