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UE3:UTPawn (UT3)

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UT3 Object >> Actor >> Pawn >> GamePawn >> UTPawn

Contents

Package: 
UTGame
Direct subclasses:
UTDummyPawn, UTPawn_WeldingRobot, UTBetrayalPawn, UTHeroPawn
This class in other games:
UDK

The player's in-game representation.

Constants

MINTIMEBETWEENPAINSOUNDS

Value: 0.35

Pain

Properties

Property group 'DeathAnim'

DeathHipAngDamp

Type: float


Default value: 500.0

DeathHipAngSpring

Type: float


Default value: 10000.0

DeathHipLinDamp

Type: float


Default value: 500.0

DeathHipLinSpring

Type: float


Default value: 10000.0

Property group 'HeroCamera'

HeroCameraPitch

Type: int

Used for end of match "Hero" camera

Default value: 6000

HeroCameraScale

Type: float

Used for end of match "Hero" camera

Default value: 6.0

Property group 'Swimming'

SwimmingZOffset

Type: float

Translation applied to skeletalmesh when swimming

Default value: -30.0

SwimmingZOffsetSpeed

Type: float

Speed to apply swimming z translation.

Default value: 45.0

Property group 'TeamBeacon'

SpeakingBeaconTexture

Type: Texture


TeamBeaconMaxDist

Type: float

Team beacons

Default value: 3000.0

TeamBeaconPlayerInfoMaxDist

Type: float


Default value: 3000.0

Property group 'UTPawn'

DoubleJumpEyeHeight

Type: float


Default value: 43.0

MaxYawAim

Type: int

How far RootYaw differs from Rotation.Yaw before it is rotated to catch up.

Default value: 7000

Internal variables

See UTPawn internal variables.

Default values

See UTPawn defaults.

Structs

DrivenWeaponPawnInfo

Modifiers: native

base vehicle pawn is in, used when the pawn is driving a UTWeaponPawn as those don't get replicated to non-owning clients

UTVehicle BaseVehicle 
base vehicle we're in
byte SeatIndex 
seat of that vehicle
PlayerReplicationInfo PRI 
ref to PRI since our PlayerReplicationInfo variable will be None while in a vehicle

PlayAnimInfo

Modifiers: native

Struct used for communicating info to play an emote from server to clients.

name AnimName 
bool bLooping 
bool bNewData 

PlayEmoteInfo

Modifiers: native

Struct used for communicating info to play an emote from server to clients.

name EmoteTag 
int EmoteID 
bool bNewData 

QuickPickCell

bool bDrawCell 
Texture2D Icon 
UIRoot.TextureCoordinates IconCoords 
float Weight 

TakeHitInfo

Modifiers: native

replicated information on a hit we've taken

int Damage 
the amount of damage
Object.Vector HitLocation 
the location of the hit
Object.Vector Momentum 
how much momentum was imparted
class<DamageType> DamageType 
the damage type we were hit with
name HitBone 
the bone that was hit on our Mesh (if any)

Functions

Exec functions

AngDriveDAmp

exec function AngDriveDAmp (float Damp)


AngDriveSpring

exec function AngDriveSpring (float Spring)


BackDamp

exec function BackDamp (float LinDamp)


BackSpring

exec function BackSpring (float LinSpring)


FeignDeath

exec simulated function FeignDeath ()


FixedView

exec function FixedView (string VisibleMeshes)


HandDamp

exec function HandDamp (float LinDamp)


HandSpring

exec function HandSpring (float LinSpring)


LinDriveDAmp

exec function LinDriveDAmp (float Spring, float Damp)


LinDriveSpring

exec function LinDriveSpring (float Spring, float Damp)


PlayEmote

exec simulated function PlayEmote (name InEmoteTag, int InPlayerID)


ShowCompDebug

exec function ShowCompDebug ()


Native functions

EnsureOverlayComponentLast

native function EnsureOverlayComponentLast ()

Util that makes sure the overlay component is last in the AllComponents array.

