UE3:UTPawn (UDK)
- Package:
- UTGame
- Direct subclass:
- UTDummyPawn
- This class in other games:
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Constants
MINTIMEBETWEENPAINSOUNDS
Value: 0.35
Pain
Properties
Property group 'DeathAnim'
DeathHipAngDamp
Type: float
Default value: 500.0
DeathHipAngSpring
Type: float
Default value: 10000.0
DeathHipLinDamp
Type: float
Default value: 500.0
DeathHipLinSpring
Type: float
Default value: 10000.0
Property group 'HeroCamera'
HeroCameraPitch
Type: int
Used for end of match "Hero" camera
Default value: 6000
HeroCameraScale
Type: float
Used for end of match "Hero" camera
Default value: 6.0
Property group 'Swimming'
SwimmingZOffset
Type: float
Translation applied to skeletalmesh when swimming
Default value: -30.0
SwimmingZOffsetSpeed
Type: float
Speed to apply swimming z translation.
Default value: 45.0
Property group 'TeamBeacon'
SpeakingBeaconTexture
Type: Texture
TeamBeaconMaxDist
Type: float
Team beacons
Default value: 3000.0
TeamBeaconPlayerInfoMaxDist
Type: float
Default value: 3000.0
Property group 'UTPawn'
DoubleJumpEyeHeight
Type: float
Default value: 43.0
MaxYawAim
Type: int
How far RootYaw differs from Rotation.Yaw before it is rotated to catch up.
Default value: 7000
Internal variables
See UTPawn internal variables.
Default values
See UTPawn defaults.
Enums
EWeapAnimType
- EWAT_Default
- EWAT_Pistol
- EWAT_DualPistols
- EWAT_ShoulderRocket
- EWAT_Stinger
Structs
DistanceBasedParticleTemplate
Modifiers: native
this is used for a few special cases where we wanted a completely new particle system at certain distances instead of just turning off an emitter or two inside a single one
- ParticleSystem Template
- the template to use
- float MinDistance
- the minimum distance all local players must be from the spawn location for this template to be used
DrivenWeaponPawnInfo
Modifiers: native
base vehicle pawn is in, used when the pawn is driving a UTWeaponPawn as those don't get replicated to non-owning clients
- UTVehicle BaseVehicle
- base vehicle we're in
- byte SeatIndex
- seat of that vehicle
- PlayerReplicationInfo PRI
- ref to PRI since our PlayerReplicationInfo variable will be None while in a vehicle
EmoteInfo
Modifiers: native
Structure containing information about a specific emote
- name CategoryName
- Category to which this emote belongs.
- name EmoteTag
- This is a unique tag used to look up this emote
- string EmoteName
- Friendly name of this emote (eg for menu)
- name EmoteAnim
- Name of animation to play. Should be in AnimSets above.
- bool bVictoryEmote
- Indicates that this is a whole body 'victory' emote which should only be offered at the end of the game.
- bool bTopHalfEmote
- Emote should only be played on top half of body.
- name Command
- The command that goes with this emote
- bool bRequiresPlayer
- if true, the command requires a PRI
GibInfo
information on what gibs to spawn and where
- name BoneName
- the bone to spawn the gib at
- class<UTGib> GibClass
- the gib class to spawn
- bool bHighDetailOnly
MaterialImpactEffect
Modifiers: native
struct for list to map material types supported by an actor to impact sounds and effects
- name MaterialType
- SoundCue Sound
- array<MaterialInterface> DecalMaterials
- float DurationOfDecal
- How long the decal should last before fading out *
- name DecalDissolveParamName
- MaterialInstance param name for dissolving the decal *
- float DecalWidth
- float DecalHeight
- ParticleSystem ParticleTemplate
Default values:
Property | Value |
---|---|
DecalDissolveParamName | 'DissolveAmount' |
DurationOfDecal | 4.0 |
MaterialParticleEffect
Modifiers: native
Struct for list to map materials to a particle effect
- name MaterialType
- ParticleSystem ParticleTemplate
MaterialSoundEffect
Modifiers: native
Struct for list to map materials to sounds, for sound only applications (e.g. tires)
PlayEmoteInfo
Modifiers: native
Struct used for communicating info to play an emote from server to clients.
