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

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Latest revision as of 05:52, 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[edit]

BecomeViewTarget[edit]

simulated event BecomeViewTarget (PlayerController PC)

Overrides: Pawn.BecomeViewTarget


Destroyed[edit]

simulated event Destroyed ()

Overrides: Pawn.Destroyed


EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy


EncroachingOn[edit]

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[edit]

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[edit]

simulated event EndViewTarget (PlayerController PC)

Overrides: Actor.EndViewTarget


Falling[edit]

event Falling ()

Overrides: Pawn.Falling


FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Pawn.FellOutOfWorld

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

GetPawnViewLocation[edit]

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[edit]

simulated event Object.Rotator GetViewRotation ()

Overrides: Pawn.GetViewRotation

(Description copied from Pawn.GetViewRotation)


Returns:

the rotation the Pawn is looking

GetWeaponStartTraceLocation[edit]

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[edit]

event HeadVolumeChange (PhysicsVolume newHeadVolume)

Overrides: Pawn.HeadVolumeChange


HoldGameObject[edit]

simulated event HoldGameObject (UTCarriedObject UTGameObj)

HoldGameObject() Attach GameObject to mesh.

Parameters:

  • GameObj - Game object to hold

Landed[edit]

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Pawn.Landed


OnRanOver[edit]

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

Overrides: Actor.OnRanOver

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

PlayFootStepSound[edit]

simulated event PlayFootStepSound (int FootDown)

Overrides: Pawn.PlayFootStepSound

PlayFootStepSound() called by AnimNotify_Footstep

FootDown specifies which foot hit

PlayJumpingSound[edit]

event PlayJumpingSound ()


PlayLandingSound[edit]

event PlayLandingSound ()


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostInitAnimTree[edit]

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[edit]

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[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Pawn.ReplicatedEvent

Check on various replicated data and act accordingly.

RigidBodyCollision[edit]

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[edit]

simulated event SetHeadScale (float NewScale)


SetWalking[edit]

event SetWalking (bool bNewIsWalking)

Overrides: Pawn.SetWalking

UTPawns not allowed to set bIsWalking true

StartCrouch[edit]

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[edit]

simulated event StartDriving (Vehicle V)

Overrides: Pawn.StartDriving

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

StartFeignDeathRecoveryAnim[edit]

simulated event StartFeignDeathRecoveryAnim ()

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

StopDriving[edit]

simulated event StopDriving (Vehicle V)

Overrides: Pawn.StopDriving

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

StoppedFalling[edit]

event StoppedFalling ()


StuckFalling[edit]

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[edit]

event StuckOnPawn (Pawn OtherPawn)

Overrides: Pawn.StuckOnPawn

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

TakeDamage[edit]

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[edit]

simulated event TakeHitBlendedOut ()

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

TornOff[edit]

simulated event TornOff ()

Overrides: Pawn.TornOff


UpdateEyeHeight[edit]

event UpdateEyeHeight (float DeltaTime)


UpdateShadowSettings[edit]

simulated event UpdateShadowSettings (bool bWantShadow)

Overrides: GamePawn.UpdateShadowSettings

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