UE2:Pawn properties (U2XMP)

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U2XMP Object >> Actor >> Pawn (properties)

;Other member categories for this class::

Properties

Property group 'AI'

Alertness

Type: float

-1 to 1 ->Used within specific states for varying reaction to stimuli

bAdjacentZoneHearing

Type: bool

can hear any sound in adjacent zone (if close enough to hear)

bAroundCornerHearing

Type: bool


bFriendlyToPlayerTeam

Type: bool

set to make NPCs not attack player and player teammates

bLOSHearing

Type: bool


Default value: True

bMuffledHearing

Type: bool

can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls

bSameZoneHearing

Type: bool

can hear any sound in same zone (if close enough to hear)

bSightRadiusLoseEnemy

Type: bool

if true, NPC will lose enemy which is outside of SightRadius (usually only for fog zones)

ControllerClass

Type: class<AIController>


Default value: Class'Engine.AIController'

HearingThreshold

Type: float

max distance at which a makenoise(1.0) loudness sound can be heard

Default value: 2800.0

PeripheralVision

Type: float

Cosine of limits of peripheral vision. //NEW (mdf) //NOTE: see above comments!

SeenRadius

Type: float

NEW (mdf) Maximum distance at which Pawn will be seen by others.

Default value: 9999999.0

SeenRadiusNoFOV

Type: float

NEW (mdf) Maximum distance at which Pawn will be seen by others without checking others' FOV

SeeOtherOdds

Type: float

NEW (mdf) see above comments

SightRadius

Type: float

Maximum seeing distance.

Default value: 5000.0

SightRadiusFriend

Type: float

NEW (mdf) Maximum seeing distance for seeing friendly NPCs.

SightRadiusFriendAlert

Type: float

NEW (mdf) Maximum seeing distance for seeing alert friendly NPCs (and possibly inheriting their Enemy/alertness).

TeamNumber

Type: int

Team # -- not used if PlayerReplicationInfo is set

Default value: -1

Property group 'Collision'

bReducedCylinder

Type: bool


Property group 'Display'

BlendChangeTime

Type: float


Default value: 0.25

Property group 'Movement'

bResortToBasicTacticalMoves

Type: bool

if true, NPC will resort to basic tactical moves when serpentine requested but not moving along a reachspec (from or to a non-navigation point actor)

Default value: True

bScaleRotationRates

Type: bool

if true non-enemy rotation rates scaled around a 45 degree yaw difference

bScaleRotationRatesEnemy

Type: bool

if true enemy rotation rates scaled around a 45 degree yaw difference

bSmoothTurns

Type: bool

if true, turns are smoothed (anticipates destination and moves within reachspec) -- *must* be used with serpentine tactical moves but unless we have problems, probably no reason to turn this off

Default value: True

RotationRateYawEnemy

Type: int

yaw rotation rate to use with an enemy (during combat) defaults to RotationRate*X if not set

RotationRateYawEnemySeen

Type: int

yaw rotation rate to use with an enemy (during combat) defaults to RotationRate*X if not set

TacticalMoveType

Type: Actor.ETacticalMoveType


Property group 'Pawn'

bAlwaysGib

Type: bool

turn on gibbing for this pawn (if allowed by the game's current gore level setting)

bGibOnInvalidDeathLanding

Type: bool

gib if landed on a bBlockNavigation actor

bNeverGib

Type: bool

turn off gibbing for this pawn

CarcassCollisionHeight

Type: float

NEW (mdf) collision height of dead body lying on the ground (defaults to 0.xx*standing collision radius if not set)

Default value: -1.0

CarcassCollisionRadius

Type: float

NEW (mdf) collision radius of dead body lying on the ground (defaults to 0.xx*standing collision height if not set)

Default value: -1.0

CrouchHeight

Type: float

CollisionHeight when crouching

Default value: 40.0

CrouchRadius

Type: float

CollisionRadius when crouching

Default value: 34.0

Health

Type: int<0,255>

Modifiers: travel

Health: 100 = normal maximum

Default value: 100

ProneHeight

Type: float

CollisionHeight when prone

Default value: 12.0

ProneRadius

Type: float

CollisionRadius when prone

Default value: 48.0

Property group 'Shadows'

bForceBlobShadows

Type: bool


bForceDirectionalShadows

Type: bool


bForceDynamicShadow

Type: bool


bForceFullPolyShadows

Type: bool


bForceLightSourcedShadows

Type: bool


bForceShadowBlur

Type: bool


bForceShadowUnBlur

Type: bool


bForceStaticShadow

Type: bool


ShadowBoundScale

Type: float

Adjust this for large creatures if shadow extends beyond render area.

Default value: 35.0

ShadowCullDistance

Type: float


ShadowInterpolateRate

Type: float


ShadowLightDirection

Type: Object.Vector


Default value:

Member Value
X 1.0
Z 2.0

ShadowLightDistance

Type: float


Default value: 512.0

ShadowResolution

Type: int


ShadowTraceDistance

Type: float


Internal variables

See Pawn internal variables.

Default values