I'm a doctor, not a mechanic
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
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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