Gah - a solution with more questions. – EntropicLqd
UE3:Pawn internal variables (UT3)
Contents
- 1 Internal variables
- 1.1 AccelRate
- 1.2 AIMaxFallSpeedFactor
- 1.3 AirControl
- 1.4 AirSpeed
- 1.5 AllowedYawError
- 1.6 AlwaysRelevantDistanceSquared
- 1.7 Anchor
- 1.8 AvgPhysicsTime
- 1.9 bAmbientCreature
- 1.10 bAutoFire
- 1.11 bAvoidLedges
- 1.12 bCachedRelevant
- 1.13 bCanBeBaseForPawns
- 1.14 bCanClimbCeilings
- 1.15 bCanClimbLadders
- 1.16 bCanFly
- 1.17 bCanJump
- 1.18 bCanMantle
- 1.19 bCanPickupInventory
- 1.20 bCanStrafe
- 1.21 bCanSwatTurn
- 1.22 bCanSwim
- 1.23 bCanUse
- 1.24 bCanWalk
- 1.25 bCanWalkOffLedges
- 1.26 bCrawler
- 1.27 bDirectHitWall
- 1.28 bDisplayPathErrors
- 1.29 bForceFloorCheck
- 1.30 bForceKeepAnchor
- 1.31 bForceMaxAccel
- 1.32 bForceRegularVelocity
- 1.33 bForceRMVelocity
- 1.34 bIgnoreForces
- 1.35 bIsCrouched
- 1.36 bIsFemale
- 1.37 bIsWalking
- 1.38 bJumpCapable
- 1.39 bModifyReachSpecCost
- 1.40 bNoWeaponFiring
- 1.41 bPathfindsAsVehicle
- 1.42 bPlayedDeath
- 1.43 bPushesRigidBodies
- 1.44 BreathTime
- 1.45 bReducedSpeed
- 1.46 bRollToDesired
- 1.47 bRunPhysicsWithNoController
- 1.48 bSimGravityDisabled
- 1.49 bSimulateGravity
- 1.50 bSpecialHUD
- 1.51 bStationary
- 1.52 bStopAtLedges
- 1.53 bTryToUncrouch
- 1.54 Buoyancy
- 1.55 bUpAndOut
- 1.56 bWantsToCrouch
- 1.57 Controller
- 1.58 ControllerClass
- 1.59 CrouchedPct
- 1.60 CrouchHeight
- 1.61 CrouchRadius
- 1.62 CylinderComponent
- 1.63 DamageScaling
- 1.64 DesiredSpeed
- 1.65 DestinationOffset
- 1.66 DrivenVehicle
- 1.67 FailedLandingCount
- 1.68 FindAnchorFailedTime
- 1.69 FiringMode
- 1.70 FlashCount
- 1.71 FlashLocation
- 1.72 Floor
- 1.73 FullHeight
- 1.74 GroundSpeed
- 1.75 HeadVolume
- 1.76 HitDamageType
- 1.77 InterpolatedYaw
- 1.78 InventoryManagerClass
- 1.79 InvManager
- 1.80 JumpZ
- 1.81 LadderSpeed
- 1.82 LandMovementState
- 1.83 LastAnchor
- 1.84 LastFiringFlashLocation
- 1.85 LastHitBy
- 1.86 LastPainTime
- 1.87 LastRealViewer
- 1.88 LastStartSpot
- 1.89 LastStartTime
- 1.90 LastValidAnchorTime
- 1.91 LastViewer
- 1.92 Mass
- 1.93 MaxDesiredSpeed
- 1.94 MaxFallSpeed
- 1.95 MaxJumpHeight
- 1.96 MaxOutOfWaterStepHeight
- 1.97 MaxPitchLimit
- 1.98 MaxStepHeight
- 1.99 MeleeRange
- 1.100 MenuName
- 1.101 MeshTranslationOffset
- 1.102 NetRelevancyTime
- 1.103 NextPathRadius
- 1.104 NextPawn
- 1.105 noise1loudness
- 1.106 noise1other
- 1.107 noise1spot
- 1.108 noise1time
- 1.109 noise2loudness
- 1.110 noise2other
- 1.111 noise2spot
- 1.112 noise2time
- 1.113 NonPreferredVehiclePathMultiplier
- 1.114 OldZ
- 1.115 OnLadder
- 1.116 OutofWaterZ
- 1.117 PathSearchType
- 1.118 PhysicsPushBody
- 1.119 PlayerReplicationInfo
- 1.120 PreRagdollCollisionComponent
- 1.121 ReceivedYaw
- 1.122 RemoteViewPitch
- 1.123 RMVelocity
- 1.124 SerpentineDir
- 1.125 SerpentineDist
- 1.126 SerpentineTime
- 1.127 ShotCount
- 1.128 SoundDampening
- 1.129 SpawnTime
- 1.130 SplashTime
- 1.131 TakeHitLocation
- 1.132 TearOffMomentum
- 1.133 UncrouchTime
- 1.134 UnderWaterTime
- 1.135 WalkableFloorZ
- 1.136 WalkingPct
- 1.137 WaterMovementState
- 1.138 WaterSpeed
- Pawn internal variables in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK
- Other member categories for this class:
- events, instance functions
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables[edit]
AccelRate[edit]
Type: float
max acceleration rate
Default value: 2048.0
AIMaxFallSpeedFactor[edit]
Type: float
AI will take paths that require a landing velocity less than (MaxFallSpeed * AIMaxFallSpeedFactor)
Default value: 1.0
AirControl[edit]
Type: float
Maximum step height for getting out of water
Default value: 0.05
AirSpeed[edit]
Type: float
The maximum flying speed.
