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UE3:Pawn internal variables (UT3)

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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

AccelRate

Type: float

max acceleration rate

Default value: 2048.0

AIMaxFallSpeedFactor

Type: float

AI will take paths that require a landing velocity less than (MaxFallSpeed * AIMaxFallSpeedFactor)

Default value: 1.0

AirControl

Type: float

Maximum step height for getting out of water

Default value: 0.05

AirSpeed

Type: float

The maximum flying speed.

Default value: 600.0

AllowedYawError

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

Type: float

always relevant to other clients if closer than this distance to viewer, and have controller

Anchor

Type: NavigationPoint

Modifiers: const

current nearest path;

AvgPhysicsTime

Type: float

Modifiers: const

Physics updating time monitoring (for AI monitoring reaching destinations)

Default value: 0.1

bAmbientCreature

Type: bool

AIs will ignore me

bAutoFire

Type: bool

used for third person weapon anims/effects

bAvoidLedges

Type: bool

don't get too close to ledges

bCachedRelevant

Type: bool

network relevancy caching flag

bCanBeBaseForPawns

Type: bool

all your 'base', are belong to us

bCanClimbCeilings

Type: bool

can this pawn climb ceiling nodes

bCanClimbLadders

Type: bool


bCanFly

Type: bool


bCanJump

Type: bool

movement capabilities - used by AI

Default value: True

bCanMantle

Type: bool

Modifiers: config

can this pawn mantle over cover

bCanPickupInventory

Type: bool

if true, will pickup inventory when touching pickup actors

bCanStrafe

Type: bool


bCanSwatTurn

Type: bool

Modifiers: config

can this pawn swat turn between cover

bCanSwim

Type: bool


bCanUse

Type: bool

can this pawn use things?

Default value: True

bCanWalk

Type: bool


Default value: True

bCanWalkOffLedges

Type: bool

Can still fall off ledges, even when walking (for Player Controlled pawns)

bCrawler

Type: bool

crawling - pitch and roll based on surface pawn is on

bDirectHitWall

Type: bool

always call pawn hitwall directly (no controller notifyhitwall)

bDisplayPathErrors

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

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

Type: bool


bForceMaxAccel

Type: bool

ignores Acceleration component, and forces max AccelRate to drive Pawn at full velocity.

bForceRegularVelocity

Type: bool

this flag forces APawn::CalcVelocity() to never use root motion derived velocity

bForceRMVelocity

Type: bool

this flag forces APawn::CalcVelocity() to just use RMVelocity directly

bIgnoreForces

Type: bool

if true, not affected by external forces

bIsCrouched

Type: bool

Modifiers: const

set by physics to specify that pawn is currently crouched

bIsFemale

Type: bool


bIsWalking

Type: bool


bJumpCapable

Type: bool


Default value: True

bModifyReachSpecCost

Type: bool

pawn should call virtual function to modify reach spec costs

bNoWeaponFiring

Type: bool


bPathfindsAsVehicle

Type: bool

set if Pawn counts as a vehicle for pathfinding checks (so don't use bBlockedForVehicles nodes, etc)

bPlayedDeath

Type: bool

set when death animation has been played (used in network games)

bPushesRigidBodies

Type: bool

Modifiers: const

Will do a check to find nearby PHYS_RigidBody actors and will give them a 'soft' push.

BreathTime

Type: float

normal maximum health of Pawn - defaults to default.Health unless explicitly set otherwise

bReducedSpeed

Type: bool

Modifiers: const

Used by movement natives to slow pawn as it reaches its destination to prevent overshooting

bRollToDesired

Type: bool

Update roll when turning to desired rotation (normally false)

bRunPhysicsWithNoController

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

Type: bool

Modifiers: const

used on network clients

bSimulateGravity

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

Type: bool


bStationary

Type: bool

pawn can't move

bStopAtLedges

Type: bool

if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all

bTryToUncrouch

Type: bool

Modifiers: const

when auto-crouch during movement, continually try to uncrouch

Buoyancy

Type: float

Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)

bUpAndOut

Type: bool

used by swimming

bWantsToCrouch

Type: bool

if true crouched (physics will automatically reduce collision height to CrouchHeight)

Controller

Type: Controller

Modifiers: repnotify

minimum z value for floor normal (if less, not a walkable floor for this pawn)

ControllerClass

Type: class<AIController>

default class to use when pawn is controlled by AI

Default value: Class'Engine.AIController'

CrouchedPct

Type: float

pct. of running speed that crouched walking speed is

Default value: 0.5

CrouchHeight

Type: float

CollisionHeight when crouching

Default value: 40.0

CrouchRadius

Type: float

CollisionRadius when crouching

Default value: 34.0

CylinderComponent

Type: CylinderComponent


Default value: CylinderComponent'CollisionCylinder'

DamageScaling

Type: float


Default value: 1.0

DesiredSpeed

Type: float


Default value: 1.0

DestinationOffset

Type: float

used to vary destination over NavigationPoints

DrivenVehicle

Type: Vehicle

Modifiers: repnotify


FailedLandingCount

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

Type: float

last time a FindPath() attempt failed to find an anchor.

