UE3:Pawn instance functions (UT3)
- Pawn instance functions in other games:
- Other member categories for this class:
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Instance functions
AddDefaultInventory
AddVelocity
AdjustCameraScale
moves the camera in or out
AdjustDamage
AdjustedStrength
AffectedByHitEffects
BotFire
AI Interface for combat
CanAttack
CanBeBaseForPawn
Are we allowing this Pawn to be based on us?
CanGrabLadder
CannotJumpNow
CanSplash
Overrides: Actor.CanSplash
CanThrowWeapon
CheatFly
CheatGhost
CheatWalk
CheckWaterJump
ChooseFireMode
ClearFlashCount
Clear flashCount variable. and call WeaponStoppedFiring event. Call this on the server and local player.
Network: Server or Local Player
ClearFlashLocation
Reset flash location variable. and call stop firing. Network: Server only
ClientReStart
ClientSetLocation
ClientSetRotation
ClimbLadder
CrushedBy
CrushedBy() Called for pawns that have bCanBeBaseForPawns=false when another pawn becomes based on them
DetachFromController
Call this function to detach safely pawn from its controller
Parameters:
- bDestroyController - if true, then destroy controller. (only AI Controllers, not players)
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
Overrides: Actor.DisplayDebug
list important Pawn variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
DoJump
DoKismetAttachment
Overrides: Actor.DoKismetAttachment
Performs actual attachment. Can be subclassed for class specific behaviors.
DrawHUD
Hook called from HUD actor. Gives access to HUD and Canvas
DropToGround
EffectIsRelevant
Overrides: Actor.EffectIsRelevant
NOTE: using this function for things that are "fired off" immediately at spawn (e.g. res in effect) and never "updated" again this check will always return false. For effects that are getting updated this code will be able to return true over time due to the LastRenderTime being updated even if the pawn stays in the same location.
EndClimbLadder
FaceRotation
FindInventoryType
FinishedInterpolation
FireOnRelease
FiringModeUpdated
Called when FiringMode has been updated.
Network: ALL
FlashCountUpdated
Called when FlashCount has been updated. Trigger appropritate events based on FlashCount's value. = 0 means Weapon Stopped firing > 0 means Weapon just fired
Network: ALL
FlashLocationUpdated
Called when FlashLocation has been updated. Trigger appropritate events based on FlashLocation's value. == (0,0,0) means Weapon Stopped firing != (0,0,0) means Weapon just fired
Network: ALL
ForceSpecialAttack
returns true if this pawn wants to force a special attack (for AI)
Gasp
GetAdjustedAimFor
Adjusts weapon aiming direction. Gives Pawn a chance to modify its aiming. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
Parameters:
- W - weapon about to fire
- StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
- BaseAimRot - original aiming rotation without any modifications.
GetBaseAimRotation
returns base Aim Rotation without any adjustment (no aim error, no autolock, no adhesion.. just clean initial aim rotation!)
Returns:
- base Aim rotation.
GetCollisionExtent
Returns:
- a vector representing the box around this pawn's cylinder collision component, for use with traces
GetCollisionHeight
Returns the collision height of our cylinder collision component.
Returns:
- collision height of our pawn
GetCollisionRadius
Returns the collision radius of our cylinder collision component.
Returns:
- the collision radius of our pawn
GetDamageScaling
returns the amount this pawn's damage should be scaled by
GetDefaultCameraMode
returns default camera mode when viewing this pawn. Mainly called when controller possesses this pawn.
Parameters:
- PlayerController - requesting the default camera view
Returns:
- default camera view player should use when controlling this pawn.
GetHumanReadableName
Overrides: Actor.GetHumanReadableName
GetMoveTarget
GetTeam
GetWeaponStartTraceLocation
Return world location to start a weapon fire trace from.
Returns:
- World location where to start weapon fire traces from
gibbedBy
HandlePickup
HasRangedAttack
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
InCombat
InCombat() returns true if pawn is currently in combat, as defined by specific game implementation.
