Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTPawn events (UT3)
Contents
- 1 Events
- 1.1 BecomeViewTarget
- 1.2 ClearXRayEffect
- 1.3 Destroyed
- 1.4 EncroachedBy
- 1.5 EncroachingOn
- 1.6 EndCrouch
- 1.7 EndViewTarget
- 1.8 Falling
- 1.9 FellOutOfWorld
- 1.10 GetPawnViewLocation
- 1.11 GetViewRotation
- 1.12 HeadVolumeChange
- 1.13 HoldGameObject
- 1.14 IsHero
- 1.15 Landed
- 1.16 OnRanOver
- 1.17 PlayFootStepSound
- 1.18 PlayJumpingSound
- 1.19 PlayLandingSound
- 1.20 PostBeginPlay
- 1.21 PostInitAnimTree
- 1.22 PostRenderFor
- 1.23 ReplicatedEvent
- 1.24 RigidBodyCollision
- 1.25 SetHeadScale
- 1.26 SetWalking
- 1.27 StartCrouch
- 1.28 StartDriving
- 1.29 StartFeignDeathRecoveryAnim
- 1.30 StopDriving
- 1.31 StoppedFalling
- 1.32 StuckFalling
- 1.33 StuckOnPawn
- 1.34 TakeDamage
- 1.35 TakeHitBlendedOut
- 1.36 TornOff
- 1.37 UpdateEyeHeight
- UTPawn events in other games:
- UDK
- Other member categories for this class:
- defaults, instance functions, internal variables
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Events
BecomeViewTarget
Overrides: Pawn.BecomeViewTarget
ClearXRayEffect
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
HeadVolumeChange
Overrides: Pawn.HeadVolumeChange
HoldGameObject
HoldGameObject() Attach GameObject to mesh.
Parameters:
- GameObj - Game object to hold
IsHero
Landed
Overrides: Pawn.Landed
OnRanOver
Overrides: Actor.OnRanOver
Called when an SVehicle wheel physically contacts this Pawn. We kill it!
PlayFootStepSound
Overrides: Pawn.PlayFootStepSound
PlayJumpingSound
PlayLandingSound
PostBeginPlay
Overrides: Pawn.PostBeginPlay
PostInitAnimTree
Overrides: Actor.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