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UE3:Pawn instance functions (UDK)

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UDK Object >> Actor >> Pawn (instance functions)

Contents

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

Instance functions[edit]

AddDefaultInventory[edit]

function AddDefaultInventory ()


AddVelocity[edit]

function AddVelocity (Object.Vector NewVelocity, Object.Vector HitLocation, class<DamageTypedamageType, optional Actor.TraceHitInfo HitInfo)


AdjustCameraScale[edit]

simulated function AdjustCameraScale (bool bMoveCameraIn)

moves the camera in or out

AdjustDamage[edit]

function AdjustDamage (out int inDamage, out Object.Vector momentum, Controller instigatedBy, Object.Vector hitlocation, class<DamageTypedamageType, optional Actor.TraceHitInfo HitInfo)


AdjustedStrength[edit]

function float AdjustedStrength ()


AffectedByHitEffects[edit]

simulated function bool AffectedByHitEffects ()


BotFire[edit]

function bool BotFire (bool bFinished)

AI Interface for combat

CacheAnimNodes[edit]

simulated function CacheAnimNodes ()


CanActorPlayFaceFXAnim[edit]

simulated function bool CanActorPlayFaceFXAnim ()

Overrides: Actor.CanActorPlayFaceFXAnim

Returns FALSE??? if Actor can play facefx Implement in sub-class.

CanAttack[edit]

function bool CanAttack (Actor Other)


CanBeBaseForPawn[edit]

simulated function bool CanBeBaseForPawn (Pawn APawn)

Are we allowing this Pawn to be based on us?

CanGrabLadder[edit]

function bool CanGrabLadder ()


CannotJumpNow[edit]

function bool CannotJumpNow ()


CanSplash[edit]

simulated function bool CanSplash ()

Overrides: Actor.CanSplash


CanThrowWeapon[edit]

simulated function bool CanThrowWeapon ()


CheatFly[edit]

function bool CheatFly ()


CheatGhost[edit]

function bool CheatGhost ()


CheatWalk[edit]

function bool CheatWalk ()


CheckWaterJump[edit]

function bool CheckWaterJump (out Object.Vector WallNormal)


ChooseFireMode[edit]

function byte ChooseFireMode ()


ClearAnimNodes[edit]

simulated function ClearAnimNodes ()


ClearFlashCount[edit]

simulated function ClearFlashCount (Weapon InWeapon)

Clear flashCount variable. and call WeaponStoppedFiring event. Call this on the server and local player.

Network: Server or Local Player

ClearFlashLocation[edit]

function ClearFlashLocation (Weapon InWeapon)

Reset flash location variable. and call stop firing. Network: Server only

ClientReStart[edit]

simulated function ClientReStart ()


ClientSetLocation[edit]

function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)


ClientSetRotation[edit]

function ClientSetRotation (Object.Rotator NewRotation)


ClimbLadder[edit]

function ClimbLadder (LadderVolume L)


CreatePathConstraint[edit]

function PathConstraint CreatePathConstraint (class<PathConstraintConstraintClass)

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]

function PathGoalEvaluator CreatePathGoalEvaluator (class<PathGoalEvaluatorGoalEvalClass)


CrushedBy[edit]

function CrushedBy (Pawn OtherPawn)

CrushedBy() Called for pawns that have bCanBeBaseForPawns=false when another pawn becomes based on them

DetachFromController[edit]

function DetachFromController (optional bool bDestroyController)

Call this function to detach safely pawn from its controller

Parameters:

  • bDestroyController - if true, then destroy controller. (only AI Controllers, not players)

Died[edit]

function bool Died (Controller Killer, class<DamageTypeDamageType, Object.Vector HitLocation)

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]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

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]

function bool DoJump (bool bUpdating)


DoKismetAttachment[edit]

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

Overrides: Actor.DoKismetAttachment

Performs actual attachment. Can be subclassed for class specific behaviors.

DrawHUD[edit]

simulated function DrawHUD (HUD H)

Hook called from HUD actor. Gives access to HUD and Canvas

DropToGround[edit]

function DropToGround ()


EffectIsRelevant[edit]

simulated function bool EffectIsRelevant (Object.Vector SpawnLocation, bool bForceDedicated, optional float CullDistance)

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]

function EndClimbLadder (LadderVolume OldLadder)


FaceFXAudioFinished[edit]

simulated function FaceFXAudioFinished (AudioComponent AC)

Called via delegate when FacialAudioComp is finished.

FaceRotation[edit]

simulated function FaceRotation (Object.Rotator NewRotation, float DeltaTime)


FindInventoryType[edit]

simulated final function Inventory FindInventoryType (class<InventoryDesiredClass, optional bool bAllowSubclass)


FinishedInterpolation[edit]

function FinishedInterpolation ()


FireOnRelease[edit]

function bool FireOnRelease ()


FiringModeUpdated[edit]

simulated function FiringModeUpdated (Weapon InWeapon, byte InFiringMode, bool bViaReplication)

Called when FiringMode has been updated.

