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UE3:UTPawn instance functions (UT3)

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UT3 Object >> Actor >> Pawn >> GamePawn >> UTPawn (instance functions)

Contents

UTPawn instance functions in other games:
UDK
Other member categories for this class:
defaults, events, internal variables

Instance functions[edit]

AbsorbDamage[edit]

function int AbsorbDamage (out int Damage, int CurrentShieldStrength, float AbsorptionRate)

AbsorbDamage() reduce damage and remove shields based on the absorption rate. returns the remaining armor strength.

ActivateHero[edit]

simulated function ActivateHero ()


ActuallyPlayFootstepSound[edit]

simulated function ActuallyPlayFootstepSound (int FootDown)

Handles actual playing of sound. Separated from PlayFootstepSound so we can ignore footstep sound notifies in first person.

AddDefaultInventory[edit]

function AddDefaultInventory ()

Overrides: Pawn.AddDefaultInventory


AddSpiderChaser[edit]

function AddSpiderChaser (UTProj_SpiderMineBase NewChaser)

Add a new spidermine to the list of spidermines currently chasing me. Used for aiming help on console

AddVelocity[edit]

function AddVelocity (Object.Vector NewVelocity, Object.Vector HitLocation, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo)

Overrides: Pawn.AddVelocity


AdjustCameraScale[edit]

simulated function AdjustCameraScale (bool bMoveCameraIn)

Overrides: Pawn.AdjustCameraScale

moves the camera in or out one

AdjustDamage[edit]

function AdjustDamage (out int inDamage, out Object.Vector momentum, Controller instigatedBy, Object.Vector hitlocation, class<DamageTypedamageType, optional Actor.TraceHitInfo HitInfo)

Overrides: Pawn.AdjustDamage


ApplyWeaponOverlayFlags[edit]

simulated function ApplyWeaponOverlayFlags (byte NewFlags)

This function is a pass-through to the weapon/weapon attachment that is used to set the various overlays

BecomeHero[edit]

function bool BecomeHero ()


BotDodge[edit]

function Object.Vector BotDodge (Object.Vector Dir)


BotFire[edit]

function bool BotFire (bool bFinished)

Overrides: Pawn.BotFire

AI Interface for combat

CalcCamera[edit]

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

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]

simulated function bool CalcThirdPersonCam (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)


CanDoubleJump[edit]

function bool CanDoubleJump ()


CanMultiJump[edit]

function bool CanMultiJump ()


CheckGameClass[edit]

simulated function CheckGameClass ()

customize based on gameclass

CheckValidLocation[edit]

simulated function bool CheckValidLocation (Object.Vector FeignLocation)

Make sure location pawn ended up at out of feign death is valid (not through a wall)

ChooseFireMode[edit]

function byte ChooseFireMode ()

Overrides: Pawn.ChooseFireMode


ClearBodyMatColor[edit]

simulated function ClearBodyMatColor ()


ClearWeaponOverlayFlag[edit]

function ClearWeaponOverlayFlag (byte FlagToClear)


ClientReStart[edit]

simulated function ClientReStart ()

Overrides: Pawn.ClientReStart


CreateOverlayArmsMesh[edit]

simulated function CreateOverlayArmsMesh ()


DeactivateSpawnProtection[edit]

function DeactivateSpawnProtection ()


Died[edit]

function bool Died (Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation)

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]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

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]

function bool Dodge (Actor.EDoubleClickDir DoubleClickMove)


DoDoubleJump[edit]

function DoDoubleJump (bool bUpdating)


DoingDeathAnim[edit]

simulated function DoingDeathAnim ()


DoJump[edit]

function bool DoJump (bool bUpdating)

Overrides: Pawn.DoJump


DoPlayAnim[edit]

reliable server function DoPlayAnim (PlayAnimInfo TheAnimRepInfo)


DoPlayEmote[edit]

simulated function DoPlayEmote (name InEmoteTag, int InPlayerID)

Play an emote given a category and index within that category.

DoTranslocate[edit]

function DoTranslocate (Object.Vector PrevLocation)


DoTranslocateOut[edit]

function DoTranslocateOut (Object.Vector PrevLocation, int TeamNum)


DropFlag[edit]

function DropFlag ()


FaceRotation[edit]

simulated function FaceRotation (Object.Rotator NewRotation, float DeltaTime)

Overrides: Pawn.FaceRotation


FeignDeathDelayTimer[edit]

function FeignDeathDelayTimer ()

prevents player from getting out of feign death until the body has come to rest

FindGoodEndView[edit]

simulated function FindGoodEndView (PlayerController InPC, out Object.Rotator GoodRotation)

Overrides: Actor.FindGoodEndView

Used by PlayerController.FindGoodView() in RoundEnded State

FireRateChanged[edit]

simulated function FireRateChanged ()

called when FireRateMultiplier is changed to update weapon timers

FiringModeUpdated[edit]

simulated function FiringModeUpdated (bool bViaReplication)

Overrides: Pawn.FiringModeUpdated

Called when FiringMode has been updated.