QuickPickCell
- bool bDrawCell
- Texture2D Icon
- UIRoot.TextureCoordinates IconCoords
- float Weight
UTTakeHitInfo
Modifiers: native
replicated information on a hit we've taken
- int Damage
- the amount of damage
- Object.Vector HitLocation
- the location of the hit
- Object.Vector Momentum
- how much momentum was imparted
- class<DamageType> DamageType
- the damage type we were hit with
- name HitBone
- the bone that was hit on our Mesh (if any)
Functions
Exec functions
AngDriveDAmp
AngDriveSpring
BackDamp
BackSpring
FeignDeath
FixedView
HandDamp
HandSpring
LinDriveDAmp
LinDriveSpring
PlayEmote
ShowCompDebug
Native functions
EnsureOverlayComponentLast
Util that makes sure the overlay component is last in the AllComponents array.
GetBoundingCylinder
Overrides: Pawn.GetBoundingCylinder
GetTargetLocation
Overrides: Actor.GetTargetLocation
(Description copied from Actor.GetTargetLocation)
Parameters:
- RequestedBy - the Actor requesting the target location
- bRequestAlternateLoc - optional) - return a secondary target location if there are multiple
Returns:
- the optimal location to fire weapons at this actor
IsInvisible
Overrides: Pawn.IsInvisible
Returns:
- true if pawn is invisible to AI
NativePostRenderFor
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
RestorePreRagdollCollisionComponent
SetHUDLocation
Overrides: Actor.SetHUDLocation
function used to update where icon for this actor should be rendered on the HUD
Parameters:
- NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
SuggestJumpVelocity
Overrides: Pawn.SuggestJumpVelocity
SuggestJumpVelocity() returns true if succesful jump from start to destination is possible returns a suggested initial falling velocity in JumpVelocity Uses GroundSpeed and JumpZ as limits
Events
See UTPawn events.
Other instance functions
See UTPawn instance functions.
States
Dying
Inherits from: Pawn.Dying
Modifiers: simulated
Ignores: BreathTimer, Bump, Falling, FellOutOfWorld, ForceRagdoll, HeadVolumeChange, HitWall, OnAnimEnd, PhysicsVolumeChange, StartFeignDeathRecoveryAnim
Dying.BeginState
Overrides: Pawn.Dying.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Dying.EncroachingOn
Overrides: EncroachingOn (global)
(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
Dying.Landed
Overrides: Pawn.Dying.Landed
Dying.TakeDamage
Overrides: Pawn.Dying.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)
Dying.Timer
Overrides: Pawn.Dying.Timer
Dying.CalcCamera
Overrides: CalcCamera (global)
Calculate camera view point, when viewing this pawn.
Parameters:
- fDeltaTime - delta time seconds since last update
- out_CamLoc - Camera Location
- out_CamRot - Camera Rotation
- out_FOV - Field of View
Returns:
- true if Pawn should provide the camera point of view.
Dying.FeignDeath
Overrides: FeignDeath (global)
Dying.ServerFeignDeath
Overrides: ServerFeignDeath (global)
FeigningDeath
Ignores: AdjustCameraScale, FaceRotation, ForceRagdoll, QuickPick, ServerHoverboard, SetMovementPhysics, SwitchWeapon
FeigningDeath.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
FeigningDeath.EncroachingOn
Overrides: EncroachingOn (global)
(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
FeigningDeath.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
FeigningDeath.OnAnimEnd
Overrides: Actor.OnAnimEnd (global)
(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops.
Will not get called if bLooping is 'true' on the AnimNodeSequence.
bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
FeigningDeath.Tick
Overrides: Actor.Tick (global)
FeigningDeath.CalcThirdPersonCam
Overrides: CalcThirdPersonCam (global)
FeigningDeath.CanThrowWeapon
Overrides: Pawn.CanThrowWeapon (global)
FeigningDeath.FeignDeath
Overrides: FeignDeath (global)
FeigningDeath.ServerFeignDeath
Overrides: ServerFeignDeath (global)