Network: ALL

FlashCountUpdated[edit]

simulated function FlashCountUpdated (Weapon InWeapon, byte InFlashCount, bool bViaReplication)

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]

simulated function FlashLocationUpdated (Weapon InWeapon, Object.Vector InFlashLocation, bool bViaReplication)

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]

function Gasp ()


GetAdjustedAimFor[edit]

simulated function Object.Rotator GetAdjustedAimFor (Weapon W, Object.Vector StartFireLoc)

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]

simulated final function Object.Vector GetCollisionExtent ()

Returns:

a vector representing the box around this pawn's cylinder collision component, for use with traces

GetCollisionHeight[edit]

simulated function float GetCollisionHeight ()

Returns the collision height of our cylinder collision component.

Returns:

collision height of our pawn

GetCollisionRadius[edit]

simulated function float GetCollisionRadius ()

Returns the collision radius of our cylinder collision component.

Returns:

the collision radius of our pawn

GetDamageScaling[edit]

function float GetDamageScaling ()

returns the amount this pawn's damage should be scaled by

GetDefaultCameraMode[edit]

simulated function name GetDefaultCameraMode (PlayerController RequestedBy)

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]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetMoveTarget[edit]

function Actor GetMoveTarget ()


GetTeam[edit]

simulated function TeamInfo GetTeam ()


GetWeaponFiringMode[edit]

simulated function byte GetWeaponFiringMode (Weapon InWeapon)

Return FiringMode currently in use by weapon InWeapon

gibbedBy[edit]

function gibbedBy (Actor Other)


HandleMomentum[edit]

function HandleMomentum (Object.Vector Momentum, Object.Vector HitLocation, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo)


HandlePickup[edit]

function HandlePickup (Inventory Inv)


HasRangedAttack[edit]

function bool HasRangedAttack ()


IncrementFlashCount[edit]

simulated function IncrementFlashCount (Weapon InWeapon, byte InFiringMode)

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]

function bool InGodMode ()


Internal_ClearFlashCount[edit]

final simulated function Internal_ClearFlashCount (Weapon InWeapon, out byte out_FlashCountVar)


Internal_ClearFlashLocation[edit]

final function Internal_ClearFlashLocation (Weapon InWeapon, out Object.Vector out_FlashLocation)


Internal_IncrementFlashCount[edit]

final simulated function Internal_IncrementFlashCount (Weapon InWeapon, byte InFiringMode, out byte out_FlashCountVar)


Internal_SetFiringMode[edit]

final simulated function Internal_SetFiringMode (Weapon InWeapon, byte InFiringMode, out byte out_FiringModeVar)


Internal_SetFlashLocation[edit]

final simulated function Internal_SetFlashLocation (Weapon InWeapon, out Object.Vector out_FlashLocation, byte InFiringMode, Object.Vector NewLoc)


IsActorPlayingFaceFXAnim[edit]

simulated function bool IsActorPlayingFaceFXAnim ()

Overrides: Actor.IsActorPlayingFaceFXAnim

Returns TRUE if Actor is playing a FaceFX anim. Implement in sub-class.

IsFiring[edit]

function bool IsFiring ()


IsFirstPerson[edit]

simulated function bool IsFirstPerson ()


IsInPain[edit]

function bool IsInPain ()

Overrides: Actor.IsInPain


IsStationary[edit]

function bool IsStationary ()

Overrides: Actor.IsStationary

Pawns by nature are not stationary. Override if you want exact findings

IsValidEnemy[edit]

simulated function bool IsValidEnemy ()

Pawn can be considered a valid enemy

JumpOffPawn[edit]

function JumpOffPawn ()


JumpOutOfWater[edit]

function JumpOutOfWater (Object.Vector jumpDir)


KilledBy[edit]

function KilledBy (Pawn EventInstigator)

Overrides: Actor.KilledBy


LineOfSightTo[edit]

function bool LineOfSightTo (Actor Other)


NearMoveTarget[edit]

function bool NearMoveTarget ()


NeedToTurn[edit]

function bool NeedToTurn (Object.Vector targ)

returns whether we need to turn to fire at the specified location

NotifyTakeHit[edit]

function NotifyTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypeDamageType, Object.Vector Momentum)

sends any notifications to anything that needs to know this pawn has taken damage

NotifyTeamChanged[edit]

simulated function NotifyTeamChanged ()

NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.

Network: client

OnAssignController[edit]

function OnAssignController (SeqAct_AssignController inAction)

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]

simulated function OnGiveInventory (SeqAct_GiveInventory InAction)

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]

simulated function OnPlayFaceFXAnim (SeqAct_PlayFaceFXAnim inAction)

Function for handling the SeqAct_PlayFaceFXAnim Kismet action working on this Actor.