IncrementFlashCount
This function's responsibility is to signal clients that non-instant hit shot has been fired. Call this on the server and local player.
Network: Server and Local Player
InGodMode
IsFiring
IsFirstPerson
IsInPain
Overrides: Actor.IsInPain
IsStationary
Overrides: Actor.IsStationary
Pawns by nature are not stationary. Override if you want exact findingds
IsValidEnemy
Pawn can be considered a valid enemy
JumpOffPawn
JumpOutOfWater
KilledBy
Overrides: Actor.KilledBy
LineOfSightTo
NearMoveTarget
NeedToTurn
returns whether we need to turn to fire at the specified location
NotifyTakeHit
sends any notifications to anything that needs to know this pawn has taken damage
NotifyTeamChanged
NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.
Network: client
OnAssignController
Deletes the current controller if it exists and creates a new one using the specified class. Event called from Kismet.
Parameters:
- inAction - scripted action that was activated
OnGiveInventory
Iterates through the list of item classes specified in the action and creates instances that are addeed to this Pawn's inventory.
Parameters:
- inAction - scripted action that was activated
OnTeleport
Overrides: Actor.OnTeleport
Kismet teleport handler, overridden so that updating rotation properly updates our Controller as well
PawnCalcCamera
PawnCalcCamera is obsolete, replaced by Actor.CalcCamera()
rename implementations of PawnCalcCamera to CalcCamera
FIXME: remove
PlayDying
PlayDyingSound
PlayerChangedTeam
PlayHit
PlayLanded
PlayTeleportEffect
Overrides: Actor.PlayTeleportEffect
PlayWeaponSwitch
Player just changed weapon. Called from InventoryManager::ChangedWeapon(). Network: Local Player and Server.
Parameters:
- OldWeapon - Old weapon held by Pawn.
- NewWeapon - New weapon held by Pawn.
PossessedBy
PoweredUp
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation.
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.
PruneDamagedBoneList
Take a list of bones passed to TakeRadiusDamageOnBones and remove the ones that don't matter
RangedAttackTime
ReceiveLocalizedMessage
RecommendLongRangedAttack
Restart
RestartPlayer
SetActiveWeapon
SetBaseEyeheight
SetFiringMode
Set firing mode replication for remote clients trigger update notification. Network: LocalPlayer and Server
SetFlashLocation
This function sets up the Location of a hit to be replicated to all remote clients. It is also responsible for fudging a shot at (0,0,0).
Network: Server only
SetKillInstigator
SetMovementPhysics
SetMoveTarget
SetViewRotation
ShouldCrouch
Controller is requesting that pawn crouches. This is not guaranteed as it depends if crouching collision cylinder can fit when Pawn is located.
Parameters:
- bCrouch - true if Pawn should crouch.
SpawnDefaultController
Spawn default controller for this Pawn, get possessed by it.
SpecialCostForPath
Allow pawn to add special cost to path
SpecialMoveTo
Give pawn the chance to do something special moving between points
StartFire
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player
Parameters:
- FireModeNum - fire mode number
StopFire
Pawn stops firing! i.e. player releases fire button, this may not stop weapon firing right away. (for example press button once for a burst fire) Network: Local Player
Parameters:
- FireModeNum - fire mode number
StopFiring
Suicide
TakeDrowningDamage
TakeFallingDamage
ThrowActiveWeapon
Toss active weapon using default settings (location+velocity).
ToggleMelee
TooCloseToAttack
TossWeapon
TouchingWaterVolume
TurnOff
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
UnCrouch
Makes sure a Pawn is not crouching, telling it to stand if necessary.
UnPossessed
UpdateControllerOnPossess
WasPlayerPawn
WeaponFired
Called when a pawn's weapon has fired and is responsibile for delegating the creation of all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated. It's used filter out when to make the effects.
Network: ALL
WeaponStoppedFiring
Called when a pawn's weapon has stopped firing and is responsibile for delegating the destruction of all of the different effects.
bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated.
Network: ALL