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UE3:UTPawn instance functions (UDK)
Contents
- 1 Instance functions
- 1.1 AbsorbDamage
- 1.2 ActuallyPlayFootstepSound
- 1.3 AddDefaultInventory
- 1.4 AddVelocity
- 1.5 AdjustCameraScale
- 1.6 AdjustDamage
- 1.7 AdjustPPEffects
- 1.8 ApplyWeaponOverlayFlags
- 1.9 BotDodge
- 1.10 BotFire
- 1.11 CalcCamera
- 1.12 CalcThirdPersonCam
- 1.13 CanDoubleJump
- 1.14 CanMultiJump
- 1.15 CheckValidLocation
- 1.16 ChooseFireMode
- 1.17 ClearBodyMatColor
- 1.18 ClearWeaponOverlayFlag
- 1.19 ClientReStart
- 1.20 CreateOverlayArmsMesh
- 1.21 DeactivateSpawnProtection
- 1.22 Died
- 1.23 DisplayDebug
- 1.24 Dodge
- 1.25 DoDoubleJump
- 1.26 DoingDeathAnim
- 1.27 DoJump
- 1.28 DoPlayEmote
- 1.29 DropFlag
- 1.30 EnableInventoryPickup
- 1.31 FaceRotation
- 1.32 FeignDeathDelayTimer
- 1.33 FindGoodEndView
- 1.34 FireRateChanged
- 1.35 FiringModeUpdated
- 1.36 ForceRagdoll
- 1.37 Gasp
- 1.38 GetDebugName
- 1.39 GetEyeHeight
- 1.40 GetFamilyInfo
- 1.41 GetMaterialBelowFeet
- 1.42 GetOverlayMaterial
- 1.43 GetPawnAmbientSound
- 1.44 GetPuttingDownWeapon
- 1.45 GetQuickPickCells
- 1.46 GetScreenName
- 1.47 GetShieldMaterialInstance
- 1.48 GetShieldStrength
- 1.49 GetUTPlayerReplicationInfo
- 1.50 GetWeaponAmbientSound
- 1.51 gibbedBy
- 1.52 GiveHealth
- 1.53 InCombat
- 1.54 IsFirstPerson
- 1.55 IsLocationOnHead
- 1.56 JumpOffPawn
- 1.57 JumpOutOfWater
- 1.58 LeaveABloodSplatterDecal
- 1.59 ModifyRotForDebugFreeCam
- 1.60 NeedToTurn
- 1.61 NotifyTeamChanged
- 1.62 OnExitVehicle
- 1.63 OnInfiniteAmmo
- 1.64 OnModifyHealth
- 1.65 OnPlayAnim
- 1.66 OnUseHoverboard
- 1.67 PerformDodge
- 1.68 PerformEmoteCommand
- 1.69 PlayDying
- 1.70 PlayDyingSound
- 1.71 PlayFeignDeath
- 1.72 PlayHit
- 1.73 PlayTakeHitEffects
- 1.74 PlayTeleportEffect
- 1.75 PlayVictoryAnimation
- 1.76 PossessedBy
- 1.77 PostBigTeleport
- 1.78 PostTeleport
- 1.79 PoweredUp
- 1.80 QuickPick
- 1.81 RangedAttackTime
- 1.82 ReattachMesh
- 1.83 RecommendLongRangedAttack
- 1.84 RenderMapIcon
- 1.85 ResetCharPhysState
- 1.86 ServerFeignDeath
- 1.87 ServerHoverboard
- 1.88 ServerPlayEmote
- 1.89 SetAnimRateScale
- 1.90 SetArmsSkin
- 1.91 SetBigHead
- 1.92 SetBodyMatColor
- 1.93 SetCharacterClassFromInfo
- 1.94 SetCharacterMeshInfo
- 1.95 SetFeignEndLocation
- 1.96 SetFirstPersonArmsInfo
- 1.97 SetHandIKEnabled
- 1.98 SetHeroCam
- 1.99 SetInvisible
- 1.100 SetMeshVisibility
- 1.101 SetOverlayMaterial
- 1.102 SetOverlayVisibility
- 1.103 SetPawnAmbientSound
- 1.104 SetPawnRBChannels
- 1.105 SetPuttingDownWeapon
- 1.106 SetSkin
- 1.107 SetTeamColor
- 1.108 SetThirdPersonCamera
- 1.109 SetWeapAnimType
- 1.110 SetWeaponAmbientSound
- 1.111 SetWeaponAttachmentVisibility
- 1.112 SetWeaponOverlayFlag
- 1.113 SetWeaponVisibility
- 1.114 ShieldAbsorb
- 1.115 ShouldGib
- 1.116 SpawnDefaultController
- 1.117 SpawnGib
- 1.118 SpawnGibs
- 1.119 SpawnHeadGib
- 1.120 SpawnTransEffect
- 1.121 StartFire
- 1.122 StartFlying
- 1.123 StopFiring
- 1.124 StopFlying
- 1.125 StopWeaponFiring
- 1.126 SwitchWeapon
- 1.127 TakeDrowningDamage
- 1.128 TakeFallingDamage
- 1.129 TakeHeadShot
- 1.130 ThrowActiveWeapon
- 1.131 TryNewCamRot
