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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

AddDefaultInventory

function AddDefaultInventory ()


AddVelocity

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


AdjustCameraScale

simulated function AdjustCameraScale (bool bMoveCameraIn)

moves the camera in or out

AdjustDamage

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


AdjustedStrength

function float AdjustedStrength ()


AffectedByHitEffects

simulated function bool AffectedByHitEffects ()


BotFire

function bool BotFire (bool bFinished)

AI Interface for combat

CacheAnimNodes

simulated function CacheAnimNodes ()


CanActorPlayFaceFXAnim

simulated function bool CanActorPlayFaceFXAnim ()

Overrides: Actor.CanActorPlayFaceFXAnim

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

CanAttack

function bool CanAttack (Actor Other)


CanBeBaseForPawn

simulated function bool CanBeBaseForPawn (Pawn APawn)

Are we allowing this Pawn to be based on us?

CanGrabLadder

function bool CanGrabLadder ()


CannotJumpNow

function bool CannotJumpNow ()


CanSplash

simulated function bool CanSplash ()

Overrides: Actor.CanSplash


CanThrowWeapon

simulated function bool CanThrowWeapon ()


CheatFly

function bool CheatFly ()


CheatGhost

function bool CheatGhost ()


CheatWalk

function bool CheatWalk ()


CheckWaterJump

function bool CheckWaterJump (out Object.Vector WallNormal)


ChooseFireMode

function byte ChooseFireMode ()


ClearAnimNodes

simulated function ClearAnimNodes ()


ClearFlashCount

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

function ClearFlashLocation (Weapon InWeapon)

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

ClientReStart

simulated function ClientReStart ()


ClientSetLocation

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


ClientSetRotation

function ClientSetRotation (Object.Rotator NewRotation)


ClimbLadder

function ClimbLadder (LadderVolume L)


CreatePathConstraint

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

function PathGoalEvaluator CreatePathGoalEvaluator (class<PathGoalEvaluatorGoalEvalClass)


CrushedBy

function CrushedBy (Pawn OtherPawn)

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

DetachFromController

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

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

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

function bool DoJump (bool bUpdating)


DoKismetAttachment

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

Overrides: Actor.DoKismetAttachment

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

DrawHUD

simulated function DrawHUD (HUD H)

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

DropToGround

function DropToGround ()


EffectIsRelevant

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

function EndClimbLadder (LadderVolume OldLadder)


FaceFXAudioFinished

simulated function FaceFXAudioFinished (AudioComponent AC)

Called via delegate when FacialAudioComp is finished.

FaceRotation

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


FindInventoryType

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


FinishedInterpolation

function FinishedInterpolation ()


FireOnRelease

function bool FireOnRelease ()


FiringModeUpdated

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

Called when FiringMode has been updated.

Network: ALL

FlashCountUpdated

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

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

function Gasp ()


GetAdjustedAimFor

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

simulated final function Object.Vector GetCollisionExtent ()

Returns:

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

GetCollisionHeight

simulated function float GetCollisionHeight ()

Returns the collision height of our cylinder collision component.

Returns:

collision height of our pawn

GetCollisionRadius

simulated function float GetCollisionRadius ()

Returns the collision radius of our cylinder collision component.

Returns:

the collision radius of our pawn

GetDamageScaling

function float GetDamageScaling ()

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

GetDefaultCameraMode

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

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetMoveTarget

function Actor GetMoveTarget ()


GetTeam

simulated function TeamInfo GetTeam ()


GetWeaponFiringMode

simulated function byte GetWeaponFiringMode (Weapon InWeapon)

Return FiringMode currently in use by weapon InWeapon

gibbedBy

function gibbedBy (Actor Other)


HandleMomentum

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


HandlePickup

function HandlePickup (Inventory Inv)


HasRangedAttack

function bool HasRangedAttack ()


IncrementFlashCount

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

function bool InGodMode ()


Internal_ClearFlashCount

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


Internal_ClearFlashLocation

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


Internal_IncrementFlashCount

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


Internal_SetFiringMode

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


Internal_SetFlashLocation

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


IsActorPlayingFaceFXAnim

simulated function bool IsActorPlayingFaceFXAnim ()

