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Difference between revisions of "UE3:UTPawn events (UDK)"

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{{code|simulated event '''PostInitAnimTree''' ({{cl|SkeletalMeshComponent}} '''SkelComp''')}}
 
{{code|simulated event '''PostInitAnimTree''' ({{cl|SkeletalMeshComponent}} '''SkelComp''')}}
  
'''Overrides:''' {{tl|PostInitAnimTree|Actor|events}}
+
'''Overrides:''' {{tl|PostInitAnimTree|Pawn|events}}
  
 
called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner
 
called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner

Revision as of 05:24, 17 January 2010

UDK Object >> Actor >> Pawn >> GamePawn >> UTPawn (events)
UTPawn events in other games:
UT3
Other member categories for this class:
defaults, instance functions, internal variables

Events

BecomeViewTarget

simulated event BecomeViewTarget (PlayerController PC)

Overrides: Pawn.BecomeViewTarget


Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy


EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn

(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

EndCrouch

simulated event EndCrouch (float HeightAdjust)

Overrides: Pawn.EndCrouch

Event called from native code when Pawn stops crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL

Parameters:

  • HeightAdjust - height difference in unreal units between default collision height, and actual crouched cylinder height.

EndViewTarget

simulated event EndViewTarget (PlayerController PC)

Overrides: Actor.EndViewTarget


Falling

event Falling ()

Overrides: Pawn.Falling


FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Pawn.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

GetPawnViewLocation

simulated event Object.Vector GetPawnViewLocation ()

Overrides: Pawn.GetPawnViewLocation

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

Returns:

Pawn's eye location

GetViewRotation

simulated event Object.Rotator GetViewRotation ()

Overrides: Pawn.GetViewRotation

(Description copied from Pawn.GetViewRotation)


Returns:

the rotation the Pawn is looking

GetWeaponStartTraceLocation

simulated event Object.Vector GetWeaponStartTraceLocation (optional Weapon CurrentWeapon)

Overrides: Pawn.GetWeaponStartTraceLocation

Return world location to start a weapon fire trace from.

Returns:

World location where to start weapon fire traces from

HeadVolumeChange

event HeadVolumeChange (PhysicsVolume newHeadVolume)

Overrides: Pawn.HeadVolumeChange


HoldGameObject

simulated event HoldGameObject (UTCarriedObject UTGameObj)

HoldGameObject() Attach GameObject to mesh.

Parameters:

  • GameObj - Game object to hold

Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Pawn.Landed


OnRanOver

event OnRanOver (SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex)

Overrides: Actor.OnRanOver

Called when an SVehicle wheel physically contacts this Pawn. We kill it!

PlayFootStepSound

simulated event PlayFootStepSound (int FootDown)

Overrides: Pawn.PlayFootStepSound

PlayFootStepSound() called by AnimNotify_Footstep

FootDown specifies which foot hit

PlayJumpingSound

event PlayJumpingSound ()


PlayLandingSound

event PlayLandingSound ()


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostInitAnimTree

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: Pawn.PostInitAnimTree

called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies

PostRenderFor

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.PostRenderFor

PostRenderFor() Hook to allow pawns to render HUD overlays for themselves. Called only if pawn was rendered this tick. Assumes that appropriate font has already been set

Todo: FIXMESTEVE - special beacon when speaking (SpeakingBeaconTexture)

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Pawn.ReplicatedEvent

Check on various replicated data and act accordingly.

RigidBodyCollision

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData RigidCollisionData, int ContactIndex)

Overrides: Actor.RigidBodyCollision

(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:

   -bNotifyRigidBodyCollision set to true
   -ScriptRigidBodyCollisionThreshold > 0
   -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold

Parameters:

  • HitComponent - the component of this Actor that collided
  • OtherComponent - the other component that collided
  • RigidCollisionData - information on the collision itslef, including contact points
  • ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent

SetHeadScale

simulated event SetHeadScale (float NewScale)


SetWalking

event SetWalking (bool bNewIsWalking)

Overrides: Pawn.SetWalking

UTPawns not allowed to set bIsWalking true

StartCrouch

simulated event StartCrouch (float HeightAdjust)

Overrides: Pawn.StartCrouch

Event called from native code when Pawn starts crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL

Parameters:

  • HeightAdjust - height difference in unreal units between default collision height, and actual crouched cylinder height.

StartDriving

simulated event StartDriving (Vehicle V)

Overrides: Pawn.StartDriving

StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL

StartFeignDeathRecoveryAnim

simulated event StartFeignDeathRecoveryAnim ()

called when bPlayingFeignDeathRecovery and interpolating our Mesh's PhysicsWeight to 0 has completed starts the recovery anim playing

StopDriving

simulated event StopDriving (Vehicle V)

Overrides: Pawn.StopDriving

StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL

StoppedFalling

event StoppedFalling ()


StuckFalling

event StuckFalling ()

called when we have been stuck falling for a long time with zero velocity and couldn't find a place to move to get out of it

StuckOnPawn

event StuckOnPawn (Pawn OtherPawn)

Overrides: Pawn.StuckOnPawn

Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).

TakeDamage

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

Overrides: Pawn.TakeDamage

We override TakeDamage and allow the weapon to modify it

See: Pawn.TakeDamage

TakeHitBlendedOut

simulated event TakeHitBlendedOut ()

called when bBlendOutTakeHitPhysics is true and our Mesh's PhysicsWeight has reached 0.0

TornOff

simulated event TornOff ()

Overrides: Pawn.TornOff


UpdateEyeHeight

event UpdateEyeHeight (float DeltaTime)


UpdateShadowSettings

simulated event UpdateShadowSettings (bool bWantShadow)

Overrides: GamePawn.UpdateShadowSettings

This will update the shadow settings for this pawn's mesh *