I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:Pawn instance functions (UDK)
Contents
- 1 Instance functions
- 1.1 AddDefaultInventory
- 1.2 AddVelocity
- 1.3 AdjustCameraScale
- 1.4 AdjustDamage
- 1.5 AdjustedStrength
- 1.6 AffectedByHitEffects
- 1.7 BotFire
- 1.8 CacheAnimNodes
- 1.9 CanActorPlayFaceFXAnim
- 1.10 CanAttack
- 1.11 CanBeBaseForPawn
- 1.12 CanGrabLadder
- 1.13 CannotJumpNow
- 1.14 CanSplash
- 1.15 CanThrowWeapon
- 1.16 CheatFly
- 1.17 CheatGhost
- 1.18 CheatWalk
- 1.19 CheckWaterJump
- 1.20 ChooseFireMode
- 1.21 ClearAnimNodes
- 1.22 ClearFlashCount
- 1.23 ClearFlashLocation
- 1.24 ClientReStart
- 1.25 ClientSetLocation
- 1.26 ClientSetRotation
- 1.27 ClimbLadder
- 1.28 CreatePathConstraint
- 1.29 CreatePathGoalEvaluator
- 1.30 CrushedBy
- 1.31 DetachFromController
- 1.32 Died
- 1.33 DisplayDebug
- 1.34 DoJump
- 1.35 DoKismetAttachment
- 1.36 DrawHUD
- 1.37 DropToGround
- 1.38 EffectIsRelevant
- 1.39 EndClimbLadder
- 1.40 FaceFXAudioFinished
- 1.41 FaceRotation
- 1.42 FindInventoryType
- 1.43 FinishedInterpolation
- 1.44 FireOnRelease
- 1.45 FiringModeUpdated
- 1.46 FlashCountUpdated
- 1.47 FlashLocationUpdated
- 1.48 Gasp
- 1.49 GetAdjustedAimFor
- 1.50 GetCollisionExtent
- 1.51 GetCollisionHeight
- 1.52 GetCollisionRadius
- 1.53 GetDamageScaling
- 1.54 GetDefaultCameraMode
- 1.55 GetHumanReadableName
- 1.56 GetMoveTarget
- 1.57 GetTeam
- 1.58 GetWeaponFiringMode
- 1.59 gibbedBy
- 1.60 HandleMomentum
- 1.61 HandlePickup
- 1.62 HasRangedAttack
- 1.63 IncrementFlashCount
- 1.64 InGodMode
- 1.65 Internal_ClearFlashCount
- 1.66 Internal_ClearFlashLocation
- 1.67 Internal_IncrementFlashCount
- 1.68 Internal_SetFiringMode
- 1.69 Internal_SetFlashLocation
- 1.70 IsActorPlayingFaceFXAnim
- 1.71 IsFiring
- 1.72 IsFirstPerson
- 1.73 IsInPain
- 1.74 IsStationary
- 1.75 IsValidEnemy
- 1.76 JumpOffPawn
- 1.77 JumpOutOfWater
- 1.78 KilledBy
- 1.79 LineOfSightTo
- 1.80 NearMoveTarget
- 1.81 NeedToTurn
- 1.82 NotifyTakeHit
- 1.83 NotifyTeamChanged
- 1.84 OnAssignController
- 1.85 OnGiveInventory
- 1.86 OnPlayFaceFXAnim
- 1.87 OnSetMaterial
- 1.88 OnTeleport
- 1.89 PawnCalcCamera
- 1.90 PlayDying
- 1.91 PlayDyingSound
- 1.92 PlayerChangedTeam
- 1.93 PlayHit
- 1.94 PlayLanded
- 1.95 PlayTeleportEffect
- 1.96 PlayWeaponSwitch
- 1.97 PossessedBy
- 1.98 ProcessViewRotation
- 1.99 PruneDamagedBoneList
- 1.100 RangedAttackTime
- 1.101 ReceiveLocalizedMessage
- 1.102 RecommendLongRangedAttack
- 1.103 Restart
- 1.104 RestartPlayer
- 1.105 SetActiveWeapon
- 1.106 SetBaseEyeheight
- 1.107 SetCinematicMode
- 1.108 SetDyingPhysics
- 1.109 SetFiringMode
- 1.110 SetFlashLocation
- 1.111 SetKillInstigator
- 1.112 SetMovementPhysics
- 1.113 SetMoveTarget
- 1.114 SetViewRotation
- 1.115 ShouldCrouch
- 1.116 SpawnDefaultController
- 1.117 SpecialCostForPath
- 1.118 SpecialMoveTo
- 1.119 StartFire
- 1.120 StopFire
- 1.121 StopFiring
- 1.122 Suicide
- 1.123 TakeDrowningDamage
- 1.124 TakeFallingDamage
- 1.125 ThrowActiveWeapon
