Cogito, ergo sum

UE3:Pawn internal variables (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 02:29, 16 August 2009 by Wormbo (Talk | contribs) (added missing members)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Actor >> Pawn (internal variables)

Contents

Pawn internal variables in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK
Other member categories for this class:
events, instance functions

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