Default value: 600.0
AllowedYawError[edit]
Type: int
Max difference between pawn's Rotation.Yaw and DesiredRotation.Yaw for pawn to be considered as having reached its desired rotation
Default value: 2000
AlwaysRelevantDistanceSquared[edit]
Type: float
always relevant to other clients if closer than this distance to viewer, and have controller
Anchor[edit]
Type: NavigationPoint
Modifiers: const
current nearest path;
AvgPhysicsTime[edit]
Type: float
Modifiers: const
Physics updating time monitoring (for AI monitoring reaching destinations)
Default value: 0.1
bAmbientCreature[edit]
Type: bool
AIs will ignore me
bAutoFire[edit]
Type: bool
used for third person weapon anims/effects
bAvoidLedges[edit]
Type: bool
don't get too close to ledges
bCachedRelevant[edit]
Type: bool
network relevancy caching flag
bCanBeBaseForPawns[edit]
Type: bool
all your 'base', are belong to us
bCanClimbCeilings[edit]
Type: bool
can this pawn climb ceiling nodes
bCanClimbLadders[edit]
Type: bool
bCanFly[edit]
Type: bool
bCanJump[edit]
Type: bool
movement capabilities - used by AI
Default value: True
bCanMantle[edit]
Type: bool
Modifiers: config
can this pawn mantle over cover
bCanPickupInventory[edit]
Type: bool
if true, will pickup inventory when touching pickup actors
bCanStrafe[edit]
Type: bool
bCanSwatTurn[edit]
Type: bool
Modifiers: config
can this pawn swat turn between cover
bCanSwim[edit]
Type: bool
bCanUse[edit]
Type: bool
can this pawn use things?
Default value: True
bCanWalk[edit]
Type: bool
Default value: True
bCanWalkOffLedges[edit]
Type: bool
Can still fall off ledges, even when walking (for Player Controlled pawns)
bCrawler[edit]
Type: bool
crawling - pitch and roll based on surface pawn is on
bDirectHitWall[edit]
Type: bool
always call pawn hitwall directly (no controller notifyhitwall)
bDisplayPathErrors[edit]
Type: bool
Modifiers: globalconfig
if set, display "MAP HAS PATHING ERRORS" and message in the log when a Pawn fails a full path search
bForceFloorCheck[edit]
Type: bool
force the pawn in PHYS_Walking to do a check for a valid floor even if he hasn't moved. Cleared after next floor check.
bForceKeepAnchor[edit]
Type: bool
bForceMaxAccel[edit]
Type: bool
ignores Acceleration component, and forces max AccelRate to drive Pawn at full velocity.
bForceRegularVelocity[edit]
Type: bool
this flag forces APawn::CalcVelocity() to never use root motion derived velocity
bForceRMVelocity[edit]
Type: bool
this flag forces APawn::CalcVelocity() to just use RMVelocity directly
bIgnoreForces[edit]
Type: bool
if true, not affected by external forces
bIsCrouched[edit]
Type: bool
Modifiers: const
set by physics to specify that pawn is currently crouched
bIsFemale[edit]
Type: bool
bIsWalking[edit]
Type: bool
bJumpCapable[edit]
Type: bool
Default value: True
bModifyReachSpecCost[edit]
Type: bool
pawn should call virtual function to modify reach spec costs
bNoWeaponFiring[edit]
Type: bool
bPathfindsAsVehicle[edit]
Type: bool
set if Pawn counts as a vehicle for pathfinding checks (so don't use bBlockedForVehicles nodes, etc)
bPlayedDeath[edit]
Type: bool
set when death animation has been played (used in network games)
bPushesRigidBodies[edit]
Type: bool
Modifiers: const
Will do a check to find nearby PHYS_RigidBody actors and will give them a 'soft' push.
