My program doesn't have bugs. It just develops random features.

Difference between revisions of "UE3:UTDummyPawn (UT3)"

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used by SeqAct_DummyWeaponFire to hold the weapon
 
used by SeqAct_DummyWeaponFire to hold the weapon
  
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
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'''Inherits from:''' {{tl|CollisionCylinder|UTPawn|defaults}}
 
'''Inherits from:''' {{tl|CollisionCylinder|UTPawn|defaults}}
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 +
''No new values.''
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====DeathVisionLightEnv====
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'''Class:''' {{cl|DynamicLightEnvironmentComponent|Engine}}
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'''Inherits from:''' {{tl|DeathVisionLightEnv|UTPawn|defaults}}
  
 
''No new values.''
 
''No new values.''
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'''Inherits from:''' {{tl|OverlayMeshComponent0|UTPawn|defaults}}
 
'''Inherits from:''' {{tl|OverlayMeshComponent0|UTPawn|defaults}}
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''No new values.''
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====XRayEffectLightEnv====
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'''Class:''' {{cl|DynamicLightEnvironmentComponent|Engine}}
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'''Inherits from:''' {{tl|XRayEffectLightEnv|UTPawn|defaults}}
  
 
''No new values.''
 
''No new values.''

Latest revision as of 03:45, 16 August 2009

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

used by SeqAct_DummyWeaponFire to hold the weapon

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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
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

No new values.

DeathVisionLightEnv[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTPawn.DeathVisionLightEnv

No new values.

FirstPersonArms[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTPawn.FirstPersonArms

Property Value
Animations AnimNodeSequence'UTGame.Default__UTDummyPawn:FirstPersonArms.MeshSequenceA'

FirstPersonArms2[edit]

Class: UTGame.UTSkeletalMeshComponent

Inherits from: UTPawn.FirstPersonArms2

Property Value
Animations AnimNodeSequence'UTGame.Default__UTDummyPawn:FirstPersonArms2.MeshSequenceB'

GooDeath[edit]

Class: Engine.ParticleSystemComponent

Inherits from: UTPawn.GooDeath

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTPawn.MyLightEnvironment

No new values.

OverlayMeshComponent0[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTPawn.OverlayMeshComponent0

No new values.

XRayEffectLightEnv[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTPawn.XRayEffectLightEnv

No new values.

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

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.

GetWeaponStartTraceLocation[edit]

simulated function 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

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 (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.