There is no spoon

UE3:Pawn native functions (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Pawn (native functions)

;Other member categories for this class::events, instance functions, internal variables

Native functions[edit]

GetPawnViewLocation[edit]

simulated native event Object.Vector GetPawnViewLocation ()

returns the Eye location of the Pawn.

Returns:

Pawn's eye location

GetViewRotation[edit]

simulated native event Object.Rotator GetViewRotation ()

Returns:

the rotation the Pawn is looking

AddAnimSets[edit]

simulated native final function AddAnimSets (const out array<AnimSetCustomAnimSets)

Add a given list of anim sets on the top of the list (so they override the other ones !! Only use within BuildScriptAnimSetList() !!

AddGoalEvaluator[edit]

native function AddGoalEvaluator (PathGoalEvaluator Evaluator)


AddPathConstraint[edit]

native function AddPathConstraint (PathConstraint Constraint)


AdjustDestination[edit]

final native virtual function Object.Vector AdjustDestination (Actor GoalActor, optional Object.Vector Dest)


CheckDesiredRotation[edit]

native final function CheckDesiredRotation ()

CheckDesiredRotation function Check to see if DesiredRotation is met, and it need to be clear or not This is called by physicsRotation to make sure it needs to be cleared

ClearConstraints[edit]

native function ClearConstraints ()


ClearPathStep[edit]

native function ClearPathStep ()


DrawPathStep[edit]

native function DrawPathStep (Canvas C)


ForceCrouch[edit]

native function ForceCrouch ()


GetBestAnchor[edit]

native function NavigationPoint GetBestAnchor (Actor TestActor, Object.Vector TestLocation, bool bStartPoint, bool bOnlyCheckVisible, out float out_Dist)


GetBoundingCylinder[edit]

native function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) const

Overrides: Actor.GetBoundingCylinder


GetFallDuration[edit]

native function float GetFallDuration ()

GetFallDuration returns time before impact if pawn falls from current position with current velocity

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


GetVehicleBase[edit]

native function Vehicle GetVehicleBase ()


IncrementPathChild[edit]

native function IncrementPathChild (int Cnt, Canvas C)


IncrementPathStep[edit]

native function IncrementPathStep (int Cnt, Canvas C)


InitRagdoll[edit]

native function bool InitRagdoll ()

Does the following: - Assign the SkeletalMeshComponent 'Mesh' to the CollisionComponent - Call InitArticulated on the SkeletalMeshComponent. - Change the physics mode to PHYS_RigidBody

IsAliveAndWell[edit]

final virtual simulated native function bool IsAliveAndWell () const

Returns TRUE if Pawn is alive and doing well

IsDesiredRotationInUse[edit]

native final function bool IsDesiredRotationInUse ()

IsDesiredRotationInUse() See if DesiredRotation is used by somebody

IsDesiredRotationLocked[edit]

native final function bool IsDesiredRotationLocked ()

IsDesiredRotationLocked() See if DesiredRotation is locked by somebody

IsHumanControlled[edit]

simulated final native function bool IsHumanControlled (optional Controller PawnController)

IsHumanControlled()

Parameters:

  • PawnController - optional parameter so you can pass a controller that is associated with this pawn but is not attached to it

Returns:

true if controlled by a real live human on the local machine. On client, only local player's pawn returns true

IsInvisible[edit]

native function bool IsInvisible ()

Returns:

true if pawn is invisible to AI

IsLocallyControlled[edit]

simulated native function bool IsLocallyControlled (optional Controller PawnController)

IsLocallyControlled()

Parameters:

  • PawnController - optional parameter so you can pass a controller that is associated with this pawn but is not attached to it

Returns:

true if controlled by local (not network) player

IsPlayerPawn[edit]

simulated native function bool IsPlayerPawn () const

IsPlayerPawn() return true if controlled by a Player (AI or human) on local machine (any controller on server, localclient's pawn on client)

IsValidEnemyTargetFor[edit]

native function bool IsValidEnemyTargetFor (const PlayerReplicationInfo PRI, bool bNoPRIisEnemy)

returns if we are a valid enemy for PRI checks things like whether we're alive, teammates, etc works on clients and servers

IsValidTargetFor[edit]

native function bool IsValidTargetFor (const Controller C)

returns if we are a valid enemy for C checks things like whether we're alive, teammates, etc server only; always returns false on clients obsolete - use IsValidEnemyTargetFor() instead!

LockDesiredRotation[edit]

native final function LockDesiredRotation (bool Lock, bool InUnlockWhenReached)

LockDesiredRotation function

Parameters:

  • Lock - Lock or Unlock CurrentDesiredRotation
  • InUnlockWhenReached - Unlock when reached desired rotation. This is only valid when Lock = true

MAT_BeginAnimControl[edit]

native function MAT_BeginAnimControl (InterpGroup InInterpGroup)

Start AnimControl. Add required AnimSets.

MAT_FinishAnimControl[edit]

native function MAT_FinishAnimControl (InterpGroup InInterpGroup)

End AnimControl. Release required AnimSets

MAT_SetAnimPosition[edit]

native function MAT_SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Update AnimTree from track info

MAT_SetAnimWeights[edit]

native function MAT_SetAnimWeights (array<Actor.AnimSlotInfoSlotInfos)

Update AnimTree from track weights

MAT_SetMorphWeight[edit]

native function MAT_SetMorphWeight (name MorphNodeName, float MorphWeight)


MAT_SetSkelControlScale[edit]

native function MAT_SetSkelControlScale (name SkelControlName, float Scale)


ReachedDesiredRotation[edit]

native final virtual function bool ReachedDesiredRotation ()


ReachedDestination[edit]

native function bool ReachedDestination (Actor Goal)


ReachedPoint[edit]

native function bool ReachedPoint (Object.Vector Point, Actor NewAnchor)


ResetDesiredRotation[edit]

native final function ResetDesiredRotation ()

ResetDesiredRotation function Clear RotationRate/Flag to go back to default behavior Unless it's locked.

SetAnchor[edit]

native function SetAnchor (NavigationPoint NewAnchor)


SetDesiredRotation[edit]

native final function bool SetDesiredRotation (Object.Rotator TargetDesiredRotation, bool InLockDesiredRotation, bool InUnlockWhenReached, float InterpolationTime)


SetPushesRigidBodies[edit]

native function SetPushesRigidBodies (bool NewPush)


SetRemoteViewPitch[edit]

native final function SetRemoteViewPitch (int NewRemoteViewPitch)

Set Pawn ViewPitch, so we can see where remote clients are looking.

Parameters:

  • NewRemoteViewPitch - Pitch component to replicate to remote (non owned) clients.

SuggestJumpVelocity[edit]

native function bool SuggestJumpVelocity (out Object.Vector JumpVelocity, Object.Vector Destination, Object.Vector Start)

SuggestJumpVelocity() returns true if succesful jump from start to destination is possible returns a suggested initial falling velocity in JumpVelocity Uses GroundSpeed and JumpZ as limits

TermRagdoll[edit]

native function bool TermRagdoll ()

the opposite of InitRagdoll(); resets CollisionComponent to the default, sets physics to PHYS_Falling, and calls TermArticulated() on the SkeletalMeshComponent

Returns:

true on success, false if there is no Mesh, the Mesh is not in ragdoll, or we're otherwise not able to terminate the physics

UpdateAnimSetList[edit]

simulated native final function UpdateAnimSetList ()

Update list of AnimSets for this Pawn

ValidAnchor[edit]

final native function bool ValidAnchor ()

Is the current anchor valid?