- 1.126 ThrowWeaponOnDeath
- 1.127 TooCloseToAttack
- 1.128 TossInventory
- 1.129 TouchingWaterVolume
- 1.130 TurnOff
- 1.131 UnCrouch
- 1.132 UnPossessed
- 1.133 UpdateControllerOnPossess
- 1.134 WasPlayerPawn
- 1.135 WeaponFired
- 1.136 WeaponStoppedFiring
- 1.137 ZeroMovementVariables
- Pawn instance functions in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- events, internal variables, native functions
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Instance functions[edit]
AddDefaultInventory[edit]
AddVelocity[edit]
AdjustCameraScale[edit]
moves the camera in or out
AdjustDamage[edit]
AdjustedStrength[edit]
AffectedByHitEffects[edit]
BotFire[edit]
AI Interface for combat
CacheAnimNodes[edit]
CanActorPlayFaceFXAnim[edit]
Overrides: Actor.CanActorPlayFaceFXAnim
Returns FALSE??? if Actor can play facefx Implement in sub-class.
CanAttack[edit]
CanBeBaseForPawn[edit]
Are we allowing this Pawn to be based on us?
CanGrabLadder[edit]
CannotJumpNow[edit]
CanSplash[edit]
Overrides: Actor.CanSplash
CanThrowWeapon[edit]
CheatFly[edit]
CheatGhost[edit]
CheatWalk[edit]
CheckWaterJump[edit]
ChooseFireMode[edit]
ClearAnimNodes[edit]
ClearFlashCount[edit]
Clear flashCount variable. and call WeaponStoppedFiring event. Call this on the server and local player.
Network: Server or Local Player
ClearFlashLocation[edit]
Reset flash location variable. and call stop firing. Network: Server only
ClientReStart[edit]
ClientSetLocation[edit]
ClientSetRotation[edit]
ClimbLadder[edit]
CreatePathConstraint[edit]
Path shaping creation functions... these functions by default will just new the class, but this offers a handy interface to override for to do things like pool the constraints
CreatePathGoalEvaluator[edit]
CrushedBy[edit]
CrushedBy() Called for pawns that have bCanBeBaseForPawns=false when another pawn becomes based on them
DetachFromController[edit]
Call this function to detach safely pawn from its controller
Parameters:
- bDestroyController - if true, then destroy controller. (only AI Controllers, not players)
Died[edit]
This pawn has died.
Parameters:
- Killer - Who killed this pawn
- DamageType - What killed it
- HitLocation - Where did the hit occur
Returns:
- true if allowed
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
list important Pawn variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
DoJump[edit]
DoKismetAttachment[edit]
Overrides: Actor.DoKismetAttachment
Performs actual attachment. Can be subclassed for class specific behaviors.
DrawHUD[edit]
Hook called from HUD actor. Gives access to HUD and Canvas
DropToGround[edit]
EffectIsRelevant[edit]
Overrides: Actor.EffectIsRelevant
NOTE: using this function for things that are "fired off" immediately at spawn (e.g. res in effect) and never "updated" again this check will always return false. For effects that are getting updated this code will be able to return true over time due to the LastRenderTime being updated even if the pawn stays in the same location.
