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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| | + | '''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
Contents
- 1 Events
- 1.1 BecomeViewTarget
- 1.2 Destroyed
- 1.3 EncroachedBy
- 1.4 EncroachingOn
- 1.5 EndCrouch
- 1.6 EndViewTarget
- 1.7 Falling
- 1.8 FellOutOfWorld
- 1.9 GetPawnViewLocation
- 1.10 GetViewRotation
- 1.11 GetWeaponStartTraceLocation
- 1.12 HeadVolumeChange
- 1.13 HoldGameObject
- 1.14 Landed
- 1.15 OnRanOver
- 1.16 PlayFootStepSound
- 1.17 PlayJumpingSound
- 1.18 PlayLandingSound
- 1.19 PostBeginPlay
- 1.20 PostInitAnimTree
- 1.21 PostRenderFor
- 1.22 ReplicatedEvent
- 1.23 RigidBodyCollision
- 1.24 SetHeadScale
- 1.25 SetWalking
- 1.26 StartCrouch
- 1.27 StartDriving
- 1.28 StartFeignDeathRecoveryAnim
- 1.29 StopDriving
- 1.30 StoppedFalling
- 1.31 StuckFalling
- 1.32 StuckOnPawn
- 1.33 TakeDamage
- 1.34 TakeHitBlendedOut
- 1.35 TornOff
- 1.36 UpdateEyeHeight
- 1.37 UpdateShadowSettings
- UTPawn events in other games:
- UT3
- Other member categories for this class:
- defaults, instance functions, internal variables
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Events
BecomeViewTarget
Overrides: Pawn.BecomeViewTarget
Destroyed
Overrides: Pawn.Destroyed
EncroachedBy
Overrides: Pawn.EncroachedBy
EncroachingOn
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
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
Overrides: Actor.EndViewTarget
Falling
Overrides: Pawn.Falling
FellOutOfWorld
Overrides: Pawn.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
GetPawnViewLocation
Overrides: Pawn.GetPawnViewLocation
(Description copied from Pawn.GetPawnViewLocation)
returns the Eye location of the Pawn.
Returns:
- Pawn's eye location
GetViewRotation
Overrides: Pawn.GetViewRotation
(Description copied from Pawn.GetViewRotation)
Returns:
- the rotation the Pawn is looking
GetWeaponStartTraceLocation
Overrides: Pawn.GetWeaponStartTraceLocation
Return world location to start a weapon fire trace from.
Returns:
- World location where to start weapon fire traces from
HeadVolumeChange
Overrides: Pawn.HeadVolumeChange
HoldGameObject
HoldGameObject() Attach GameObject to mesh.
Parameters:
- GameObj - Game object to hold
Landed
Overrides: Pawn.Landed
OnRanOver
Overrides: Actor.OnRanOver
Called when an SVehicle wheel physically contacts this Pawn. We kill it!
PlayFootStepSound
Overrides: Pawn.PlayFootStepSound
PlayFootStepSound() called by AnimNotify_Footstep
FootDown specifies which foot hit
PlayJumpingSound
PlayLandingSound
PostBeginPlay
Overrides: Pawn.PostBeginPlay
PostInitAnimTree
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
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
Overrides: Pawn.ReplicatedEvent
Check on various replicated data and act accordingly.
RigidBodyCollision
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
SetWalking
Overrides: Pawn.SetWalking
UTPawns not allowed to set bIsWalking true
StartCrouch
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
Overrides: Pawn.StartDriving
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StartFeignDeathRecoveryAnim
called when bPlayingFeignDeathRecovery and interpolating our Mesh's PhysicsWeight to 0 has completed starts the recovery anim playing
StopDriving
Overrides: Pawn.StopDriving
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StoppedFalling
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
Overrides: Pawn.StuckOnPawn
Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).
TakeDamage
Overrides: Pawn.TakeDamage
We override TakeDamage and allow the weapon to modify it
See: Pawn.TakeDamage
TakeHitBlendedOut
called when bBlendOutTakeHitPhysics is true and our Mesh's PhysicsWeight has reached 0.0
TornOff
Overrides: Pawn.TornOff
UpdateEyeHeight
UpdateShadowSettings
Overrides: GamePawn.UpdateShadowSettings
This will update the shadow settings for this pawn's mesh *