The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:UTWeaponPawn (UDK)
Contents
- 1 Properties
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 AddVelocity
- 2.3.2 AdjustCameraScale
- 2.3.3 ApplyWeaponEffects
- 2.3.4 AttachDriver
- 2.3.5 CalcCamera
- 2.3.6 ClearFlashCount
- 2.3.7 ClearFlashLocation
- 2.3.8 Died
- 2.3.9 DisplayDebug
- 2.3.10 DisplayHud
- 2.3.11 DoJump
- 2.3.12 DriverLeft
- 2.3.13 DropToGround
- 2.3.14 FaceRotation
- 2.3.15 GetCollisionRadius
- 2.3.16 GetQuickPickCells
- 2.3.17 GetVehicleDrivingStatName
- 2.3.18 IncrementFlashCount
- 2.3.19 JumpOffPawn
- 2.3.20 PlaceExitingDriver
- 2.3.21 PossessedBy
- 2.3.22 ProcessViewRotation
- 2.3.23 QuickPick
- 2.3.24 ServerAdjacentSeat
- 2.3.25 ServerChangeSeat
- 2.3.26 SetBaseEyeheight
- 2.3.27 SetFiringMode
- 2.3.28 SetFlashLocation
- 2.3.29 SetMovementPhysics
- 2.3.30 TooCloseToAttack
- Package:
- UTGame
- Direct subclass:
- UTClientSideWeaponPawn
- This class in other games:
- UT3
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Properties[edit]
MySeatIndex[edit]
Type: int
Modifiers: repnotify
An index in to the Seats array of the vehicle housing this WeaponPawn. It is replicated
Default value: -1
MyVehicle[edit]
Type: UTVehicle
Modifiers: repnotify
MyVehicle points to the vehicle that houses this WeaponPawn and is replicated
MyVehicleWeapon[edit]
Type: UTVehicleWeapon
Modifiers: repnotify
MyVehicleWeapon points to the weapon assoicated with this WeaponPawn and is replcated
Default values[edit]
Property | Value |
---|---|
BaseEyeHeight | 180.0 |
bCollideActors | False |
bCollideWorld | False |
bFollowLookDir | True |
bIgnoreBaseRotation | True |
bOnlyRelevantToOwner | True |
bProjTarget | False |
bStationary | True |
bTurnInPlace | True |
EyeHeight | 180.0 |
InventoryManagerClass | Class'UTGame.UTInventoryManager' |
Physics | PHYS_None |
StayUprightConstraintInstance | RB_ConstraintInstance'UTGame.Default__UTWeaponPawn:MyStayUprightConstraintInstance' |
StayUprightConstraintSetup | RB_StayUprightSetup'UTGame.Default__UTWeaponPawn:MyStayUprightSetup' |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTVehicleBase.CollisionCylinder
Property | Value |
---|---|
BlockActors | False |
BlockNonZeroExtent | False |
BlockZeroExtent | False |
CollideActors | False |
CollisionHeight | 0.0 |
CollisionRadius | 0.0 |
ReplacementPrimitive | None |
MyStayUprightConstraintInstance[edit]
Class: Engine.RB_ConstraintInstance
Inherits from: UTVehicleBase.MyStayUprightConstraintInstance
No new values.
MyStayUprightSetup[edit]
Class: Engine.RB_StayUprightSetup
Inherits from: UTVehicleBase.MyStayUprightSetup
No new values.
SVehicleMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleBase.SVehicleMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Native functions[edit]
GetTargetLocation[edit]
Overrides: Vehicle.GetTargetLocation
(Description copied from Vehicle.GetTargetLocation)
Returns:
- Figure out who we are targetting.
Events[edit]
BaseChange[edit]
Overrides: Pawn.BaseChange
Event called after actor's base changes.
DriverLeave[edit]
Overrides: Vehicle.DriverLeave
Called from the Controller when player wants to get out.
HoldGameObject[edit]
Overrides: UTVehicleBase.HoldGameObject
(Description copied from UTVehicleBase.HoldGameObject)
HoldGameObject() Attach GameObject to mesh.
Parameters:
- GameObj - Game object to hold
ReplicatedEvent[edit]
Overrides: Vehicle.ReplicatedEvent
We use NetNotify to signal that critical data has been replicated. when the Vehicle, Weapon and SeatIndex have all arrived, we setup ourself up locally.