GetBoundingCylinder

native function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) const

Overrides: Pawn.GetBoundingCylinder


GetTargetLocation

native simulated function Object.Vector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) const

Overrides: Actor.GetTargetLocation

(Description copied from Actor.GetTargetLocation)


Parameters:

  • RequestedBy - the Actor requesting the target location
  • bRequestAlternateLoc - optional) - return a secondary target location if there are multiple

Returns:

the optimal location to fire weapons at this actor

Native implementation:

FVector AUTPawn::GetTargetLocation(AActor* RequestedBy, UBOOL bRequestAlternateLoc) const
{
        if (bFeigningDeath && Physics == PHYS_RigidBody)
        {
                return Mesh->LocalToWorld.GetOrigin();
        }
        else
        {
                return Super::GetTargetLocation(RequestedBy, bRequestAlternateLoc);
        }
}

HeroFits

final native function bool HeroFits (UTPawn P, float NewRadius, float NewHeight)

Checks whether the player would still fit here if the collision cylinder was resized.

IsInvisible

native function bool IsInvisible ()

Overrides: Pawn.IsInvisible

Returns:

true if pawn is invisible to AI

Native implementation:

UBOOL AUTPawn::IsInvisible()
{
        return bIsInvisible;
}

NativePostRenderFor

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

RestorePreRagdollCollisionComponent

native function RestorePreRagdollCollisionComponent ()


SetHUDLocation

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

Overrides: Actor.SetHUDLocation

function used to update where icon for this actor should be rendered on the HUD

Parameters:

  • NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD

SetMaxStepHeight

final native function SetMaxStepHeight (float NewMaxStepHeight)

Sets the maximum step height. Used for increasing the step height for Titans.

SuggestJumpVelocity

native function bool SuggestJumpVelocity (out Object.Vector JumpVelocity, Object.Vector Destination, Object.Vector Start)

Overrides: Pawn.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

Events

See UTPawn events.

Other instance functions

See UTPawn instance functions.

States

Dying

Inherits from: Pawn.Dying

Modifiers: simulated

Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, ForceRagdoll, HeadVolumeChange, HitWall, OnAnimEnd, PhysicsVolumeChange, StartFeignDeathRecoveryAnim

Dying.BeginState

simulated event BeginState (name PreviousStateName)

Overrides: Pawn.Dying.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Dying.EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: EncroachingOn (global)

(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

Dying.EndState

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Dying.Landed

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Pawn.Dying.Landed


Dying.TakeDamage

simulated event TakeDamage (int Damage, Controller InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Pawn.Dying.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Dying.Timer

event Timer ()

Overrides: Pawn.Dying.Timer


Dying.CalcCamera

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

Overrides: CalcCamera (global)

Calculate camera view point, when viewing this pawn.

Parameters:

  • fDeltaTime - delta time seconds since last update
  • out_CamLoc - Camera Location
  • out_CamRot - Camera Rotation
  • out_FOV - Field of View

Returns:

true if Pawn should provide the camera point of view.

Dying.FeignDeath

exec simulated function FeignDeath ()

Overrides: FeignDeath (global)


Dying.ServerFeignDeath

reliable server function ServerFeignDeath ()

Overrides: ServerFeignDeath (global)


FeigningDeath

Ignores: AdjustCameraScale, FaceRotation, ForceRagdoll, QuickPick, ServerHoverboard, SetMovementPhysics, SwitchWeapon

FeigningDeath.BeginState

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

FeigningDeath.EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: EncroachingOn (global)

(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

FeigningDeath.EndState

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

FeigningDeath.OnAnimEnd

simulated event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Overrides: Actor.OnAnimEnd (global)

(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

FeigningDeath.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FeigningDeath.CalcThirdPersonCam

simulated function bool CalcThirdPersonCam (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

Overrides: CalcThirdPersonCam (global)


FeigningDeath.CanThrowWeapon

simulated function bool CanThrowWeapon ()

Overrides: Pawn.CanThrowWeapon (global)


FeigningDeath.FeignDeath

exec simulated function FeignDeath ()

Overrides: FeignDeath (global)


FeigningDeath.ServerFeignDeath

reliable server function ServerFeignDeath ()

Overrides: ServerFeignDeath (global)