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UE3:Pawn (UDK)

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UDK Object >> Actor >> Pawn
Package: 
Engine
Direct subclasses:
GamePawn, Scout, Vehicle
This class in other games:
RTNP, U1, UT, UE2Runtime, UT2003, U2XMP, U2, UT2004, UT3

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

See 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
Member Value
Pitch 20000
Roll 20000
Yaw 20000

Subobjects

Arrow

Class: Engine.ArrowComponent

Property Value
ArrowColor
Member Value
A 255
B 255
G 200
R 150
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

See Pawn native functions.

Events

See Pawn events.

Other instance functions

See Pawn instance functions.

States

Dying

Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, HeadVolumeChange, HitWall, PhysicsVolumeChange

Dying.BaseChange

singular event BaseChange ()

Overrides: BaseChange (global)

Event called after actor's base changes.

Dying.BeginState

event BeginState (name PreviousStateName)

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

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Landed (global)


Dying.OutsideWorldBounds

simulated singular event 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

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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

event Timer ()

Overrides: Actor.Timer (global)


Dying.Died

function bool Died (Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation)

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

simulated function PlayNextAnimation ()


Dying.PlayWeaponSwitch

simulated function PlayWeaponSwitch (Weapon OldWeapon, Weapon NewWeapon)

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.