The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:UTRemoteRedeemer (UT3)
Contents
- 1 Properties
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.2.1 BaseChange
- 2.2.2 Bump
- 2.2.3 Destroyed
- 2.2.4 DriverLeave
- 2.2.5 EncroachedBy
- 2.2.6 EncroachingOn
- 2.2.7 GetViewRotation
- 2.2.8 HitWall
- 2.2.9 Landed
- 2.2.10 PhysicsVolumeChange
- 2.2.11 PlayDying
- 2.2.12 PostBeginPlay
- 2.2.13 PreBeginPlay
- 2.2.14 ReplicatedEvent
- 2.2.15 SetWalking
- 2.2.16 TakeDamage
- 2.2.17 Touch
- 2.3 Other instance functions
- 2.3.1 BlowUp
- 2.3.2 CalcCamera
- 2.3.3 CheatFly
- 2.3.4 CheatGhost
- 2.3.5 CheatWalk
- 2.3.6 ClientRestart
- 2.3.7 ClientSetCameraEffect
- 2.3.8 Died
- 2.3.9 DoJump
- 2.3.10 DrawHUD
- 2.3.11 DriverDied
- 2.3.12 DriverEnter
- 2.3.13 DriverLeft
- 2.3.14 PlaceExitingDriver
- 2.3.15 PossessedBy
- 2.3.16 PoweredUp
- 2.3.17 ServerBlowUp
- 2.3.18 SetOnlyControllableByTilt
- 2.3.19 ShouldCrouch
- 2.3.20 StartFire
- 2.3.21 Suicide
- 2.3.22 TurnOff
- 2.3.23 UnPossessed
- 3 States
- Package:
- UTGame
- Direct subclass:
- UTRemoteRedeemer_Content
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bCanHitDriver[edit]
Type: bool
used to avoid colliding with Driver when initially firing
bDying[edit]
Type: bool
Modifiers: repnotify
CameraEffect[edit]
Type: PostProcessChain
camera overlay effect
ForcedDirectionVolume[edit]
Type: ForcedDirVolume
InstigatorController[edit]
Type: Controller
Controller that should get credit for explosion kills (since Controller variable won't be hooked up during the explosion)
PawnAmbientSound[edit]
Type: AudioComponent
PitchAccel[edit]
Type: float
RedeemerProjClass[edit]
Type: class<UTProj_RedeemerBase>
we use this class's defaults for many properties (damage, effects, etc) to reduce code duplication
TeamCameraMaterials[edit]
Type: array<MaterialInterface>
Trail[edit]
Type: ParticleSystemComponent
YawAccel[edit]
Type: float
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: Vehicle.CollisionCylinder
No new values.
Functions[edit]
Native functions[edit]
IsPlayerPawn[edit]
Overrides: Pawn.IsPlayerPawn
IsPlayerPawn() return true if controlled by a Player (AI or human) on local machine (any controller on server, localclient's pawn on client)
Events[edit]
BaseChange[edit]
Overrides: Pawn.BaseChange
Event called after actor's base changes.
Bump[edit]
Overrides: Actor.Bump
Destroyed[edit]
Overrides: Vehicle.Destroyed
DriverLeave[edit]
Overrides: Vehicle.DriverLeave
Called from the Controller when player wants to get out.
EncroachedBy[edit]
Overrides: Vehicle.EncroachedBy
Vehicles dont get telefragged.
EncroachingOn[edit]
Overrides: Vehicle.EncroachingOn
(Description copied from Vehicle.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
GetViewRotation[edit]
Overrides: Pawn.GetViewRotation
HitWall[edit]
Overrides: Pawn.HitWall
Landed[edit]
Overrides: Pawn.Landed
PhysicsVolumeChange[edit]
Overrides: Actor.PhysicsVolumeChange
PlayDying[edit]
Overrides: Vehicle.PlayDying
PostBeginPlay[edit]
Overrides: Vehicle.PostBeginPlay
PreBeginPlay[edit]
Overrides: Pawn.PreBeginPlay
ReplicatedEvent[edit]
Overrides: Vehicle.ReplicatedEvent
SetWalking[edit]
Overrides: Pawn.SetWalking
(Description copied from Pawn.SetWalking)
Called every frame from PlayerInput or PlayerController::MoveAutonomous() Sets bIsWalking flag, which defines if the Pawn is walking or not (affects velocity)
Parameters:
- bNewIsWalking - new walking state.
TakeDamage[edit]
Overrides: Vehicle.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Touch[edit]
Overrides: Actor.Touch
Other instance functions[edit]
BlowUp[edit]
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.
CheatFly[edit]
Overrides: Vehicle.CheatFly
CheatGhost[edit]
Overrides: Vehicle.CheatGhost
CheatWalk[edit]
Overrides: Vehicle.CheatWalk
ClientRestart[edit]
Overrides: Pawn.ClientReStart
ClientSetCameraEffect[edit]
turns on or off the camera effect
Died[edit]
Overrides: Vehicle.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
DoJump[edit]
Overrides: Pawn.DoJump
DrawHUD[edit]
Overrides: Pawn.DrawHUD
Hook called from HUD actor. Gives access to HUD and Canvas
DriverDied[edit]
Overrides: Vehicle.DriverDied
DriverEnter[edit]
Overrides: Vehicle.DriverEnter
DriverEnter() Make Pawn P the new driver of this vehicle
DriverLeft[edit]
Overrides: Vehicle.DriverLeft
PlaceExitingDriver[edit]
Overrides: Vehicle.PlaceExitingDriver
PlaceExitingDriver() Find an acceptable position to place the exiting driver pawn, and move it there. Returns true if pawn was successfully placed.
PossessedBy[edit]
Overrides: Vehicle.PossessedBy
PoweredUp[edit]
Overrides: Pawn.PoweredUp
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation
ServerBlowUp[edit]
SetOnlyControllableByTilt[edit]
Used to turn on or off the functionality of the controller only accepting input from the tilt aspect (if it has it) *
ShouldCrouch[edit]
Overrides: Pawn.ShouldCrouch
(Description copied from Pawn.ShouldCrouch)
Controller is requesting that pawn crouches. This is not guaranteed as it depends if crouching collision cylinder can fit when Pawn is located.
Parameters:
- bCrouch - true if Pawn should crouch.
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
Suicide[edit]
Overrides: Vehicle.Suicide
TurnOff[edit]
Overrides: Pawn.TurnOff
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
UnPossessed[edit]
Overrides: Vehicle.UnPossessed
States[edit]
Dying[edit]
Inherits from: Pawn.Dying
Modifiers: simulated
Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, SetInitialState, Trigger
Dying.BeginState[edit]
Overrides: Pawn.Dying.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Dying.TakeDamage[edit]
Overrides: Pawn.Dying.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Dying.BlowUp[edit]
Overrides: BlowUp (global)
Dying.ServerBlowUp[edit]
Overrides: ServerBlowUp (global)
Dying.StartFire[edit]
Overrides: StartFire (global)
(Description copied from Pawn.StartFire)
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player
Parameters:
- FireModeNum - fire mode number
Dying.TurnOff[edit]
Overrides: TurnOff (global)
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
Flying[edit]
Modifiers: auto
Flying.Tick[edit]
Overrides: Actor.Tick (global)
Flying.FaceRotation[edit]
Overrides: Vehicle.FaceRotation (global)
Vehicles ignore 'face rotation'.