UE2:Pawn instance functions (U2XMP)

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U2XMP Object >> Actor >> Pawn (instance functions)
Pawn instance functions in other games:
Other member categories for this class:

Instance functions

AddDeathObserver

function AddDeathObserver (Actor Observer)


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)


AdjustEyeHeight

function AdjustEyeHeight (float NewEyeHeight, optional float HeightChange)


BecomeViewTarget

function BecomeViewTarget ()

Overrides: Actor.BecomeViewTarget


CanCrouch

function bool CanCrouch ()


CanGrabLadder

function bool CanGrabLadder ()


CanJump

function bool CanJump ()


CanSplash

function bool CanSplash ()

Overrides: Actor.CanSplash


CanTrigger

function bool CanTrigger (Trigger T)


ChangedWeapon

function ChangedWeapon ()


CheckStanceStatus

function CheckStanceStatus ()


CheckWaterJump

function bool CheckWaterJump (out Object.Vector WallNormal)


ChunkUp

simulated function ChunkUp ()


ClearReferencesTo

function ClearReferencesTo ()


ClientDying

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


ClientReStart

function ClientReStart ()


ClientSetLocation

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


ClientSetRotation

function ClientSetRotation (Object.Rotator NewRotation)


ClimbLadder

function ClimbLadder (LadderVolume L)


DeleteInventory

function DeleteInventory (Inventory Item)


Died

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


DisplayDebug

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

Overrides: Actor.DisplayDebug


DoJump

function bool DoJump (bool bUpdating)


DropToGround

function DropToGround ()


EnableRotation

function EnableRotation (bool bVal)


EyePosition

function Object.Vector EyePosition ()


FaceRotation

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


FindInventoryType

function Inventory FindInventoryType (Class DesiredClass)


ForceStance

function ForceStance (byte NewStance)


Gasp

function Gasp ()


GetDesiredStance

final function byte GetDesiredStance ()


GetHumanReadableName

function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetInfiniteAmmo

function bool GetInfiniteAmmo ()


GetMoveTarget

function Actor GetMoveTarget ()


GetStance

final function byte GetStance ()


GetViewRotation

simulated function Object.Rotator GetViewRotation ()


GetWeaponBoneFor

function name GetWeaponBoneFor (Inventory I)


gibbedBy

function gibbedBy (Actor Other)


GiveWeapon

function GiveWeapon (string aClassName)


HandleFellOutOfWorld

function HandleFellOutOfWorld ()


HandleJumpSound

function HandleJumpSound ()


HandlePickup

function HandlePickup (Pickup pick)


HandleTakeHit

function HandleTakeHit (Pawn Instigator, Object.Vector HitLocation, float Damage, class<DamageTypeDamageType, Object.Vector Momentum)


HasDeathObserver

function bool HasDeathObserver (Actor Observer)


HasGibs

function bool HasGibs ()


InGodMode

final function bool InGodMode ()


InitShadow

simulated function InitShadow (ShadowProjector Shadow)


IsCrouching

final function bool IsCrouching ()


IsFrozen

function bool IsFrozen ()


IsHumanControlled

simulated function bool IsHumanControlled ()


IsInPain

function bool IsInPain ()

Overrides: Actor.IsInPain


IsLocallyControlled

simulated function bool IsLocallyControlled ()


IsMobile

function bool IsMobile ()


IsNPC

function bool IsNPC ()

Overrides: Actor.IsNPC


IsPlayer

function bool IsPlayer ()

Overrides: Actor.IsPlayer


IsPlayerPawn

simulated function bool IsPlayerPawn ()


IsProne

final function bool IsProne ()


IsRealPlayer

function bool IsRealPlayer ()

Overrides: Actor.IsRealPlayer


IsSentient

function bool IsSentient ()


IsStanding

final function bool IsStanding ()


IsStationary

function bool IsStationary ()


JumpInProgress

function bool JumpInProgress ()