- 1.132 TurnOff
- 1.133 TurnOffPawn
- 1.134 VerifyBodyMaterialInstance
- 1.135 WeaponAttachmentChanged
- 1.136 WeaponBob
- 1.137 WeaponChanged
- 1.138 WeaponFired
- 1.139 WeaponStoppedFiring
- UTPawn instance functions in other games:
- UT3
- Other member categories for this class:
- defaults, events, internal variables
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Instance functions[edit]
AbsorbDamage[edit]
AbsorbDamage() reduce damage and remove shields based on the absorption rate. returns the remaining armor strength.
ActuallyPlayFootstepSound[edit]
Handles actual playing of sound. Separated from PlayFootstepSound so we can ignore footstep sound notifies in first person.
AddDefaultInventory[edit]
Overrides: Pawn.AddDefaultInventory
AddVelocity[edit]
Overrides: Pawn.AddVelocity
AdjustCameraScale[edit]
Overrides: Pawn.AdjustCameraScale
moves the camera in or out one
AdjustDamage[edit]
Overrides: Pawn.AdjustDamage
AdjustPPEffects[edit]
ApplyWeaponOverlayFlags[edit]
This function is a pass-through to the weapon/weapon attachment that is used to set the various overlays
BotDodge[edit]
BotFire[edit]
Overrides: Pawn.BotFire
AI Interface for combat
CalcCamera[edit]
Overrides: Actor.CalcCamera
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.
CalcThirdPersonCam[edit]
CanDoubleJump[edit]
CanMultiJump[edit]
CheckValidLocation[edit]
Make sure location pawn ended up at out of feign death is valid (not through a wall)
ChooseFireMode[edit]
Overrides: Pawn.ChooseFireMode
ClearBodyMatColor[edit]
ClearWeaponOverlayFlag[edit]
ClientReStart[edit]
Overrides: Pawn.ClientReStart
CreateOverlayArmsMesh[edit]
DeactivateSpawnProtection[edit]
Died[edit]
Overrides: Pawn.Died
(Description copied from Pawn.Died)
This pawn has died.
Parameters:
- Killer - Who killed this pawn
- DamageType - What killed it
- HitLocation - Where did the hit occur
Returns:
- true if allowed
DisplayDebug[edit]
Overrides: Pawn.DisplayDebug
(Description copied from Pawn.DisplayDebug)
list important Pawn variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
Dodge[edit]
DoDoubleJump[edit]
DoingDeathAnim[edit]
DoJump[edit]
Overrides: Pawn.DoJump
DoPlayEmote[edit]
Play an emote given a category and index within that category.
DropFlag[edit]
EnableInventoryPickup[edit]
EnableInventoryPickup() Set bCanPickupInventory to true
FaceRotation[edit]
Overrides: Pawn.FaceRotation
FeignDeathDelayTimer[edit]
prevents player from getting out of feign death until the body has come to rest
FindGoodEndView[edit]
Overrides: Actor.FindGoodEndView
Used by PlayerController.FindGoodView() in RoundEnded State
FireRateChanged[edit]
called when FireRateMultiplier is changed to update weapon timers
FiringModeUpdated[edit]
Overrides: Pawn.FiringModeUpdated
Called when FiringMode has been updated.
Network: ALL
ForceRagdoll[edit]
force the player to ragdoll, automatically getting up when the body comes to rest (basically, force activate the feign death code)
Gasp[edit]
Overrides: Pawn.Gasp
GetDebugName[edit]
Overrides: Actor.GetDebugName
Overridden to return the actual player name from this Pawn's PlayerReplicationInfo (PRI) if available.