EndClimbLadder[edit]
FaceFXAudioFinished[edit]
Called via delegate when FacialAudioComp is finished.
FaceRotation[edit]
FindInventoryType[edit]
FinishedInterpolation[edit]
FireOnRelease[edit]
FiringModeUpdated[edit]
Called when FiringMode has been updated.
Network: ALL
FlashCountUpdated[edit]
Called when FlashCount has been updated. Trigger appropritate events based on FlashCount's value. = 0 means Weapon Stopped firing > 0 means Weapon just fired
Network: ALL
FlashLocationUpdated[edit]
Called when FlashLocation has been updated. Trigger appropritate events based on FlashLocation's value. == (0,0,0) means Weapon Stopped firing != (0,0,0) means Weapon just fired
Network: ALL
Gasp[edit]
GetAdjustedAimFor[edit]
Adjusts weapon aiming direction. Gives Pawn a chance to modify its aiming. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
Parameters:
- W - weapon about to fire
- StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
- BaseAimRot - original aiming rotation without any modifications.
GetCollisionExtent[edit]
Returns:
- a vector representing the box around this pawn's cylinder collision component, for use with traces
GetCollisionHeight[edit]
Returns the collision height of our cylinder collision component.
Returns:
- collision height of our pawn
GetCollisionRadius[edit]
Returns the collision radius of our cylinder collision component.
Returns:
- the collision radius of our pawn
GetDamageScaling[edit]
returns the amount this pawn's damage should be scaled by
GetDefaultCameraMode[edit]
returns default camera mode when viewing this pawn. Mainly called when controller possesses this pawn.
Parameters:
- PlayerController - requesting the default camera view
Returns:
- default camera view player should use when controlling this pawn.
GetHumanReadableName[edit]
Overrides: Actor.GetHumanReadableName
GetMoveTarget[edit]
GetTeam[edit]
GetWeaponFiringMode[edit]
Return FiringMode currently in use by weapon InWeapon
gibbedBy[edit]
HandleMomentum[edit]
HandlePickup[edit]
HasRangedAttack[edit]
IncrementFlashCount[edit]
This function's responsibility is to signal clients that non-instant hit shot has been fired. Call this on the server and local player.
Network: Server and Local Player
InGodMode[edit]
Internal_ClearFlashCount[edit]
Internal_ClearFlashLocation[edit]
Internal_IncrementFlashCount[edit]
Internal_SetFiringMode[edit]
Internal_SetFlashLocation[edit]
IsActorPlayingFaceFXAnim[edit]
Overrides: Actor.IsActorPlayingFaceFXAnim
Returns TRUE if Actor is playing a FaceFX anim. Implement in sub-class.
IsFiring[edit]
IsFirstPerson[edit]
IsInPain[edit]
Overrides: Actor.IsInPain
IsStationary[edit]
Overrides: Actor.IsStationary
Pawns by nature are not stationary. Override if you want exact findings
IsValidEnemy[edit]
Pawn can be considered a valid enemy
JumpOffPawn[edit]
JumpOutOfWater[edit]
KilledBy[edit]
Overrides: Actor.KilledBy
LineOfSightTo[edit]
NearMoveTarget[edit]
NeedToTurn[edit]
returns whether we need to turn to fire at the specified location
NotifyTakeHit[edit]
sends any notifications to anything that needs to know this pawn has taken damage
NotifyTeamChanged[edit]
NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.
Network: client
OnAssignController[edit]
Deletes the current controller if it exists and creates a new one using the specified class. Event called from Kismet.
Parameters:
- inAction - scripted action that was activated
OnGiveInventory[edit]
Iterates through the list of item classes specified in the action and creates instances that are addeed to this Pawn's inventory.
