Mostly Harmless
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
BaseChange
Overrides: Actor.BaseChange
Event called after actor's base changes.
BecomeViewTarget
Overrides: Actor.BecomeViewTarget
BreathTimer
ClientMessage
CreateInventory
Destroyed
Overrides: Actor.Destroyed
EncroachedBy
Overrides: Actor.EncroachedBy
EncroachingOn
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
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
Overrides: Actor.Falling
FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
GetActorEyesViewPoint
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
returns the Eye location of the Pawn.
Returns:
- Pawn's eye location
GetViewRotation
HeadVolumeChange
HitWall
Overrides: Actor.HitWall
InFreeCam
return true if player is viewing this Pawn in FreeCam
IsSameTeam
Returns true of pawns are on the same team, false otherwise
Landed
Overrides: Actor.Landed
MessagePlayer
ModifyVelocity
OnSetMaterial
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
PostBeginPlay
Overrides: Actor.PostBeginPlay
PreBeginPlay
Overrides: Actor.PreBeginPlay
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
Reset
Overrides: Actor.Reset
SetWalking
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
For AI debugging
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
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
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StopDriving
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StuckOnPawn
Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).
TakeDamage
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
Damage radius applied to specific bones on the skeletal mesh
TornOff
Overrides: Actor.TornOff