GetEyeHeight[edit]
GetFamilyInfo[edit]
GetMaterialBelowFeet[edit]
GetOverlayMaterial[edit]
This function allows you to access the overlay material stack.
Returns:
- the requested material instance
GetPawnAmbientSound[edit]
GetPuttingDownWeapon[edit]
Returns:
- the value of bPuttingDownWeapon
GetQuickPickCells[edit]
GetScreenName[edit]
GetShieldMaterialInstance[edit]
Returns:
- the material to use for an overlay
GetShieldStrength[edit]
GetShieldStrength() returns total armor value currently held by this pawn (not including helmet).
GetUTPlayerReplicationInfo[edit]
Accessor to make sure we always get a valid UTPRI
GetWeaponAmbientSound[edit]
gibbedBy[edit]
Overrides: Pawn.gibbedBy
GiveHealth[edit]
InCombat[edit]
InCombat() returns true if pawn is currently in combat, as defined by specific game implementation.
IsFirstPerson[edit]
Overrides: Pawn.IsFirstPerson
IsLocationOnHead[edit]
JumpOffPawn[edit]
Overrides: Pawn.JumpOffPawn
JumpOutOfWater[edit]
Overrides: Pawn.JumpOutOfWater
LeaveABloodSplatterDecal[edit]
This will trace against the world and leave a blood splatter decal.
This is used for having a back spray / exit wound blood effect on the wall behind us.
ModifyRotForDebugFreeCam[edit]
NeedToTurn[edit]
Overrides: Pawn.NeedToTurn
returns whether we need to turn to fire at the specified location
NotifyTeamChanged[edit]
Overrides: Pawn.NotifyTeamChanged
NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.
Network: client
OnExitVehicle[edit]
Kismet hook for kicking a Pawn out of a vehicle
OnInfiniteAmmo[edit]
Kismet hook for enabling/disabling infinite ammo for this Pawn
OnModifyHealth[edit]
Overrides: Actor.OnModifyHealth
OnPlayAnim[edit]
OnUseHoverboard[edit]
PerformDodge[edit]
PerformEmoteCommand[edit]
Performs an Emote command. This is typically an action that tells the bots to do something. It is server-side only
Parameters:
- EInfo - The emote we are working with
- PlayerID - The ID of the player this emote is directed at. 255 = All Players
PlayDying[edit]
Overrides: Pawn.PlayDying
Responsible for playing any death effects, animations, etc.
Parameters:
- DamageType - type of damage responsible for this pawn's death
- HitLoc - location of the final shot
PlayDyingSound[edit]
Overrides: Pawn.PlayDyingSound
PlayFeignDeath[edit]
PlayHit[edit]
Overrides: Pawn.PlayHit
PlayTakeHitEffects[edit]
plays clientside hit effects using the data in LastTakeHitInfo
PlayTeleportEffect[edit]
Overrides: Pawn.PlayTeleportEffect
PlayVictoryAnimation[edit]
PossessedBy[edit]
Overrides: Pawn.PossessedBy
PostBigTeleport[edit]
Called when teleporting
PostTeleport[edit]
Overrides: Actor.PostTeleport
PoweredUp[edit]
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation
QuickPick[edit]
RangedAttackTime[edit]
Overrides: Pawn.RangedAttackTime
ReattachMesh[edit]
Overrides: GamePawn.ReattachMesh
reattaches the mesh component, because settings were updated
RecommendLongRangedAttack[edit]
Overrides: Pawn.RecommendLongRangedAttack
RenderMapIcon[edit]
ResetCharPhysState[edit]
ServerFeignDeath[edit]
ServerHoverboard[edit]
ServerPlayEmote[edit]
SetAnimRateScale[edit]
Util for scaling running anims etc.
SetArmsSkin[edit]
SetBigHead[edit]
Called by Bighead mutator when spawned, and also if bKillsAffectHead when kill someone
SetBodyMatColor[edit]
SetCharacterClassFromInfo[edit]
Set various basic properties for this UTPawn based on the character class metadata
SetCharacterMeshInfo[edit]
Accessor that sets the character mesh to use for this pawn, and updates instance of player in map if there is one.
SetFeignEndLocation[edit]
SetFirstPersonArmsInfo[edit]
Assign an arm mesh and material to this pawn
SetHandIKEnabled[edit]
Enable or disable IK that keeps hands on IK bones.
