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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
GetPawnViewLocation
returns the Eye location of the Pawn.
Returns:
- Pawn's eye location
GetViewRotation
Returns:
- the rotation the Pawn is looking
AddAnimSets
Add a given list of anim sets on the top of the list (so they override the other ones !! Only use within BuildScriptAnimSetList() !!
AddGoalEvaluator
AddPathConstraint
AdjustDestination
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
ClearPathStep
DrawPathStep
ForceCrouch
GetBestAnchor
GetBoundingCylinder
Overrides: Actor.GetBoundingCylinder
GetFallDuration
GetFallDuration returns time before impact if pawn falls from current position with current velocity
GetTeamNum
Overrides: Actor.GetTeamNum
GetVehicleBase
IncrementPathChild
IncrementPathStep
InitRagdoll
Does the following: - Assign the SkeletalMeshComponent 'Mesh' to the CollisionComponent - Call InitArticulated on the SkeletalMeshComponent. - Change the physics mode to PHYS_RigidBody
IsAliveAndWell
Returns TRUE if Pawn is alive and doing well
IsDesiredRotationInUse
IsDesiredRotationInUse() See if DesiredRotation is used by somebody
IsDesiredRotationLocked
IsDesiredRotationLocked() See if DesiredRotation is locked by somebody
IsHumanControlled
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
Returns:
- true if pawn is invisible to AI
IsLocallyControlled
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
IsPlayerPawn() return true if controlled by a Player (AI or human) on local machine (any controller on server, localclient's pawn on client)
IsValidEnemyTargetFor
returns if we are a valid enemy for PRI checks things like whether we're alive, teammates, etc works on clients and servers
IsValidTargetFor
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
LockDesiredRotation function
Parameters:
- Lock - Lock or Unlock CurrentDesiredRotation
- InUnlockWhenReached - Unlock when reached desired rotation. This is only valid when Lock = true
MAT_BeginAnimControl
Start AnimControl. Add required AnimSets.
MAT_FinishAnimControl
End AnimControl. Release required AnimSets
MAT_SetAnimPosition
Update AnimTree from track info
MAT_SetAnimWeights
Update AnimTree from track weights
MAT_SetMorphWeight
MAT_SetSkelControlScale
ReachedDesiredRotation
ReachedDestination
ReachedPoint
ResetDesiredRotation
ResetDesiredRotation function Clear RotationRate/Flag to go back to default behavior Unless it's locked.
SetAnchor
SetDesiredRotation
SetPushesRigidBodies
SetRemoteViewPitch
Set Pawn ViewPitch, so we can see where remote clients are looking.
Parameters:
- NewRemoteViewPitch - Pitch component to replicate to remote (non owned) clients.
SuggestJumpVelocity
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
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
Update list of AnimSets for this Pawn
ValidAnchor
Is the current anchor valid?