UE2:Pawn instance functions (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
U2 Object >> Actor >> Pawn (instance functions)
Pawn instance functions in other games:
Other member categories for this class:

Instance functions

AddInventory

function bool AddInventory (Inventory NewItem)


AddVelocity

function AddVelocity (Object.Vector NewVelocity)


AdjustAim

simulated final function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustedStrength

function float AdjustedStrength ()


BecomeViewTarget

function BecomeViewTarget ()

Overrides: Actor.BecomeViewTarget


CalcDrawOffset

simulated function Object.Vector CalcDrawOffset (Inventory Inv)


CalcHitIndication

function CalcHitIndication (int Damage, Object.Vector HitLocation, Object.Vector Momentum)


CanBeMercyKilled

function bool CanBeMercyKilled (optional Actor Other)


CanBeRevived

function bool CanBeRevived (optional Actor Other)


CanDodge

function bool CanDodge ()


CanDoubleJump

function int CanDoubleJump ()


CanGrabLadder

function bool CanGrabLadder ()


CanMercyKill

function bool CanMercyKill (Actor Enemy)


CannotJumpNow

function bool CannotJumpNow ()


CanSplash

function bool CanSplash ()

Overrides: Actor.CanSplash


CanThrowWeapon

simulated function bool CanThrowWeapon ()


CanTrigger

function bool CanTrigger (Trigger T)


ChangedWeapon

function ChangedWeapon ()


CheckBob

function CheckBob (float DeltaTime, Object.Vector Y)


CheckWaterJump

function bool CheckWaterJump (out Object.Vector WallNormal)


ChunkUp

simulated function ChunkUp (Object.Rotator HitRotation, class<DamageTypeD)


ClientChangedWeapon

function ClientChangedWeapon (Weapon OldWeapon, Weapon W)


ClientDying

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation)


ClientReStart

function ClientReStart ()


ClientRevived

function ClientRevived ()


ClientSetLocation

function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)


ClientSetRotation

function ClientSetRotation (Object.Rotator NewRotation)


ClimbLadder

function ClimbLadder (LadderVolume L)


CreateInventory

function CreateInventory (string InventoryClassName)


CreateShadow

simulated function CreateShadow ()


DeleteInventory

function DeleteInventory (Inventory Item)


DestroyShadow

simulated function DestroyShadow ()


DestroyTimer

simulated function DestroyTimer ()


Died

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


DisplayDebug

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


DoDoubleJump

function DoDoubleJump (bool bUpdating)


DoJump

function bool DoJump (bool bUpdating)


DrawHUD

function DrawHUD (Canvas Canvas)


DropToGround

function DropToGround ()


EndClimbLadder

function EndClimbLadder (LadderVolume OldLadder)


EyePosition

simulated function Object.Vector EyePosition ()


FaceRotation

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


FindInventoryType

function Inventory FindInventoryType (Class DesiredClass)


Fire

function Fire (optional float F)


FlashbangEnabled

interface function bool FlashbangEnabled ()


Gasp

function Gasp ()


GetAimRotation

simulated function Object.Rotator GetAimRotation ()


GetDamageIndicatorAngleA

interface function float GetDamageIndicatorAngleA ()


GetDamageIndicatorAngleB

interface function float GetDamageIndicatorAngleB ()


GetDemoRecordingWeapon

simulated function Weapon GetDemoRecordingWeapon ()


GetHealth

interface function float GetHealth ()


GetHealthPct

interface function float GetHealthPct ()


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetKillerController

function Controller GetKillerController ()

Overrides: Actor.GetKillerController


GetMoveTarget

function Actor GetMoveTarget ()


GetPassengerEnabled0

interface function bool GetPassengerEnabled0 ()


GetPassengerEnabled1

interface function bool GetPassengerEnabled1 ()


GetPassengerEnabled2

interface function bool GetPassengerEnabled2 ()


GetPassengerEnabled3

interface function bool GetPassengerEnabled3 ()


GetPassengerEnabled4

interface function bool GetPassengerEnabled4 ()


GetPassengerEnabled5

interface function bool GetPassengerEnabled5 ()


GetPassengerEnabled6

interface function bool GetPassengerEnabled6 ()


GetPassengerEnabled7

interface function bool GetPassengerEnabled7 ()


GetPIDDistancePct

interface function float GetPIDDistancePct ()


GetPlayerClassIndex

interface function int GetPlayerClassIndex ()


GetPlayerName

interface function string GetPlayerName ()


GetTeam

simulated function int GetTeam ()

Overrides: Actor.GetTeam


GetViewLocation

simulated function Object.Vector GetViewLocation ()


GetViewRotation

simulated function Object.Rotator GetViewRotation ()


GetWeaponBoneFor

function name GetWeaponBoneFor (Inventory I)


Gibbed

function bool Gibbed (class<DamageTypedamageType)


gibbedBy

function gibbedBy (Actor Other)


GiveWeapon

function GiveWeapon (string aClassName)


HandleDodgeFailed

function HandleDodgeFailed ()


HandleDying

simulated function HandleDying ()


HandlePickup

function HandlePickup (Pickup pick)


HandleRevived

simulated function HandleRevived ()