SetHeroCam[edit]
SetInvisible[edit]
SetMeshVisibility[edit]
sets whether or not the owner of this pawn can see it
SetOverlayMaterial[edit]
Apply a given overlay material to the overlay mesh.
Parameters:
- NewOverlay - The material to overlay
SetOverlayVisibility[edit]
SetPawnAmbientSound[edit]
starts playing the given sound via the PawnAmbientSound AudioComponent and sets PawnAmbientSoundCue for replicating to clients
Parameters:
- NewAmbientSound - the new sound to play, or None to stop any ambient that was playing
SetPawnRBChannels[edit]
SetPuttingDownWeapon[edit]
sets the value of bPuttingDownWeapon and plays any appropriate animations for the change
SetSkin[edit]
SetSkin is used to apply a single material to the entire model, including any applicable attachments. NOTE: Attachments (ie: the weapons) need to handle resetting their default skin if NewMaterinal = NONE
Parameters:
- NewMaterial - The material to apply
SetTeamColor[edit]
When a pawn's team is set or replicated, SetTeamColor is called. By default, this will setup any required material parameters.
SetThirdPersonCamera[edit]
SetWeapAnimType[edit]
Change the type of weapon animation we are playing.
SetWeaponAmbientSound[edit]
starts playing the given sound via the WeaponAmbientSound AudioComponent and sets WeaponAmbientSoundCue for replicating to clients
Parameters:
- NewAmbientSound - the new sound to play, or None to stop any ambient that was playing
SetWeaponAttachmentVisibility[edit]
SetWeaponOverlayFlag[edit]
SetWeaponVisibility[edit]
ShieldAbsorb[edit]
ShieldAbsorb() returns the resultant amount of damage after shields have absorbed what they can
ShouldGib[edit]
Returns:
- whether or not we should gib due to damage from the passed in damagetype
SpawnDefaultController[edit]
Overrides: Pawn.SpawnDefaultController
Spawn default controller for this Pawn, get possessed by it.
SpawnGib[edit]
SpawnGibs[edit]
spawns gibs and hides the pawn's mesh
SpawnHeadGib[edit]
spawn a special gib for this pawn's head and sets it as the ViewTarget for any players that were viewing this pawn
SpawnTransEffect[edit]
StartFire[edit]
Overrides: Pawn.StartFire
(Description copied from Pawn.StartFire)
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player
Parameters:
- FireModeNum - fire mode number
StartFlying[edit]
Flying support
StopFiring[edit]
Overrides: Pawn.StopFiring
StopFlying[edit]
StopWeaponFiring[edit]
SwitchWeapon[edit]
TakeDrowningDamage[edit]
Overrides: Pawn.TakeDrowningDamage
TakeFallingDamage[edit]
Overrides: Pawn.TakeFallingDamage
TakeHeadShot[edit]
TakeHeadShot()
Parameters:
- Impact - impact information (where the shot hit)
- HeadShotDamageType - damagetype to use if this is a headshot
- HeadDamage - amount of damage the weapon causes if this is a headshot
- AdditionalScale - head sphere scaling for head hit determination
Returns:
- true if pawn handled this as a headshot, in which case the weapon doesn't need to cause damage to the pawn.
ThrowActiveWeapon[edit]
Overrides: Pawn.ThrowActiveWeapon
Toss active weapon using default settings (location+velocity).
TryNewCamRot[edit]
TurnOff[edit]
Overrides: Pawn.TurnOff
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
TurnOffPawn[edit]
VerifyBodyMaterialInstance[edit]
This function will verify that the BodyMaterialInstance variable is setup and ready to go. This is a key component for the BodyMat overlay system
WeaponAttachmentChanged[edit]
Called when there is a need to change the weapon attachment (either via replication or locally if controlled.
WeaponBob[edit]
WeaponChanged[edit]
Called when a weapon is changed and is responsible for making sure the new weapon respects the current pawn's states/etc.
WeaponFired[edit]
Overrides: Pawn.WeaponFired
Called when a pawn's weapon has fired and is responsibile for delegating the creation off all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated. It's used filter out when to make the effects.
WeaponStoppedFiring[edit]
Overrides: Pawn.WeaponStoppedFiring
Called when a pawn's weapon has stopped firing and is responsibile for delegating the destruction of all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated.
Network: ALL