JumpOutOfWater

function JumpOutOfWater (Object.Vector jumpDir)


KilledBy

function KilledBy (Pawn EventInstigator)

Overrides: Actor.KilledBy


KillSelf

function KillSelf ()


LaunchOffPawnDamage

function LaunchOffPawnDamage (Pawn Stompee)


LaunchPawn

function LaunchPawn (Actor Stompee)


LineOfSightTo

function bool LineOfSightTo (Actor Other)


MaybeScaleSettings

function MaybeScaleSettings ()


PlayDodge

function float PlayDodge (Actor.EDoubleClickDir DoubleClickMove)


PlayDying

function PlayDying (class<DamageTypeDamageType, Object.Vector HitLocation, Pawn InstigatedBy, Object.Vector Momentum)


PlayTakeHit

function PlayTakeHit (Object.Vector HitLocation, int Damage, class<DamageTypeDamageType)


PlayTakeHitSound

function PlayTakeHitSound (int Damage, class<DamageTypeDamageType, int Mult)


PointOfView

simulated function bool PointOfView ()


PossessedBy

simulated function PossessedBy (Controller C)


PostRecvOwner

simulated function PostRecvOwner ()


PostRecvPlayerReplicationInfo

simulated function PostRecvPlayerReplicationInfo ()


PostRecvRole

simulated function PostRecvRole ()


PreSetMovement

function PreSetMovement ()


PressingAltFire

function bool PressingAltFire ()


PressingFire

function bool PressingFire ()


PreventDeath

function bool PreventDeath (int Damage, Pawn Instigator, class<DamageTypeDamageType, Object.Vector HitLocation)


RemoveDeathObserver

function RemoveDeathObserver (Actor Observer)


Reset

function Reset ()

Overrides: Actor.Reset


ResetShadows

simulated function ResetShadows ()


RestartPlayer

function RestartPlayer ()


RestoreEyeHeight

function RestoreEyeHeight (optional bool bSnap)


RestoreSightRadius

function RestoreSightRadius ()


ServerChangedWeapon

function ServerChangedWeapon (Weapon OldWeapon, Weapon W)


SetBaseEyeHeight

function SetBaseEyeHeight (float NewEyeHeight)


SetDefaultDisplayProperties

function SetDefaultDisplayProperties ()

Overrides: Actor.SetDefaultDisplayProperties


SetDisplayProperties

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

Overrides: Actor.SetDisplayProperties


SetEnemyRotationRates

function SetEnemyRotationRates ()


SetEyeHeight

function SetEyeHeight (float NewEyeHeight)


SetMesh

simulated function SetMesh ()


SetMovementPhysics

function SetMovementPhysics (optional bool bInitializing)


SetMoveTarget

function SetMoveTarget (Actor NewTarget)


SetSightRadius

function SetSightRadius (float NewSightRadius)


SetStance

function SetStance (byte NewStance)


SetTeam

function SetTeam (int _TeamNumber)


SetViewRotation

simulated function SetViewRotation (Object.Rotator NewRotation)


SetWalking

function SetWalking (bool bNewIsWalking)


ShootSpecial

function Actor ShootSpecial (Actor A)


ShouldGib

function bool ShouldGib (class<DamageTypeDamageType, optional float Damage)


TakeDamage

function TakeDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Actor.TakeDamage


TakeDamageHandlePhysics

function TakeDamageHandlePhysics (Pawn Instigator, out Object.Vector Momentum)


TakeDrowningDamage

function TakeDrowningDamage ()


TakeFallingDamage

function TakeFallingDamage ()


TossWeapon

function TossWeapon (Object.Vector TossVel)


TouchingWaterVolume

function bool TouchingWaterVolume ()


Trigger

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger


TriggerDeathEvent

function TriggerDeathEvent (Actor Other, Pawn EventInstigator)


TryToGib

function bool TryToGib (class<DamageTypeDamageType, optional float Damage)


UnPossessed

function UnPossessed ()