OnSetMaterial[edit]

function OnSetMaterial (SeqAct_SetMaterial Action)


OnTeleport[edit]

simulated function OnTeleport (SeqAct_Teleport Action)

Overrides: Actor.OnTeleport

Kismet teleport handler, overridden so that updating rotation properly updates our Controller as well

PawnCalcCamera[edit]

simulated function bool PawnCalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

PawnCalcCamera is obsolete, replaced by Actor.CalcCamera()

rename implementations of PawnCalcCamera to CalcCamera

FIXME: remove

PlayDying[edit]

simulated function PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)


PlayDyingSound[edit]

function PlayDyingSound ()


PlayerChangedTeam[edit]

function PlayerChangedTeam ()


PlayHit[edit]

function PlayHit (float Damage, Controller InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum, Actor.TraceHitInfo HitInfo)


PlayLanded[edit]

function PlayLanded (float impactVel)


PlayTeleportEffect[edit]

function PlayTeleportEffect (bool bOut, bool bSound)

Overrides: Actor.PlayTeleportEffect


PlayWeaponSwitch[edit]

simulated function PlayWeaponSwitch (Weapon OldWeapon, Weapon NewWeapon)

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]

function PossessedBy (Controller C, bool bVehicleTransition)


ProcessViewRotation[edit]

simulated function ProcessViewRotation (float DeltaTime, out Object.Rotator out_ViewRotation, out Object.Rotator out_DeltaRot)

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]

function PruneDamagedBoneList (out array<nameBones)

Take a list of bones passed to TakeRadiusDamageOnBones and remove the ones that don't matter

RangedAttackTime[edit]

function float RangedAttackTime ()


ReceiveLocalizedMessage[edit]

function ReceiveLocalizedMessage (class<LocalMessageMessage, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()


Restart[edit]

function Restart ()


RestartPlayer[edit]

function RestartPlayer ()


SetActiveWeapon[edit]

simulated function SetActiveWeapon (Weapon NewWeapon)


SetBaseEyeheight[edit]

simulated function SetBaseEyeheight ()


SetCinematicMode[edit]

simulated function SetCinematicMode (bool bInCinematicMode)


SetDyingPhysics[edit]

function SetDyingPhysics ()

Set physics for dying pawn Always set to falling, unless already a ragdoll

SetFiringMode[edit]

simulated function SetFiringMode (Weapon InWeapon, byte InFiringMode)

Set firing mode replication for remote clients trigger update notification. Network: LocalPlayer and Server

SetFlashLocation[edit]

simulated function SetFlashLocation (Weapon InWeapon, byte InFiringMode, Object.Vector NewLoc)

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]

function Controller SetKillInstigator (Controller InstigatedBy, class<DamageTypeDamageType)


SetMovementPhysics[edit]

function SetMovementPhysics ()


SetMoveTarget[edit]

function SetMoveTarget (Actor NewTarget)


SetViewRotation[edit]

simulated function SetViewRotation (Object.Rotator NewRotation)


ShouldCrouch[edit]

function ShouldCrouch (bool bCrouch)

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]

function SpawnDefaultController ()

Spawn default controller for this Pawn, get possessed by it.

SpecialCostForPath[edit]

function int SpecialCostForPath (ReachSpec Path)

Allow pawn to add special cost to path

SpecialMoveTo[edit]

function bool SpecialMoveTo (NavigationPoint Start, NavigationPoint End, Actor Next)

Give pawn the chance to do something special moving between points

StartFire[edit]

simulated function StartFire (byte FireModeNum)

Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player

Parameters:

  • FireModeNum - fire mode number

StopFire[edit]

simulated function StopFire (byte FireModeNum)

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]

function bool StopFiring ()


Suicide[edit]

function Suicide ()


TakeDrowningDamage[edit]

function TakeDrowningDamage ()


TakeFallingDamage[edit]

function TakeFallingDamage ()


ThrowActiveWeapon[edit]

function ThrowActiveWeapon ()

Toss active weapon using default settings (location+velocity).

Parameters:

  • DamageType - allows this function to do different behaviors based on the damage type

ThrowWeaponOnDeath[edit]

function ThrowWeaponOnDeath ()

called to throw any weapon(s) that should be thrown on death

TooCloseToAttack[edit]

function bool TooCloseToAttack (Actor Other)


TossInventory[edit]

function TossInventory (Inventory Inv, optional Object.Vector ForceVelocity)


TouchingWaterVolume[edit]

function bool TouchingWaterVolume ()


TurnOff[edit]

simulated function TurnOff ()

TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing

UnCrouch[edit]

simulated function UnCrouch ()

Makes sure a Pawn is not crouching, telling it to stand if necessary.

UnPossessed[edit]

function UnPossessed ()


UpdateControllerOnPossess[edit]

function UpdateControllerOnPossess (bool bVehicleTransition)


WasPlayerPawn[edit]

simulated function bool WasPlayerPawn ()


WeaponFired[edit]

simulated function WeaponFired (Weapon InWeapon, bool bViaReplication, optional Object.Vector HitLocation)

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]

simulated function WeaponStoppedFiring (Weapon InWeapon, bool bViaReplication)

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

ZeroMovementVariables[edit]

simulated function ZeroMovementVariables ()