Mostly Harmless

UE3:Pawn events (UT3)

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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

BaseChange

singular event BaseChange ()

Overrides: Actor.BaseChange

Event called after actor's base changes.

BecomeViewTarget

simulated event BecomeViewTarget (PlayerController PC)

Overrides: Actor.BecomeViewTarget


BreathTimer

event BreathTimer ()


ClientMessage

event ClientMessage (coerce string S, optional name Type)


CreateInventory

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


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


EncroachingOn

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

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

event Falling ()

Overrides: Actor.Falling


FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

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

GetActorEyesViewPoint

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

simulated event Object.Vector GetPawnViewLocation ()

returns the Eye location of the Pawn.

Returns:

Pawn's eye location

GetViewRotation

simulated event Object.Rotator GetViewRotation ()


HeadVolumeChange

event HeadVolumeChange (PhysicsVolume newHeadVolume)


HitWall

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

Overrides: Actor.HitWall


InFreeCam

simulated event bool InFreeCam ()

return true if player is viewing this Pawn in FreeCam

IsSameTeam

simulated event bool IsSameTeam (Pawn Other)

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

Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


MessagePlayer

final event MessagePlayer (coerce string Msg)


ModifyVelocity

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


OnSetMaterial

event OnSetMaterial (SeqAct_SetMaterial Action)


OutsideWorldBounds

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

event PlayFootStepSound (int FootDown)


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset

event Reset ()

Overrides: Actor.Reset


SetWalking

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

event SoakPause ()

For AI debugging

SpawnedByKismet

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

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

simulated event StartDriving (Vehicle V)

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

StopDriving

simulated event StopDriving (Vehicle V)

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

StuckOnPawn

event StuckOnPawn (Pawn OtherPawn)

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

TakeDamage

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

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

simulated event TornOff ()

Overrides: Actor.TornOff