BreathTime[edit]
Type: float
normal maximum health of Pawn - defaults to default.Health unless explicitly set otherwise
bReducedSpeed[edit]
Type: bool
Modifiers: const
Used by movement natives to slow pawn as it reaches its destination to prevent overshooting
bRollToDesired[edit]
Type: bool
Update roll when turning to desired rotation (normally false)
bRunPhysicsWithNoController[edit]
Type: bool
When there is no Controller, Walking Physics abort and force a velocity and acceleration of 0. Set this to TRUE to override.
bSimGravityDisabled[edit]
Type: bool
Modifiers: const
used on network clients
bSimulateGravity[edit]
Type: bool
Modifiers: const
simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
Default value: True
bSpecialHUD[edit]
Type: bool
bStationary[edit]
Type: bool
pawn can't move
bStopAtLedges[edit]
Type: bool
if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
bTryToUncrouch[edit]
Type: bool
Modifiers: const
when auto-crouch during movement, continually try to uncrouch
Buoyancy[edit]
Type: float
Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)
bUpAndOut[edit]
Type: bool
used by swimming
bWantsToCrouch[edit]
Type: bool
if true crouched (physics will automatically reduce collision height to CrouchHeight)
Controller[edit]
Type: Controller
Modifiers: repnotify
minimum z value for floor normal (if less, not a walkable floor for this pawn)
ControllerClass[edit]
Type: class<AIController>
default class to use when pawn is controlled by AI
Default value: Class'Engine.AIController'
CrouchedPct[edit]
Type: float
pct. of running speed that crouched walking speed is
Default value: 0.5
CrouchHeight[edit]
Type: float
CollisionHeight when crouching
Default value: 40.0
CrouchRadius[edit]
Type: float
CollisionRadius when crouching
Default value: 34.0
CylinderComponent[edit]
Type: CylinderComponent
Default value: CylinderComponent'CollisionCylinder'
DamageScaling[edit]
Type: float
Default value: 1.0
DesiredSpeed[edit]
Type: float
Default value: 1.0
DestinationOffset[edit]
Type: float
used to vary destination over NavigationPoints
DrivenVehicle[edit]
Type: Vehicle
Modifiers: repnotify
FailedLandingCount[edit]
Type: int
HACK: count of times processLanded() was called but it failed without changing physics for some reason so we can detect and avoid a rare case where Pawns get stuck in that state
FindAnchorFailedTime[edit]
Type: float
last time a FindPath() attempt failed to find an anchor.
FiringMode[edit]
Type: byte
Modifiers: repnotify
firing mode used when firing
FlashCount[edit]
Type: byte
Modifiers: repnotify
increased when weapon fires. 0 = not firing. 1 - 255 = firing
FlashLocation[edit]
Type: Object.Vector
Modifiers: repnotify
Hit Location of instant hit weapons. vect(0,0,0) = not firing.
Floor[edit]
Type: Object.Vector
Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
FullHeight[edit]
Type: int
Modifiers: const
cached for pathfinding
GroundSpeed[edit]
Type: float
The maximum ground speed.
Default value: 600.0
HeadVolume[edit]
Type: PhysicsVolume
Modifiers: transient
physics volume of head
HitDamageType[edit]
Type: class<DamageType>
damage type of last hit (for playing hit/death anims)
InterpolatedYaw[edit]
Type: float
InventoryManagerClass[edit]
Type: class<InventoryManager>
Inventory Manager
Default value: Class'Engine.InventoryManager'
InvManager[edit]
Type: InventoryManager
JumpZ[edit]
Type: float
vertical acceleration w/ jump
Default value: 420.0
LadderSpeed[edit]
Type: float
Ladder climbing speed
Default value: 200.0
LandMovementState[edit]
Type: name
PlayerControllerState to use when moving on land or air
Default value: 'PlayerWalking'
LastAnchor[edit]
Type: NavigationPoint
Modifiers: const
recent nearest path
LastFiringFlashLocation[edit]
Type: Object.Vector
last FlashLocation that was an actual shot, i.e. not counting clears to (0,0,0) this is used to make sure we set unique values to FlashLocation for consecutive shots even when there was a clear in between, so that if a client missed the clear due to low net update rate, it still gets the new firing location
LastHitBy[edit]
Type: Controller
give kill credit to this guy if hit momentum causes pawn to fall to his death
LastPainTime[edit]
Type: float
last time pawn played a takehit animation (updated in PlayHit())
LastRealViewer[edit]
Type: PlayerController
LastStartSpot[edit]
Type: PlayerStart
used to avoid spawn camping
LastStartTime[edit]
Type: float
LastValidAnchorTime[edit]
Type: float
last time a valid anchor was found
LastViewer[edit]
Type: Actor
Mass[edit]
Type: float
Mass of this pawn.
