I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:Pawn events (UT3)
Contents
- 1 Events
- 1.1 BaseChange
- 1.2 BecomeViewTarget
- 1.3 BreathTimer
- 1.4 ClientMessage
- 1.5 CreateInventory
- 1.6 Destroyed
- 1.7 EncroachedBy
- 1.8 EncroachingOn
- 1.9 EndCrouch
- 1.10 Falling
- 1.11 FellOutOfWorld
- 1.12 GetActorEyesViewPoint
- 1.13 GetPawnViewLocation
- 1.14 GetViewRotation
- 1.15 HeadVolumeChange
- 1.16 HitWall
- 1.17 InFreeCam
- 1.18 IsSameTeam
- 1.19 Landed
- 1.20 MessagePlayer
- 1.21 ModifyVelocity
- 1.22 OnSetMaterial
- 1.23 OutsideWorldBounds
- 1.24 PlayFootStepSound
- 1.25 PostBeginPlay
- 1.26 PreBeginPlay
- 1.27 ReplicatedEvent
- 1.28 Reset
- 1.29 SetWalking
- 1.30 SoakPause
- 1.31 SpawnedByKismet
- 1.32 StartCrouch
- 1.33 StartDriving
- 1.34 StopDriving
- 1.35 StuckOnPawn
- 1.36 TakeDamage
- 1.37 TakeRadiusDamageOnBones
- 1.38 TornOff
- Pawn events in other games:
- U2, UE2Runtime, UT2003, UT2004, UDK
- Other member categories for this class:
- instance functions, internal variables
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Events[edit]
BaseChange[edit]
Overrides: Actor.BaseChange
Event called after actor's base changes.
BecomeViewTarget[edit]
Overrides: Actor.BecomeViewTarget
BreathTimer[edit]
ClientMessage[edit]
CreateInventory[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
EncroachedBy[edit]
Overrides: Actor.EncroachedBy
EncroachingOn[edit]
Overrides: Actor.EncroachingOn
(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
EndCrouch[edit]
Event called from native code when Pawn stops crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL
Parameters:
- HeightAdjust - height difference in unreal units between default collision height, and actual crouched cylinder height.
Falling[edit]
Overrides: Actor.Falling
FellOutOfWorld[edit]
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
GetActorEyesViewPoint[edit]
Overrides: Actor.GetActorEyesViewPoint
returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
Output: out_Rotation, view rotation of actor.
GetPawnViewLocation[edit]
returns the Eye location of the Pawn.
Returns:
- Pawn's eye location
GetViewRotation[edit]
HeadVolumeChange[edit]
HitWall[edit]
Overrides: Actor.HitWall
InFreeCam[edit]
return true if player is viewing this Pawn in FreeCam
IsSameTeam[edit]
Returns true of pawns are on the same team, false otherwise
Landed[edit]
Overrides: Actor.Landed
MessagePlayer[edit]
ModifyVelocity[edit]
OnSetMaterial[edit]
OutsideWorldBounds[edit]
Overrides: Actor.OutsideWorldBounds
(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
PlayFootStepSound[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
SetWalking[edit]
Called every frame from PlayerInput or PlayerController::MoveAutonomous() Sets bIsWalking flag, which defines if the Pawn is walking or not (affects velocity)
Parameters:
- bNewIsWalking - new walking state.
SoakPause[edit]
For AI debugging
SpawnedByKismet[edit]
Overrides: Actor.SpawnedByKismet
called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory) after all other spawn events (PostBeginPlay(), etc) have been called
StartCrouch[edit]
Event called from native code when Pawn starts crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL
Parameters:
- HeightAdjust - height difference in unreal units between default collision height, and actual crouched cylinder height.
StartDriving[edit]
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StopDriving[edit]
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StuckOnPawn[edit]
Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).
TakeDamage[edit]
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - 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)
TakeRadiusDamageOnBones[edit]
Damage radius applied to specific bones on the skeletal mesh
TornOff[edit]
Overrides: Actor.TornOff