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UE3:Pawn native functions (UDK)
Contents
- 1 Native functions
- 1.1 GetPawnViewLocation
- 1.2 GetViewRotation
- 1.3 AddAnimSets
- 1.4 AddGoalEvaluator
- 1.5 AddPathConstraint
- 1.6 AdjustDestination
- 1.7 CheckDesiredRotation
- 1.8 ClearConstraints
- 1.9 ClearPathStep
- 1.10 DrawPathStep
- 1.11 ForceCrouch
- 1.12 GetBestAnchor
- 1.13 GetBoundingCylinder
- 1.14 GetFallDuration
- 1.15 GetTeamNum
- 1.16 GetVehicleBase
- 1.17 IncrementPathChild
- 1.18 IncrementPathStep
- 1.19 InitRagdoll
- 1.20 IsAliveAndWell
- 1.21 IsDesiredRotationInUse
- 1.22 IsDesiredRotationLocked
- 1.23 IsHumanControlled
- 1.24 IsInvisible
- 1.25 IsLocallyControlled
- 1.26 IsPlayerPawn
- 1.27 IsValidEnemyTargetFor
- 1.28 IsValidTargetFor
- 1.29 LockDesiredRotation
- 1.30 MAT_BeginAnimControl
- 1.31 MAT_FinishAnimControl
- 1.32 MAT_SetAnimPosition
- 1.33 MAT_SetAnimWeights
- 1.34 MAT_SetMorphWeight
- 1.35 MAT_SetSkelControlScale
- 1.36 ReachedDesiredRotation
- 1.37 ReachedDestination
- 1.38 ReachedPoint
- 1.39 ResetDesiredRotation
- 1.40 SetAnchor
- 1.41 SetDesiredRotation
- 1.42 SetPushesRigidBodies
- 1.43 SetRemoteViewPitch
- 1.44 SuggestJumpVelocity
- 1.45 TermRagdoll
- 1.46 UpdateAnimSetList
- 1.47 ValidAnchor
;Other member categories for this class::events, instance functions, internal variables
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Native functions[edit]
GetPawnViewLocation[edit]
returns the Eye location of the Pawn.
Returns:
- Pawn's eye location
GetViewRotation[edit]
Returns:
- the rotation the Pawn is looking
AddAnimSets[edit]
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]
AddPathConstraint[edit]
AdjustDestination[edit]
CheckDesiredRotation[edit]
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]
ClearPathStep[edit]
DrawPathStep[edit]
ForceCrouch[edit]
GetBestAnchor[edit]
GetBoundingCylinder[edit]
Overrides: Actor.GetBoundingCylinder
GetFallDuration[edit]
GetFallDuration returns time before impact if pawn falls from current position with current velocity
GetTeamNum[edit]
Overrides: Actor.GetTeamNum
GetVehicleBase[edit]
IncrementPathChild[edit]
IncrementPathStep[edit]
InitRagdoll[edit]
Does the following: - Assign the SkeletalMeshComponent 'Mesh' to the CollisionComponent - Call InitArticulated on the SkeletalMeshComponent. - Change the physics mode to PHYS_RigidBody
IsAliveAndWell[edit]
Returns TRUE if Pawn is alive and doing well
IsDesiredRotationInUse[edit]
IsDesiredRotationInUse() See if DesiredRotation is used by somebody
IsDesiredRotationLocked[edit]
IsDesiredRotationLocked() See if DesiredRotation is locked by somebody
IsHumanControlled[edit]
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]
Returns:
- true if pawn is invisible to AI
IsLocallyControlled[edit]
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]
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]
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]
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]
LockDesiredRotation function
Parameters:
- Lock - Lock or Unlock CurrentDesiredRotation
- InUnlockWhenReached - Unlock when reached desired rotation. This is only valid when Lock = true
MAT_BeginAnimControl[edit]
Start AnimControl. Add required AnimSets.
MAT_FinishAnimControl[edit]
End AnimControl. Release required AnimSets
MAT_SetAnimPosition[edit]
Update AnimTree from track info
MAT_SetAnimWeights[edit]
Update AnimTree from track weights
MAT_SetMorphWeight[edit]
MAT_SetSkelControlScale[edit]
ReachedDesiredRotation[edit]
ReachedDestination[edit]
ReachedPoint[edit]
ResetDesiredRotation[edit]
ResetDesiredRotation function Clear RotationRate/Flag to go back to default behavior Unless it's locked.
SetAnchor[edit]
SetDesiredRotation[edit]
SetPushesRigidBodies[edit]
SetRemoteViewPitch[edit]
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]
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]
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]
Update list of AnimSets for this Pawn
ValidAnchor[edit]
Is the current anchor valid?