Overrides: Actor.IsActorPlayingFaceFXAnim

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

IsFiring

function bool IsFiring ()


IsFirstPerson

simulated function bool IsFirstPerson ()


IsInPain

function bool IsInPain ()

Overrides: Actor.IsInPain


IsStationary

function bool IsStationary ()

Overrides: Actor.IsStationary

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

IsValidEnemy

simulated function bool IsValidEnemy ()

Pawn can be considered a valid enemy

JumpOffPawn

function JumpOffPawn ()


JumpOutOfWater

function JumpOutOfWater (Object.Vector jumpDir)


KilledBy

function KilledBy (Pawn EventInstigator)

Overrides: Actor.KilledBy


LineOfSightTo

function bool LineOfSightTo (Actor Other)


NearMoveTarget

function bool NearMoveTarget ()


NeedToTurn

function bool NeedToTurn (Object.Vector targ)

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

NotifyTakeHit

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

simulated function NotifyTeamChanged ()

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

Network: client

OnAssignController

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

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

simulated function OnPlayFaceFXAnim (SeqAct_PlayFaceFXAnim inAction)

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

OnSetMaterial

function OnSetMaterial (SeqAct_SetMaterial Action)


OnTeleport

simulated function OnTeleport (SeqAct_Teleport Action)

Overrides: Actor.OnTeleport

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

PawnCalcCamera

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

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


PlayDyingSound

function PlayDyingSound ()


PlayerChangedTeam

function PlayerChangedTeam ()


PlayHit

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


PlayLanded

function PlayLanded (float impactVel)


PlayTeleportEffect

function PlayTeleportEffect (bool bOut, bool bSound)

Overrides: Actor.PlayTeleportEffect


PlayWeaponSwitch

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

function PossessedBy (Controller C, bool bVehicleTransition)


ProcessViewRotation

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

function PruneDamagedBoneList (out array<nameBones)

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

RangedAttackTime

function float RangedAttackTime ()


ReceiveLocalizedMessage

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


RecommendLongRangedAttack

function bool RecommendLongRangedAttack ()


Restart

function Restart ()


RestartPlayer

function RestartPlayer ()


SetActiveWeapon

simulated function SetActiveWeapon (Weapon NewWeapon)


SetBaseEyeheight

simulated function SetBaseEyeheight ()


SetCinematicMode

simulated function SetCinematicMode (bool bInCinematicMode)


SetDyingPhysics

function SetDyingPhysics ()

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

SetFiringMode

simulated function SetFiringMode (Weapon InWeapon, byte InFiringMode)

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

SetFlashLocation

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

function Controller SetKillInstigator (Controller InstigatedBy, class<DamageTypeDamageType)


SetMovementPhysics

function SetMovementPhysics ()


SetMoveTarget

function SetMoveTarget (Actor NewTarget)


SetViewRotation

simulated function SetViewRotation (Object.Rotator NewRotation)


ShouldCrouch

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

function SpawnDefaultController ()

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

SpecialCostForPath

function int SpecialCostForPath (ReachSpec Path)

Allow pawn to add special cost to path

SpecialMoveTo

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

Give pawn the chance to do something special moving between points

StartFire

simulated function StartFire (byte FireModeNum)

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

Parameters:

  • FireModeNum - fire mode number

StopFire

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

function bool StopFiring ()


Suicide

function Suicide ()


TakeDrowningDamage

function TakeDrowningDamage ()


TakeFallingDamage

function TakeFallingDamage ()


ThrowActiveWeapon

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

function ThrowWeaponOnDeath ()

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

TooCloseToAttack

function bool TooCloseToAttack (Actor Other)


TossInventory

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


TouchingWaterVolume

function bool TouchingWaterVolume ()


TurnOff

simulated function TurnOff ()

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

UnCrouch

simulated function UnCrouch ()

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

UnPossessed

function UnPossessed ()


UpdateControllerOnPossess

function UpdateControllerOnPossess (bool bVehicleTransition)


WasPlayerPawn

simulated function bool WasPlayerPawn ()


WeaponFired

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

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

simulated function ZeroMovementVariables ()