Parameters:
- inAction - scripted action that was activated
OnPlayFaceFXAnim[edit]
Function for handling the SeqAct_PlayFaceFXAnim Kismet action working on this Actor.
OnSetMaterial[edit]
OnTeleport[edit]
Overrides: Actor.OnTeleport
Kismet teleport handler, overridden so that updating rotation properly updates our Controller as well
PawnCalcCamera[edit]
PawnCalcCamera is obsolete, replaced by Actor.CalcCamera()
rename implementations of PawnCalcCamera to CalcCamera
FIXME: remove
PlayDying[edit]
PlayDyingSound[edit]
PlayerChangedTeam[edit]
PlayHit[edit]
PlayLanded[edit]
PlayTeleportEffect[edit]
Overrides: Actor.PlayTeleportEffect
PlayWeaponSwitch[edit]
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.
PossessedBy[edit]
ProcessViewRotation[edit]
Called from PlayerController UpdateRotation() -> ProcessViewRotation() to (pre)process player ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController
Parameters:
- DeltaTime - time since last frame
- ViewRotation - actual PlayerController view rotation
- out_DeltaRot - delta rotation to be applied on ViewRotation. Represents player's input.
Returns:
- processed ViewRotation to be set on PlayerController.
PruneDamagedBoneList[edit]
Take a list of bones passed to TakeRadiusDamageOnBones and remove the ones that don't matter
RangedAttackTime[edit]
ReceiveLocalizedMessage[edit]
RecommendLongRangedAttack[edit]
Restart[edit]
RestartPlayer[edit]
SetActiveWeapon[edit]
SetBaseEyeheight[edit]
SetCinematicMode[edit]
SetDyingPhysics[edit]
Set physics for dying pawn Always set to falling, unless already a ragdoll
SetFiringMode[edit]
Set firing mode replication for remote clients trigger update notification. Network: LocalPlayer and Server
SetFlashLocation[edit]
This function sets up the Location of a hit to be replicated to all remote clients. It is also responsible for fudging a shot at (0,0,0).
Network: Server only (unless using client-side hit detection)
SetKillInstigator[edit]
SetMovementPhysics[edit]
SetMoveTarget[edit]
SetViewRotation[edit]
ShouldCrouch[edit]
Controller is requesting that pawn crouches. This is not guaranteed as it depends if crouching collision cylinder can fit when Pawn is located.
Parameters:
- bCrouch - true if Pawn should crouch.
SpawnDefaultController[edit]
Spawn default controller for this Pawn, get possessed by it.
SpecialCostForPath[edit]
Allow pawn to add special cost to path
SpecialMoveTo[edit]
Give pawn the chance to do something special moving between points
StartFire[edit]
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player
Parameters:
- FireModeNum - fire mode number
StopFire[edit]
Pawn stops firing! i.e. player releases fire button, this may not stop weapon firing right away. (for example press button once for a burst fire) Network: Local Player
Parameters:
- FireModeNum - fire mode number
StopFiring[edit]
Suicide[edit]
TakeDrowningDamage[edit]
TakeFallingDamage[edit]
ThrowActiveWeapon[edit]
Toss active weapon using default settings (location+velocity).
Parameters:
- DamageType - allows this function to do different behaviors based on the damage type
ThrowWeaponOnDeath[edit]
called to throw any weapon(s) that should be thrown on death
TooCloseToAttack[edit]
TossInventory[edit]
TouchingWaterVolume[edit]
TurnOff[edit]
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
UnCrouch[edit]
Makes sure a Pawn is not crouching, telling it to stand if necessary.
UnPossessed[edit]
UpdateControllerOnPossess[edit]
WasPlayerPawn[edit]
WeaponFired[edit]
Called when a pawn's weapon has fired and is responsibile for delegating the creation of all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated. It's used filter out when to make the effects.
Network: ALL
WeaponStoppedFiring[edit]
Called when a pawn's weapon has stopped firing and is responsibile for delegating the destruction of all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated.
Network: ALL