FiringMode

Type: byte

Modifiers: repnotify

firing mode used when firing

FlashCount

Type: byte

Modifiers: repnotify

increased when weapon fires. 0 = not firing. 1 - 255 = firing

FlashLocation

Type: Object.Vector

Modifiers: repnotify

Hit Location of instant hit weapons. vect(0,0,0) = not firing.

Floor

Type: Object.Vector

Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)

FullHeight

Type: int

Modifiers: const

cached for pathfinding

GroundSpeed

Type: float

The maximum ground speed.

Default value: 600.0

HeadVolume

Type: PhysicsVolume

Modifiers: transient

physics volume of head

HitDamageType

Type: class<DamageType>

damage type of last hit (for playing hit/death anims)

InterpolatedYaw

Type: float


InventoryManagerClass

Type: class<InventoryManager>

Inventory Manager

Default value: Class'Engine.InventoryManager'

InvManager

Type: InventoryManager


JumpZ

Type: float

vertical acceleration w/ jump

Default value: 420.0

LadderSpeed

Type: float

Ladder climbing speed

Default value: 200.0

LandMovementState

Type: name

PlayerControllerState to use when moving on land or air

Default value: 'PlayerWalking'

LastAnchor

Type: NavigationPoint

Modifiers: const

recent nearest path

LastFiringFlashLocation

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

Type: Controller

give kill credit to this guy if hit momentum causes pawn to fall to his death

LastPainTime

Type: float

last time pawn played a takehit animation (updated in PlayHit())

LastRealViewer

Type: PlayerController


LastStartSpot

Type: PlayerStart

used to avoid spawn camping

LastStartTime

Type: float


LastValidAnchorTime

Type: float

last time a valid anchor was found

LastViewer

Type: Actor


Mass

Type: float

Mass of this pawn.

Default value: 100.0

MaxDesiredSpeed

Type: float


Default value: 1.0

MaxFallSpeed

Type: float

max speed pawn can land without taking damage

Default value: 1200.0

MaxJumpHeight

Type: float

Modifiers: const


Default value: 96.0

MaxOutOfWaterStepHeight

Type: float

z velocity applied when pawn tries to get out of water

Default value: 40.0

MaxPitchLimit

Type: int


Default value: 3072

MaxStepHeight

Type: float

Modifiers: const


Default value: 35.0

MeleeRange

Type: float

Max range for melee attack (not including collision radii)

MenuName

Type: string

Modifiers: localized

Name used for this pawn type in menus (e.g. player selection)

MeshTranslationOffset

Type: Object.Vector

Used for position smoothing in net games

NetRelevancyTime

Type: float


NextPathRadius

Type: float

radius of next path in route

NextPawn

Type: Pawn

Modifiers: const

Chained pawn list

noise1loudness

Type: float

Modifiers: const


noise1other

Type: Pawn

Modifiers: const


noise1spot

Type: Object.Vector

Modifiers: const


noise1time

Type: float

Modifiers: const


Default value: -10.0

noise2loudness

Type: float

Modifiers: const


noise2other

Type: Pawn

Modifiers: const


noise2spot

Type: Object.Vector

Modifiers: const


noise2time

Type: float

Modifiers: const


Default value: -10.0

NonPreferredVehiclePathMultiplier

Type: float

Pawn multiplies cost of NavigationPoints that don't have bPreferredVehiclePath set by this number

Default value: 1.0

OldZ

Type: float

Old Z Location - used for eyeheight smoothing

OnLadder

Type: LadderVolume

ladder currently being climbed

OutofWaterZ

Type: float


Default value: 420.0

PathSearchType

Type: EPathSearchType


PhysicsPushBody

Type: pointer

Modifiers: native, const

Physics object created to create contacts with physics objects, used to push them around.

PlayerReplicationInfo

Type: PlayerReplicationInfo

Modifiers: repnotify


PreRagdollCollisionComponent

Type: PrimitiveComponent

set in InitRagdoll() to old CollisionComponent (since it must be Mesh for ragdolls) so that TermRagdoll() can restore it

ReceivedYaw

Type: int

Used for interpolating client yaw

RemoteViewPitch

Type: byte

Modifiers: const

replicated to we can see where remote clients are looking

RMVelocity

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

Type: Object.Vector

serpentine direction

SerpentineDist

Type: float


SerpentineTime

Type: float

how long to stay straight before strafing again

ShotCount

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

Type: float


Default value: 1.0

SpawnTime

Type: float


SplashTime

Type: float

time of last splash

TakeHitLocation

Type: Object.Vector

location of last hit (for playing hit/death anims)

TearOffMomentum

Type: Object.Vector

momentum to apply when torn off (bTearOff == true)

UncrouchTime

Type: float

Modifiers: const

when auto-crouch during movement, continually try to uncrouch once this decrements to zero

UnderWaterTime

Type: float

how much time pawn can go without air (in seconds)

WalkableFloorZ

Type: float

Modifiers: const


Default value: 0.7

WalkingPct

Type: float

pct. of running speed that walking speed is

Default value: 0.5

WaterMovementState

Type: name

PlayerControllerState to use when moving in water

Default value: 'PlayerSwimming'

WaterSpeed

Type: float

The maximum swimming speed.

Default value: 300.0