Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
bCanHitDriver
Type: bool
used to avoid colliding with Driver when initially firing
bDying
Type: bool
Modifiers: repnotify
CameraEffect
Type: PostProcessChain
camera overlay effect
ForcedDirectionVolume
Type: ForcedDirVolume
InstigatorController
Type: Controller
Controller that should get credit for explosion kills (since Controller variable won't be hooked up during the explosion)
PawnAmbientSound
Type: AudioComponent
PitchAccel
Type: float
RedeemerProjClass
Type: class<UTProj_RedeemerBase>
we use this class's defaults for many properties (damage, effects, etc) to reduce code duplication
TeamCameraMaterials
Type: array<MaterialInterface>
Trail
Type: ParticleSystemComponent
YawAccel
Type: float
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: Vehicle.CollisionCylinder
No new values.
Functions
Native functions
IsPlayerPawn
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
BaseChange
Overrides: Pawn.BaseChange
Event called after actor's base changes.
Bump
Overrides: Actor.Bump
Destroyed
Overrides: Vehicle.Destroyed
DriverLeave
Overrides: Vehicle.DriverLeave
Called from the Controller when player wants to get out.
EncroachedBy
Overrides: Vehicle.EncroachedBy
Vehicles dont get telefragged.
EncroachingOn
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
Overrides: Pawn.GetViewRotation
HitWall
Overrides: Pawn.HitWall
Landed
Overrides: Pawn.Landed
PhysicsVolumeChange
Overrides: Actor.PhysicsVolumeChange
PlayDying
Overrides: Vehicle.PlayDying
PostBeginPlay
Overrides: Vehicle.PostBeginPlay
PreBeginPlay
Overrides: Pawn.PreBeginPlay
ReplicatedEvent
Overrides: Vehicle.ReplicatedEvent
SetWalking
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
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
Overrides: Actor.Touch
Other instance functions
BlowUp
CalcCamera
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
Overrides: Vehicle.CheatFly
CheatGhost
Overrides: Vehicle.CheatGhost
CheatWalk
Overrides: Vehicle.CheatWalk
ClientRestart
Overrides: Pawn.ClientReStart
ClientSetCameraEffect
turns on or off the camera effect
Died
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
Overrides: Pawn.DoJump
DrawHUD
Overrides: Pawn.DrawHUD
Hook called from HUD actor. Gives access to HUD and Canvas
DriverDied
Overrides: Vehicle.DriverDied
DriverEnter
Overrides: Vehicle.DriverEnter
DriverEnter() Make Pawn P the new driver of this vehicle
DriverLeft
Overrides: Vehicle.DriverLeft
PlaceExitingDriver
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
Overrides: Vehicle.PossessedBy
PoweredUp
Overrides: Pawn.PoweredUp
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation
ServerBlowUp
SetOnlyControllableByTilt
Used to turn on or off the functionality of the controller only accepting input from the tilt aspect (if it has it) *
ShouldCrouch
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
Overrides: Pawn.StartFire
(Description copied from Pawn.StartFire)
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player
Parameters:
- FireModeNum - fire mode number
Suicide
Overrides: Vehicle.Suicide
TurnOff
Overrides: Pawn.TurnOff
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
UnPossessed
Overrides: Vehicle.UnPossessed
States
Dying
Inherits from: Pawn.Dying
Modifiers: simulated
Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange, SetInitialState, Trigger
Dying.BeginState
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
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
Overrides: BlowUp (global)
Dying.ServerBlowUp
Overrides: ServerBlowUp (global)
Dying.StartFire
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
Overrides: TurnOff (global)
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
Flying
Modifiers: auto
Flying.Tick
Overrides: Actor.Tick (global)
Flying.FaceRotation
Overrides: Vehicle.FaceRotation (global)
Vehicles ignore 'face rotation'.