Network: ALL

ForceRagdoll[edit]

function ForceRagdoll ()

force the player to ragdoll, automatically getting up when the body comes to rest (basically, force activate the feign death code)

ForceSpecialAttack[edit]

function bool ForceSpecialAttack (Pawn EnemyPawn)

Overrides: Pawn.ForceSpecialAttack

returns true if this pawn wants to force a special attack (for AI)

Gasp[edit]

function Gasp ()

Overrides: Pawn.Gasp


GetDebugName[edit]

function string GetDebugName ()

Overrides: Actor.GetDebugName

Overridden to return the actual player name from this Pawn's PlayerReplicationInfo (PRI) if available.

GetEyeHeight[edit]

simulated function float GetEyeHeight ()


GetFamilyInfo[edit]

simulated function class<UTFamilyInfoGetFamilyInfo ()


GetMaterialBelowFeet[edit]

simulated function name GetMaterialBelowFeet ()


GetOverlayMaterial[edit]

simulated function MaterialInterface GetOverlayMaterial ()

This function allows you to access the overlay material stack.

Returns:

the requested material instance

GetPawnAmbientSound[edit]

simulated function SoundCue GetPawnAmbientSound ()


GetPuttingDownWeapon[edit]

simulated function bool GetPuttingDownWeapon ()

Returns:

the value of bPuttingDownWeapon

GetQuickPickCells[edit]

simulated function GetQuickPickCells (UTHUD Hud, out array<QuickPickCellCells, out int CurrentWeaponIndex)


GetScreenName[edit]

simulated function string GetScreenName ()


GetShieldMaterialInstance[edit]

simulated function MaterialInterface GetShieldMaterialInstance (bool bTeamGame)

Returns:

the material to use for an overlay

GetShieldStrength[edit]

function int GetShieldStrength ()

GetShieldStrength() returns total armor value currently held by this pawn (not including helmet).

GetUTPlayerReplicationInfo[edit]

simulated function UTPlayerReplicationInfo GetUTPlayerReplicationInfo ()

Accessor to make sure we always get a valid UTPRI

GetWeaponAmbientSound[edit]

simulated function SoundCue GetWeaponAmbientSound ()


GetWeaponStartTraceLocation[edit]

simulated function 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

gibbedBy[edit]

function gibbedBy (Actor Other)

Overrides: Pawn.gibbedBy


GiveHealth[edit]

function bool GiveHealth (int HealAmount, int HealMax)


InCombat[edit]

function bool InCombat ()

Overrides: Pawn.InCombat

InCombat() returns true if pawn is currently in combat, as defined by specific game implementation.

IsFirstPerson[edit]

simulated function bool IsFirstPerson ()

Overrides: Pawn.IsFirstPerson


IsLocationOnHead[edit]

function bool IsLocationOnHead (const out Actor.ImpactInfo Impact, float AdditionalScale)


JumpOffPawn[edit]

function JumpOffPawn ()

Overrides: Pawn.JumpOffPawn


JumpOutOfWater[edit]

function JumpOutOfWater (Object.Vector jumpDir)

Overrides: Pawn.JumpOutOfWater


LeaveABloodSplatterDecal[edit]

simulated function LeaveABloodSplatterDecal (Object.Vector HitLoc, Object.Vector HitNorm)

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]

simulated function ModifyRotForDebugFreeCam (out Object.Rotator out_CamRot)


NeedToTurn[edit]

function bool NeedToTurn (Object.Vector targ)

Overrides: Pawn.NeedToTurn

returns whether we need to turn to fire at the specified location

NotifyArmMeshChanged[edit]

simulated function NotifyArmMeshChanged (UTPlayerReplicationInfo UTPRI)

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]

simulated function NotifyTeamChanged ()

Overrides: Pawn.NotifyTeamChanged

NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.

