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UE3:UTDummyPawn (UDK)

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UDK Object >> Actor >> Pawn >> GamePawn >> UTPawn >> UTDummyPawn
Package: 
UTGame
This class in other games:
UT3

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]

simulated event Object.Vector GetPawnViewLocation ()

Overrides: UTPawn.GetPawnViewLocation

(Description copied from Pawn.GetPawnViewLocation)
returns the Eye location of the Pawn.

Returns:

Pawn's eye location

GetWeaponStartTraceLocation[edit]

simulated event Object.Vector GetWeaponStartTraceLocation (optional Weapon CurrentWeapon)

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]

simulated event PostBeginPlay ()

Overrides: UTPawn.PostBeginPlay


Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

GetAdjustedAimFor[edit]

simulated function Object.Rotator GetAdjustedAimFor (Weapon InWeapon, Object.Vector ProjStart)

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]

simulated function SetPawnAmbientSound (SoundCue NewAmbientSound)

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]

simulated function SetWeaponAmbientSound (SoundCue NewAmbientSound)

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]

simulated function WeaponAttachmentChanged ()

Overrides: UTPawn.WeaponAttachmentChanged

Called when there is a need to change the weapon attachment (either via replication or locally if controlled.

WeaponFired[edit]

simulated function WeaponFired (Weapon InWeapon, bool bViaReplication, optional Object.Vector HitLocation)

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.