HoldCarriedObject

function HoldCarriedObject (CarriedObject O, name AttachmentBone)


InCurrentCombo

function bool InCurrentCombo ()


InGodMode

final function bool InGodMode ()


IsAlive

interface function bool IsAlive ()


IsDead

interface function bool IsDead ()


IsFirstPerson

simulated function bool IsFirstPerson ()


IsHumanControlled

simulated function bool IsHumanControlled ()


IsInPain

function bool IsInPain ()

Overrides: Actor.IsInPain


IsLocallyControlled

simulated function bool IsLocallyControlled ()


IsPlayerPawn

simulated function bool IsPlayerPawn ()


IsRealPlayer

function bool IsRealPlayer ()

Overrides: Actor.IsRealPlayer


JumpOutOfWater

function JumpOutOfWater (Object.Vector jumpDir)


LineOfSightTo

function bool LineOfSightTo (Actor Other)


LowAmmo

interface function bool LowAmmo ()


LowEnergy

interface function bool LowEnergy ()


LowHealth

interface function bool LowHealth ()


ModifiedPlayerViewOffset

function Object.Vector ModifiedPlayerViewOffset (Inventory Inv)


MyDefaultWeapons

function array<class<Weapon> > MyDefaultWeapons ()


NearMoveTarget

function bool NearMoveTarget ()


NotifyAmmoChanged

function NotifyAmmoChanged ()


NotifyEndGame

function NotifyEndGame ()


NotifyGutBlowed

function NotifyGutBlowed (Controller Killer)


NotifyUnuse

function NotifyUnuse (Actor Other)


NotifyUse

function NotifyUse (Actor Other)


PlayDyingSound

function PlayDyingSound ()


PlayFiring

simulated function PlayFiring (float Rate, name FiringMode)


PlayHit

function PlayHit (float Damage, Pawn InstigatedBy, Object.Vector HitLocation, class<DamageTypedamageType, Object.Vector Momentum)


PlayLanded

function PlayLanded (float impactVel)


PlayMoverHitSound

function PlayMoverHitSound ()


PlayMoving

simulated function PlayMoving ()


PlayTakeHit

function PlayTakeHit (Object.Vector HitLoc, int Damage, class<DamageTypedamageType)


PlayTeleportEffect

function PlayTeleportEffect (bool bOut, bool bSound)

Overrides: Actor.PlayTeleportEffect


PlayVictoryAnimation

function PlayVictoryAnimation ()


PlayWaiting

simulated function PlayWaiting ()


PlayWeaponReload

function PlayWeaponReload (Weapon NewWeapon)


PlayWeaponSwitch

function PlayWeaponSwitch (Weapon NewWeapon)


PointOfView

simulated function bool PointOfView ()


PossessedBy

function PossessedBy (Controller C)


PressingAltFire

simulated final function bool PressingAltFire ()


PressingFire

simulated final function bool PressingFire ()


ReceiveLocalizedMessage

function ReceiveLocalizedMessage (class<LocalMessageMessage, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


RecentlyTalked

interface function bool RecentlyTalked ()


RecentlyTalkedAlpha

interface function float RecentlyTalkedAlpha ()


RecentlyTalkedPct

interface function float RecentlyTalkedPct ()


Reset

function Reset ()

Overrides: Actor.Reset


RestartPlayer

function RestartPlayer ()


SameTeam

simulated function bool SameTeam (Pawn Other)


ServerChangedWeapon

function ServerChangedWeapon (Weapon OldWeapon, Weapon W)


SetDefaultDisplayProperties

function SetDefaultDisplayProperties ()

Overrides: Actor.SetDefaultDisplayProperties


SetDisplayProperties

function SetDisplayProperties (Actor.ERenderStyle NewStyle, Material NewTexture, bool bLighting)

Overrides: Actor.SetDisplayProperties


SetMesh

simulated function SetMesh ()


SetMovementPhysics

function SetMovementPhysics ()


SetMoveTarget

function SetMoveTarget (Actor NewTarget)


SetSprint

function SetSprint (bool bEnabled)


SetTeam

simulated function SetTeam (int NewTeam)

Overrides: Actor.SetTeam


SetViewRotation

simulated function SetViewRotation (Object.Rotator NewRotation)


ShootSpecial

function Actor ShootSpecial (Actor A)


ShouldAutoSwitch

function bool ShouldAutoSwitch ()


ShouldCrouch

function ShouldCrouch (bool Crouch)


SpecialCalcView

function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)


StartFiring

simulated function StartFiring (bool bHeavy, bool bRapid)


StopFiring

simulated function StopFiring ()


TakeDrowningDamage

function TakeDrowningDamage ()


TakeFallingDamage

function TakeFallingDamage ()


TossArtifacts

function TossArtifacts ()


TossWeapon

function TossWeapon (Object.Vector TossVel)


TouchingWaterVolume

function bool TouchingWaterVolume ()


UnPossessed

function UnPossessed ()


UpdateRocketAcceleration

function UpdateRocketAcceleration (float DeltaTime, float YawChange, float PitchChange)


WasPlayerPawn

simulated function bool WasPlayerPawn ()


WeaponBob

function Object.Vector WeaponBob (float BobDamping)