Network: client

OnExitVehicle[edit]

function OnExitVehicle (UTSeqAct_ExitVehicle Action)

Kismet hook for kicking a Pawn out of a vehicle

OnHealDamage[edit]

function OnHealDamage (SeqAct_HealDamage Action)

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]

function OnInfiniteAmmo (UTSeqAct_InfiniteAmmo Action)

Kismet hook for enabling/disabling infinite ammo for this Pawn

OnPlayAnim[edit]

function OnPlayAnim (UTSeqAct_PlayAnim InAction)


OnUseHoverboard[edit]

function OnUseHoverboard (UTSeqAct_UseHoverboard Action)


PerformDodge[edit]

function bool PerformDodge (Actor.EDoubleClickDir DoubleClickMove, Object.Vector Dir, Object.Vector Cross)


PerformEmoteCommand[edit]

function PerformEmoteCommand (UTFamilyInfo.EmoteInfo EInfo, int PlayerID)

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]

function bool PerformMeleeAttack ()


PlayDying[edit]

simulated function PlayDying (class<DamageTypeDamageType, Object.Vector HitLoc)

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]

function PlayDyingSound ()

Overrides: Pawn.PlayDyingSound


PlayFeignDeath[edit]

simulated function PlayFeignDeath ()


PlayHit[edit]

function PlayHit (float Damage, Controller InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum, Actor.TraceHitInfo HitInfo)

Overrides: Pawn.PlayHit


PlayTakeHitEffects[edit]

simulated function PlayTakeHitEffects ()

plays clientside hit effects using the data in LastTakeHitInfo

PlayTeleportEffect[edit]

function PlayTeleportEffect (bool bOut, bool bSound)

Overrides: Pawn.PlayTeleportEffect


PlayVictoryAnimation[edit]

function PlayVictoryAnimation ()


PossessedBy[edit]

function PossessedBy (Controller C, bool bVehicleTransition)

Overrides: Pawn.PossessedBy


PostBigTeleport[edit]

simulated function PostBigTeleport ()

Called when teleporting using either a teleporter or a translocator

PostTeleport[edit]

simulated function PostTeleport (Teleporter OutTeleporter)

Overrides: Actor.PostTeleport


PoweredUp[edit]

function bool PoweredUp ()

Overrides: Pawn.PoweredUp

PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation

QuickPick[edit]

simulated function QuickPick (int Quad)


RangedAttackTime[edit]

function float RangedAttackTime ()

Overrides: Pawn.RangedAttackTime


ReattachMesh[edit]

simulated function ReattachMesh ()

reattaches the mesh component, because settings were updated

RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()

Overrides: Pawn.RecommendLongRangedAttack


RenderMapIcon[edit]

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, Object.LinearColor FinalColor)


ResetCharPhysState[edit]

simulated function ResetCharPhysState ()


ServerFeignDeath[edit]

reliable server function ServerFeignDeath ()


ServerHoverboard[edit]

reliable server function ServerHoverboard ()


ServerPlayAnim[edit]

reliable server function ServerPlayAnim (name AnimName, bool bLooping)


ServerPlayEmote[edit]

reliable server function ServerPlayEmote (name InEmoteTag, int InPlayerID)


SetAnimRateScale[edit]

simulated function SetAnimRateScale (float RateScale)

Util for scaling running anims etc.

SetArmsSkin[edit]

simulated protected function SetArmsSkin (MaterialInterface NewMaterial)


SetBigHead[edit]

function SetBigHead ()

Called by Bighead mutator when spawned, and also if bKillsAffectHead when kill someone

SetBodyMatColor[edit]

simulated function SetBodyMatColor (Object.LinearColor NewBodyMatColor, float NewOverlayDuration)


SetFeignEndLocation[edit]

simulated function bool SetFeignEndLocation (Object.Vector HitLocation, Object.Vector FeignLocation)


SetHandIKEnabled[edit]

simulated function SetHandIKEnabled (bool bEnabled)

Enable or disable IK that keeps hands on IK bones.

SetHeroCam[edit]

simulated function SetHeroCam (out Object.Rotator out_CamRot)


SetInfoFromFamily[edit]

simulated function SetInfoFromFamily (class<UTFamilyInfoInfo, SkeletalMesh SkelMesh)

Set various properties for this UTPawn based on

SetInvisible[edit]

simulated function SetInvisible (bool bNowInvisible)


SetMeshVisibility[edit]

simulated function SetMeshVisibility (bool bVisible)

sets whether or not the owner of this pawn can see it

SetOverlayMaterial[edit]

simulated function SetOverlayMaterial (MaterialInterface NewOverlay)

Apply a given overlay material to the overlay mesh.

