Gah - a solution with more questions. – EntropicLqd
UE3:UTDummyPawn (UDK)
Contents
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used by SeqAct_DummyWeaponFire to hold the weapon
Properties[edit]
FireAction[edit]
Type: UTSeqAct_DummyWeaponFire
pointer back to the Kismet action that created us
Default values[edit]
Property | Value |
---|---|
bCollideActors | False |
bGameRelevant | True |
CollisionComponent | None |
FallingDamageWaveForm | ForceFeedbackWaveform'UTGame.Default__UTDummyPawn:ForceFeedbackWaveformFall' |
Mesh | None |
RemoteRole | ROLE_None |
Subobjects[edit]
AmbientSoundComponent[edit]
Class: UTGame.UTAmbientSoundComponent
Inherits from: UTPawn.AmbientSoundComponent
No new values.
AmbientSoundComponent2[edit]
Class: UTGame.UTAmbientSoundComponent
Inherits from: UTPawn.AmbientSoundComponent2
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTPawn.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
FirstPersonArms[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTPawn.FirstPersonArms
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGame.Default__UTDummyPawn:FirstPersonArms.MeshSequenceA' |
ReplacementPrimitive | None |
FirstPersonArms2[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTPawn.FirstPersonArms2
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGame.Default__UTDummyPawn:FirstPersonArms2.MeshSequenceB' |
ReplacementPrimitive | None |
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTPawn.MyLightEnvironment
No new values.
OverlayMeshComponent0[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTPawn.OverlayMeshComponent0
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
GetPawnViewLocation[edit]
Overrides: UTPawn.GetPawnViewLocation
(Description copied from Pawn.GetPawnViewLocation)
returns the Eye location of the Pawn.
Returns:
- Pawn's eye location
GetWeaponStartTraceLocation[edit]
Overrides: UTPawn.GetWeaponStartTraceLocation
(Description copied from UTPawn.GetWeaponStartTraceLocation)
Return world location to start a weapon fire trace from.
Returns:
- World location where to start weapon fire traces from
PostBeginPlay[edit]
Overrides: UTPawn.PostBeginPlay
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
GetAdjustedAimFor[edit]
Overrides: Pawn.GetAdjustedAimFor
(Description copied from Pawn.GetAdjustedAimFor)
Adjusts weapon aiming direction. Gives Pawn a chance to modify its aiming. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
Parameters:
- W - weapon about to fire
- StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
- BaseAimRot - original aiming rotation without any modifications.
SetPawnAmbientSound[edit]
Overrides: UTPawn.SetPawnAmbientSound
(Description copied from UTPawn.SetPawnAmbientSound)
starts playing the given sound via the PawnAmbientSound AudioComponent and sets PawnAmbientSoundCue for replicating to clients
Parameters:
- NewAmbientSound - the new sound to play, or None to stop any ambient that was playing
SetWeaponAmbientSound[edit]
Overrides: UTPawn.SetWeaponAmbientSound
(Description copied from UTPawn.SetWeaponAmbientSound)
starts playing the given sound via the WeaponAmbientSound AudioComponent and sets WeaponAmbientSoundCue for replicating to clients
Parameters:
- NewAmbientSound - the new sound to play, or None to stop any ambient that was playing
WeaponAttachmentChanged[edit]
Overrides: UTPawn.WeaponAttachmentChanged
Called when there is a need to change the weapon attachment (either via replication or locally if controlled.
WeaponFired[edit]
Overrides: UTPawn.WeaponFired
Called when a pawn's weapon has fired and is responsibile for delegating the creation off all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated. It's used filter out when to make the effects.