Mostly Harmless
UE3:UTPawn instance functions (UT3)
Contents
- 1 Instance functions
- 1.1 AbsorbDamage
- 1.2 ActivateHero
- 1.3 ActuallyPlayFootstepSound
- 1.4 AddDefaultInventory
- 1.5 AddSpiderChaser
- 1.6 AddVelocity
- 1.7 AdjustCameraScale
- 1.8 AdjustDamage
- 1.9 ApplyWeaponOverlayFlags
- 1.10 BecomeHero
- 1.11 BotDodge
- 1.12 BotFire
- 1.13 CalcCamera
- 1.14 CalcThirdPersonCam
- 1.15 CanDoubleJump
- 1.16 CanMultiJump
- 1.17 CheckGameClass
- 1.18 CheckValidLocation
- 1.19 ChooseFireMode
- 1.20 ClearBodyMatColor
- 1.21 ClearWeaponOverlayFlag
- 1.22 ClientReStart
- 1.23 CreateOverlayArmsMesh
- 1.24 DeactivateSpawnProtection
- 1.25 Died
- 1.26 DisplayDebug
- 1.27 Dodge
- 1.28 DoDoubleJump
- 1.29 DoingDeathAnim
- 1.30 DoJump
- 1.31 DoPlayAnim
- 1.32 DoPlayEmote
- 1.33 DoTranslocate
- 1.34 DoTranslocateOut
- 1.35 DropFlag
- 1.36 FaceRotation
- 1.37 FeignDeathDelayTimer
- 1.38 FindGoodEndView
- 1.39 FireRateChanged
- 1.40 FiringModeUpdated
- 1.41 ForceRagdoll
- 1.42 ForceSpecialAttack
- 1.43 Gasp
- 1.44 GetDebugName
- 1.45 GetEyeHeight
- 1.46 GetFamilyInfo
- 1.47 GetMaterialBelowFeet
- 1.48 GetOverlayMaterial
- 1.49 GetPawnAmbientSound
- 1.50 GetPuttingDownWeapon
- 1.51 GetQuickPickCells
- 1.52 GetScreenName
- 1.53 GetShieldMaterialInstance
- 1.54 GetShieldStrength
- 1.55 GetUTPlayerReplicationInfo
- 1.56 GetWeaponAmbientSound
- 1.57 GetWeaponStartTraceLocation
- 1.58 gibbedBy
- 1.59 GiveHealth
- 1.60 InCombat
- 1.61 IsFirstPerson
- 1.62 IsLocationOnHead
- 1.63 JumpOffPawn
- 1.64 JumpOutOfWater
- 1.65 LeaveABloodSplatterDecal
- 1.66 ModifyRotForDebugFreeCam
- 1.67 NeedToTurn
- 1.68 NotifyArmMeshChanged
- 1.69 NotifyTeamChanged
- 1.70 OnExitVehicle
- 1.71 OnHealDamage
- 1.72 OnInfiniteAmmo
- 1.73 OnPlayAnim
- 1.74 OnUseHoverboard
- 1.75 PerformDodge
- 1.76 PerformEmoteCommand
- 1.77 PerformMeleeAttack
- 1.78 PlayDying
- 1.79 PlayDyingSound
- 1.80 PlayFeignDeath
- 1.81 PlayHit
- 1.82 PlayTakeHitEffects
- 1.83 PlayTeleportEffect
- 1.84 PlayVictoryAnimation
- 1.85 PossessedBy
- 1.86 PostBigTeleport
- 1.87 PostTeleport
- 1.88 PoweredUp
- 1.89 QuickPick
- 1.90 RangedAttackTime
- 1.91 ReattachMesh
- 1.92 RecommendLongRangedAttack
- 1.93 RenderMapIcon
- 1.94 ResetCharPhysState
- 1.95 ServerFeignDeath
- 1.96 ServerHoverboard
- 1.97 ServerPlayAnim
- 1.98 ServerPlayEmote
- 1.99 SetAnimRateScale
- 1.100 SetArmsSkin
- 1.101 SetBigHead
- 1.102 SetBodyMatColor
- 1.103 SetFeignEndLocation
- 1.104 SetHandIKEnabled
- 1.105 SetHeroCam
- 1.106 SetInfoFromFamily
- 1.107 SetInvisible
- 1.108 SetMeshVisibility
- 1.109 SetOverlayMaterial
- 1.110 SetOverlayVisibility
- 1.111 SetPawnAmbientSound
- 1.112 SetPawnRBChannels
- 1.113 SetPuttingDownWeapon
- 1.114 SetSkin
- 1.115 SetTeamColor
- 1.116 SetThirdPersonCamera
- 1.117 SetWeapAnimType
- 1.118 SetWeaponAmbientSound
- 1.119 SetWeaponAttachmentVisibility
- 1.120 SetWeaponOverlayFlag
- 1.121 SetWeaponVisibility
- 1.122 SetXRayEffect
- 1.123 ShieldAbsorb
- 1.124 ShouldGib
- 1.125 SpawnDefaultController
- 1.126 SpawnGib
- 1.127 SpawnGibs
- 1.128 SpawnHeadGib
- 1.129 SpawnTransEffect
- 1.130 StartFire
- 1.131 StopFiring
- 1.132 StopWeaponFiring
- 1.133 SwitchWeapon
- 1.134 TakeDrowningDamage
- 1.135 TakeFallingDamage
- 1.136 TakeHeadShot
- 1.137 ThrowActiveWeapon
- 1.138 ToggleMelee
- 1.139 TryNewCamRot
- 1.140 TurnOff
- 1.141 TurnOffPawn
- 1.142 UpdateShadowSettings
- 1.143 VerifyBodyMaterialInstance
- 1.144 WeaponAttachmentChanged
- 1.145 WeaponBob
- 1.146 WeaponChanged
- 1.147 WeaponFired
- 1.148 WeaponStoppedFiring
- UTPawn instance functions in other games:
- UDK
- Other member categories for this class:
