I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:Pawn events (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 10:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Actor >> Pawn (events)
Pawn events in other games:
U2, UE2Runtime, UT2003, UT2004, UDK
Other member categories for this class:
instance functions, internal variables

Events[edit]

BaseChange[edit]

singular event BaseChange ()

Overrides: Actor.BaseChange

Event called after actor's base changes.

BecomeViewTarget[edit]

simulated event BecomeViewTarget (PlayerController PC)

Overrides: Actor.BecomeViewTarget


BreathTimer[edit]

event BreathTimer ()


ClientMessage[edit]

event ClientMessage (coerce string S, optional name Type)


CreateInventory[edit]

event final Inventory CreateInventory (class<InventoryNewInvClass, optional bool bDoNotActivate)


Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

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]

simulated event EndCrouch (float HeightAdjust)

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]

event Falling ()

Overrides: Actor.Falling


FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

GetActorEyesViewPoint[edit]

simulated event GetActorEyesViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

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]

simulated event Object.Vector GetPawnViewLocation ()

returns the Eye location of the Pawn.

Returns:

Pawn's eye location

GetViewRotation[edit]

simulated event Object.Rotator GetViewRotation ()


HeadVolumeChange[edit]

event HeadVolumeChange (PhysicsVolume newHeadVolume)


HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Actor.HitWall


InFreeCam[edit]

simulated event bool InFreeCam ()

return true if player is viewing this Pawn in FreeCam

IsSameTeam[edit]

simulated event bool IsSameTeam (Pawn Other)

Returns true of pawns are on the same team, false otherwise

Landed[edit]

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


MessagePlayer[edit]

final event MessagePlayer (coerce string Msg)


ModifyVelocity[edit]

simulated event ModifyVelocity (float DeltaTime, Object.Vector OldVelocity)


OnSetMaterial[edit]

event OnSetMaterial (SeqAct_SetMaterial Action)


OutsideWorldBounds[edit]

simulated singular event OutsideWorldBounds ()

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]

event PlayFootStepSound (int FootDown)


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


SetWalking[edit]

event SetWalking (bool bNewIsWalking)

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]

event SoakPause ()

For AI debugging

SpawnedByKismet[edit]

event SpawnedByKismet ()

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]

simulated event StartCrouch (float HeightAdjust)

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]

simulated event StartDriving (Vehicle V)

StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL

StopDriving[edit]

simulated event StopDriving (Vehicle V)

StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL

StuckOnPawn[edit]

event StuckOnPawn (Pawn OtherPawn)

Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).

TakeDamage[edit]

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

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]

event bool TakeRadiusDamageOnBones (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser, array<nameBones)

Damage radius applied to specific bones on the skeletal mesh

TornOff[edit]

simulated event TornOff ()

Overrides: Actor.TornOff