Parameters:
- VarName - Name of the variable replicated
Other instance functions[edit]
AddVelocity[edit]
Overrides: SVehicle.AddVelocity
AdjustCameraScale[edit]
Overrides: Pawn.AdjustCameraScale
moves the camera in or out
Parameters:
- bIn - If true, we should zoom the camera in
ApplyWeaponEffects[edit]
Overrides: UTVehicleBase.ApplyWeaponEffects
applies weapon effects based on the passed in bitfield
AttachDriver[edit]
Overrides: Vehicle.AttachDriver
Attach the Driver to the vehicle. If he's visible, find him a place, otherwhise hind him
Parameters:
- P - the Pawn the attach
CalcCamera[edit]
Overrides: SVehicle.CalcCamera
Caculates the Camera position. WeaponPawn's forward this to their vehicle
Parameters:
- fDeltatime - How long since the last calculation
- out_CamLoc - The final camera location (out)
- out_CamRot - The final camera rotation (out)
- out_FOV - The final FOV to use (out)
ClearFlashCount[edit]
Overrides: Pawn.ClearFlashCount
We need to pass ClearFlashCount calls to the controlling vehicle
ClearFlashLocation[edit]
Overrides: Pawn.ClearFlashLocation
We need to pass ClearFlashLocation calls to the controlling vehicle
Died[edit]
Overrides: SVehicle.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: SVehicle.DisplayDebug
General Debug information
DisplayHud[edit]
Overrides: UTVehicleBase.DisplayHud
Pass HUD Rendering to the Vehicle
DoJump[edit]
Overrides: Pawn.DoJump
DriverLeft[edit]
Overrides: UTVehicleBase.DriverLeft
Called when the driver leaves the WeaponPawn. We forward it along as a PassengerLeave call to the controlling vehicle.
DropToGround[edit]
Overrides: Pawn.DropToGround
FaceRotation[edit]
Overrides: Vehicle.FaceRotation
Vehicles ignore 'face rotation'.
GetCollisionRadius[edit]
Overrides: Pawn.GetCollisionRadius
Returns:
- the collision radius. In this case we return that of the vehicle if it exists
GetQuickPickCells[edit]
Overrides: UTVehicleBase.GetQuickPickCells
GetVehicleDrivingStatName[edit]
Overrides: UTVehicleBase.GetVehicleDrivingStatName
Statistics gathering
IncrementFlashCount[edit]
Overrides: Pawn.IncrementFlashCount
We need to pass IncreantFlashCount calls to the controlling vehicle
JumpOffPawn[edit]
Overrides: Pawn.JumpOffPawn
PlaceExitingDriver[edit]
Overrides: Vehicle.PlaceExitingDriver
Called when the vehicle needs to place an exiting driver. Forward the call to the controlling vehicle
Parameters:
- ExitingDriver - The pawn that is exiting
PossessedBy[edit]
Overrides: Vehicle.PossessedBy
Called when the controller takes possession of the WeaponPawn. Upon Possession, make sure the weapon heads to the right state and set the eye height.
Parameters:
- C - the controller taking posession
- bVehicleTransition - Will be true if this the pawn is entering/leaving a vehicle
ProcessViewRotation[edit]
Overrides: Pawn.ProcessViewRotation
(Description copied from Pawn.ProcessViewRotation)
Called from PlayerController UpdateRotation() -> ProcessViewRotation() to (pre)process player ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController
Parameters:
- DeltaTime - time since last frame
- ViewRotation - actual PlayerController view rotation
- out_DeltaRot - delta rotation to be applied on ViewRotation. Represents player's input.
Returns:
- processed ViewRotation to be set on PlayerController.
QuickPick[edit]
Overrides: UTVehicleBase.QuickPick
ServerAdjacentSeat[edit]
Overrides: UTVehicleBase.ServerAdjacentSeat
request change to adjacent vehicle seat
ServerChangeSeat[edit]
Overrides: UTVehicleBase.ServerChangeSeat
(Description copied from UTVehicleBase.ServerChangeSeat)
Called when a client is requesting a seat change
Network: Server-Side
SetBaseEyeheight[edit]
Overrides: Vehicle.SetBaseEyeheight
Set the Base Eye height. We override it here to pull it from the CameraEyeHeight variable of in the seat array
SetFiringMode[edit]
Overrides: Pawn.SetFiringMode
Set firing mode replication for remote clients trigger update notification. Network: LocalPlayer and Server
SetFlashLocation[edit]
Overrides: Pawn.SetFlashLocation
We need to pass SetFlashLocation calls to the controlling vehicle
SetMovementPhysics[edit]
Overrides: Pawn.SetMovementPhysics
TooCloseToAttack[edit]
Overrides: Pawn.TooCloseToAttack