- defaults, events, 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. |
Instance functions[edit]
AbsorbDamage[edit]
AbsorbDamage() reduce damage and remove shields based on the absorption rate. returns the remaining armor strength.
ActivateHero[edit]
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
AddSpiderChaser[edit]
Add a new spidermine to the list of spidermines currently chasing me. Used for aiming help on console
AddVelocity[edit]
Overrides: Pawn.AddVelocity
AdjustCameraScale[edit]
Overrides: Pawn.AdjustCameraScale
moves the camera in or out one
AdjustDamage[edit]
Overrides: Pawn.AdjustDamage
ApplyWeaponOverlayFlags[edit]
This function is a pass-through to the weapon/weapon attachment that is used to set the various overlays
BecomeHero[edit]
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]
CheckGameClass[edit]
customize based on gameclass
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
DoPlayAnim[edit]
DoPlayEmote[edit]
Play an emote given a category and index within that category.
DoTranslocate[edit]
DoTranslocateOut[edit]
DropFlag[edit]
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)
ForceSpecialAttack[edit]
Overrides: Pawn.ForceSpecialAttack
returns true if this pawn wants to force a special attack (for AI)
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]
GetWeaponStartTraceLocation[edit]
Overrides: Pawn.GetWeaponStartTraceLocation
Return world location to start a weapon fire trace from.
Returns:
- World location where to start weapon fire traces from
gibbedBy[edit]
Overrides: Pawn.gibbedBy
GiveHealth[edit]
InCombat[edit]
Overrides: Pawn.InCombat
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
NotifyArmMeshChanged[edit]
Updates first person arm meshes when the mesh they should be using changes UTPRI - the PRI to use (might have come from vehicle pawn is driving instead of itself)
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
OnHealDamage[edit]
Overrides: Actor.OnHealDamage
(Description copied from Actor.OnHealDamage)
Called upon receiving a SeqAct_HealDamage action, calls HealDamage() with the given parameters.
Parameters:
- Action - heal action that was activated
OnInfiniteAmmo[edit]
Kismet hook for enabling/disabling infinite ammo for this Pawn
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
PerformMeleeAttack[edit]
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 using either a teleporter or a translocator
PostTeleport[edit]
Overrides: Actor.PostTeleport
PoweredUp[edit]
Overrides: Pawn.PoweredUp
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation
QuickPick[edit]
RangedAttackTime[edit]
Overrides: Pawn.RangedAttackTime
ReattachMesh[edit]
reattaches the mesh component, because settings were updated
RecommendLongRangedAttack[edit]
Overrides: Pawn.RecommendLongRangedAttack
RenderMapIcon[edit]
ResetCharPhysState[edit]
ServerFeignDeath[edit]
ServerHoverboard[edit]
ServerPlayAnim[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]
SetFeignEndLocation[edit]
SetHandIKEnabled[edit]
Enable or disable IK that keeps hands on IK bones.
SetHeroCam[edit]
SetInfoFromFamily[edit]
Set various properties for this UTPawn based on
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]
SetXRayEffect[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
StopFiring[edit]
Overrides: Pawn.StopFiring
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).
ToggleMelee[edit]
Overrides: Pawn.ToggleMelee
TryNewCamRot[edit]
TurnOff[edit]
Overrides: Pawn.TurnOff
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
TurnOffPawn[edit]
UpdateShadowSettings[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