UE3:Pawn events (UDK)
- Pawn events in other games:
- Other member categories for this class:
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Events
AnimSetListUpdated
Called after UpdateAnimSetList does its job
BaseChange
Overrides: Actor.BaseChange
Event called after actor's base changes.
BecomeViewTarget
Overrides: Actor.BecomeViewTarget
BeginAnimControl
Overrides: Actor.BeginAnimControl
Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.
BreathTimer
BuildScriptAnimSetList
Build AnimSet list Script version, called by UpdateAnimSetList()
ClientMessage
CreateInventory
Destroyed
Overrides: Actor.Destroyed
EncroachedBy
Overrides: Actor.EncroachedBy
EncroachingOn
Overrides: Actor.EncroachingOn
(Description copied from Actor.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
EndCrouch
Event called from native code when Pawn stops crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL
Parameters:
- HeightAdjust - height difference in unreal units between default collision height, and actual crouched cylinder height.
Falling
Overrides: Actor.Falling
FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
FinishAnimControl
Overrides: Actor.FinishAnimControl
Called when we are done with the AnimControl track.
GetActorEyesViewPoint
Overrides: Actor.GetActorEyesViewPoint
returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
Output: out_Rotation, view rotation of actor.
GetActorFaceFXAsset
Overrides: Actor.GetActorFaceFXAsset
Used by Matinee in-game to mount FaceFXAnimSets before playing animations.
GetBaseAimRotation
returns base Aim Rotation without any adjustment (no aim error, no autolock, no adhesion.. just clean initial aim rotation!)
Returns:
- base Aim rotation.
GetFaceFXAudioComponent
Overrides: Actor.GetFaceFXAudioComponent
Used to let FaceFX know what component to play dialogue audio on.
GetWeaponStartTraceLocation
Return world location to start a weapon fire trace from.
Returns:
- World location where to start weapon fire traces from
HeadVolumeChange
HealDamage
Overrides: Actor.HealDamage
(Description copied from Actor.HealDamage)
the reverse of TakeDamage(); heals the specified amount
Parameters:
- Amount - The amount of damage to heal
- Healer - Who is doing the healing
- DamageType - What type of healing is it
InFreeCam
return true if player is viewing this Pawn in FreeCam
IsSameTeam
Returns true of pawns are on the same team, false otherwise
Landed
Overrides: Actor.Landed
MessagePlayer
ModifyVelocity
OutsideWorldBounds
Overrides: Actor.OutsideWorldBounds
(Description copied from Actor.OutsideWorldBounds)
called when the Actor is outside the hard limit on world bounds
Note: physics and collision are automatically turned off after calling this function
PlayActorFaceFXAnim
Overrides: Actor.PlayActorFaceFXAnim
Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.
PlayFootStepSound
PlayFootStepSound() called by AnimNotify_Footstep
FootDown specifies which foot hit
PostBeginPlay
Overrides: Actor.PostBeginPlay
PostInitAnimTree
Overrides: Actor.PostInitAnimTree
called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies
PreBeginPlay
Overrides: Actor.PreBeginPlay
ReceivedNewEvent
Overrides: Actor.ReceivedNewEvent
Called by SeqAct_AttachToEvent when a duplicate event is added to this actor at run-time
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
Check on various replicated data and act accordingly.
Reset
Overrides: Actor.Reset
RestoreAnimSetsToDefault
SetAnimPosition
Overrides: Actor.SetAnimPosition
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.
SetMorphWeight
Overrides: Actor.SetMorphWeight
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.
SetSkelControlScale
Overrides: Actor.SetSkelControlScale
Called each frame by Matinee to update the scaling on a SkelControl.
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.
SoakPause
For AI debugging
SpawnedByKismet
Overrides: Actor.SpawnedByKismet
called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory) after all other spawn events (PostBeginPlay(), etc) have been called
SpecialMoveThruEdge
StartCrouch
Event called from native code when Pawn starts crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL
Parameters:
- HeightAdjust - height difference in unreal units between default collision height, and actual crouched cylinder height.
StartDriving
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StopActorFaceFXAnim
Overrides: Actor.StopActorFaceFXAnim
Stop any matinee FaceFX animations on this Actor.
StopDriving
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
StuckOnPawn
Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).
TakeDamage
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - 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)
TakeRadiusDamageOnBones
Damage radius applied to specific bones on the skeletal mesh
TornOff
Overrides: Actor.TornOff
UpdatePawnRotation
Script function callable from C++ to update the Pawn's rotation, and goes through the FaceRotation logic to apply rotation constraints