Parameters:

  • NewOverlay - The material to overlay

SetOverlayVisibility[edit]

simulated function SetOverlayVisibility (bool bVisible)


SetPawnAmbientSound[edit]

simulated function SetPawnAmbientSound (SoundCue NewAmbientSound)

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]

simulated function SetPawnRBChannels (bool bRagdollMode)


SetPuttingDownWeapon[edit]

simulated function SetPuttingDownWeapon (bool bNowPuttingDownWeapon)

sets the value of bPuttingDownWeapon and plays any appropriate animations for the change

SetSkin[edit]

simulated function SetSkin (Material NewMaterial)

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]

simulated function SetTeamColor ()

When a pawn's team is set or replicated, SetTeamColor is called. By default, this will setup any required material parameters.

SetThirdPersonCamera[edit]

simulated function SetThirdPersonCamera (bool bNewBehindView)


SetWeapAnimType[edit]

simulated function SetWeapAnimType (UTWeaponAttachment.EWeapAnimType AnimType)

Change the type of weapon animation we are playing.

SetWeaponAmbientSound[edit]

simulated function SetWeaponAmbientSound (SoundCue NewAmbientSound)

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]

simulated function SetWeaponAttachmentVisibility (bool bAttachmentVisible)


SetWeaponOverlayFlag[edit]

function SetWeaponOverlayFlag (byte FlagToSet)


SetWeaponVisibility[edit]

simulated function SetWeaponVisibility (bool bWeaponVisible)


SetXRayEffect[edit]

simulated function SetXRayEffect (bool bTurnOn, optional Material XRayInvisMaterial)


ShieldAbsorb[edit]

function int ShieldAbsorb (int Damage)

ShieldAbsorb() returns the resultant amount of damage after shields have absorbed what they can

ShouldGib[edit]

simulated function bool ShouldGib (class<UTDamageTypeUTDamageType)

Returns:

whether or not we should gib due to damage from the passed in damagetype

SpawnDefaultController[edit]

function SpawnDefaultController ()

Overrides: Pawn.SpawnDefaultController

Spawn default controller for this Pawn, get possessed by it.

SpawnGib[edit]

simulated function UTGib SpawnGib (class<UTGibGibClass, name BoneName, class<UTDamageTypeUTDamageType, Object.Vector HitLocation, bool bSpinGib)


SpawnGibs[edit]

simulated function SpawnGibs (class<UTDamageTypeUTDamageType, Object.Vector HitLocation)

spawns gibs and hides the pawn's mesh

SpawnHeadGib[edit]

simulated function SpawnHeadGib (class<UTDamageTypeUTDamageType, Object.Vector HitLocation)

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]

function SpawnTransEffect (int TeamNum)


StartFire[edit]

simulated function StartFire (byte FireModeNum)

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]

function bool StopFiring ()

Overrides: Pawn.StopFiring


StopWeaponFiring[edit]

function bool StopWeaponFiring ()


SwitchWeapon[edit]

simulated function SwitchWeapon (byte NewGroup)


TakeDrowningDamage[edit]

function TakeDrowningDamage ()

Overrides: Pawn.TakeDrowningDamage


TakeFallingDamage[edit]

simulated function TakeFallingDamage ()

Overrides: Pawn.TakeFallingDamage


TakeHeadShot[edit]

function bool TakeHeadShot (const out Actor.ImpactInfo Impact, class<UTDamageTypeHeadShotDamageType, int HeadDamage, float AdditionalScale, Controller InstigatingController)

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]

function ThrowActiveWeapon ()

Overrides: Pawn.ThrowActiveWeapon

Toss active weapon using default settings (location+velocity).

ToggleMelee[edit]

simulated function ToggleMelee ()

Overrides: Pawn.ToggleMelee


TryNewCamRot[edit]

simulated function bool TryNewCamRot (UTPlayerController PC, Object.Rotator ViewRotation, out float CamDist)


TurnOff[edit]

simulated function TurnOff ()

Overrides: Pawn.TurnOff

TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing

TurnOffPawn[edit]

simulated function TurnOffPawn ()


UpdateShadowSettings[edit]

simulated function UpdateShadowSettings (bool bWantShadow)


VerifyBodyMaterialInstance[edit]

simulated function bool VerifyBodyMaterialInstance ()

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]

simulated function WeaponAttachmentChanged ()

Called when there is a need to change the weapon attachment (either via replication or locally if controlled.

WeaponBob[edit]

simulated function Object.Vector WeaponBob (float BobDamping, float JumpDamping)


WeaponChanged[edit]

simulated function WeaponChanged (UTWeapon NewWeapon)

Called when a weapon is changed and is responsible for making sure the new weapon respects the current pawn's states/etc.

WeaponFired[edit]

simulated function WeaponFired (bool bViaReplication, optional Object.Vector HitLocation)

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]

simulated function WeaponStoppedFiring (bool bViaReplication)

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