Default value: 100.0
MaxDesiredSpeed[edit]
Type: float
Default value: 1.0
MaxFallSpeed[edit]
Type: float
max speed pawn can land without taking damage
Default value: 1200.0
MaxJumpHeight[edit]
Type: float
Modifiers: const
Default value: 96.0
MaxOutOfWaterStepHeight[edit]
Type: float
z velocity applied when pawn tries to get out of water
Default value: 40.0
MaxPitchLimit[edit]
Type: int
Default value: 3072
MaxStepHeight[edit]
Type: float
Modifiers: const
Default value: 35.0
MeleeRange[edit]
Type: float
Max range for melee attack (not including collision radii)
MenuName[edit]
Type: string
Modifiers: localized
Name used for this pawn type in menus (e.g. player selection)
MeshTranslationOffset[edit]
Type: Object.Vector
Used for position smoothing in net games
NetRelevancyTime[edit]
Type: float
NextPathRadius[edit]
Type: float
radius of next path in route
NextPawn[edit]
Type: Pawn
Modifiers: const
Chained pawn list
noise1loudness[edit]
Type: float
Modifiers: const
noise1other[edit]
Type: Pawn
Modifiers: const
noise1spot[edit]
Type: Object.Vector
Modifiers: const
noise1time[edit]
Type: float
Modifiers: const
Default value: -10.0
noise2loudness[edit]
Type: float
Modifiers: const
noise2other[edit]
Type: Pawn
Modifiers: const
noise2spot[edit]
Type: Object.Vector
Modifiers: const
noise2time[edit]
Type: float
Modifiers: const
Default value: -10.0
NonPreferredVehiclePathMultiplier[edit]
Type: float
Pawn multiplies cost of NavigationPoints that don't have bPreferredVehiclePath set by this number
Default value: 1.0
OldZ[edit]
Type: float
Old Z Location - used for eyeheight smoothing
OnLadder[edit]
Type: LadderVolume
ladder currently being climbed
OutofWaterZ[edit]
Type: float
Default value: 420.0
PathSearchType[edit]
Type: EPathSearchType
PhysicsPushBody[edit]
Type: pointer
Modifiers: native, const
Physics object created to create contacts with physics objects, used to push them around.
PlayerReplicationInfo[edit]
Type: PlayerReplicationInfo
Modifiers: repnotify
PreRagdollCollisionComponent[edit]
Type: PrimitiveComponent
set in InitRagdoll() to old CollisionComponent (since it must be Mesh for ragdolls) so that TermRagdoll() can restore it
ReceivedYaw[edit]
Type: int
Used for interpolating client yaw
RemoteViewPitch[edit]
Type: byte
Modifiers: const
replicated to we can see where remote clients are looking
RMVelocity[edit]
Type: Object.Vector
RootMotion derived velocity calculated by APawn::CalcVelocity() (used when replaying client moves in net games (since can't rely on animation when replaying moves))
SerpentineDir[edit]
Type: Object.Vector
serpentine direction
SerpentineDist[edit]
Type: float
SerpentineTime[edit]
Type: float
how long to stay straight before strafing again
ShotCount[edit]
Type: int
tracks the number of consecutive shots. Note that this is not replicated, so it's not correct on remote clients. It's only updated when the pawn is relevant.
SoundDampening[edit]
Type: float
Default value: 1.0
SpawnTime[edit]
Type: float
SplashTime[edit]
Type: float
time of last splash
TakeHitLocation[edit]
Type: Object.Vector
location of last hit (for playing hit/death anims)
TearOffMomentum[edit]
Type: Object.Vector
momentum to apply when torn off (bTearOff == true)
UncrouchTime[edit]
Type: float
Modifiers: const
when auto-crouch during movement, continually try to uncrouch once this decrements to zero
UnderWaterTime[edit]
Type: float
how much time pawn can go without air (in seconds)
WalkableFloorZ[edit]
Type: float
Modifiers: const
Default value: 0.7
WalkingPct[edit]
Type: float
pct. of running speed that walking speed is
Default value: 0.5
WaterMovementState[edit]
Type: name
PlayerControllerState to use when moving in water
Default value: 'PlayerSwimming'
WaterSpeed[edit]
Type: float
The maximum swimming speed.
Default value: 300.0