UE1:Pawn (UT)
- Package:
- Engine
- Direct subclasses:
- Bot, Bots, FlockMasterPawn, FlockPawn, PlayerPawn, Scout, ScriptedPawn, StationaryPawn
- This class in other games:
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Pawn, the base class of all actors that can be controlled by players or AI. This is a built-in Unreal class and it shouldn't be modified.
Properties
Property group 'AI'
AttitudeToPlayer
Type: EAttitude
determines how creature will react on seeing player (if in human form)
Default value: ATTITUDE_Hate
HearingThreshold
Type: float
Minimum noise loudness for hearing
Default value: 1.0
Intelligence
Type: EIntelligence
Default value: BRAINS_MAMMAL
PeripheralVision
Type: float
Cosine of limits of peripheral vision.
SightRadius
Type: float
Maximum seeing distance.
Default value: 2500.0
Skill
Type: float
skill, scaled by game difficulty (add difficulty to this value)
Property group 'Combat'
bCanStrafe
Type: bool
CombatStyle
Type: float
-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee
MeleeRange
Type: float
Property group 'Movement'
AccelRate
Type: float
max acceleration rate
Default value: 500.0
AirControl
Type: float
Default value: 0.05
AirSpeed
Type: float
The maximum flying speed.
GroundSpeed
Type: float
The maximum ground speed.
Default value: 320.0
JumpZ
Type: float
vertical acceleration w/ jump
Default value: 325.0
MaxStepHeight
Type: float
Maximum size of upward/downward step.
Default value: 25.0
UnderWaterTime
Type: float
how much time pawn can go without air (in seconds)
WaterSpeed
Type: float
The maximum swimming speed.
Default value: 200.0
Property group 'Orders'
AlarmTag
Type: name
tag of object to go to when see player
bFixedStart
Type: bool
Type: name
Property group 'Pawn'
BaseEyeHeight
Type: float
Base eye height above collision center.
DropWhenKilled
FovAngle
Type: float
Default value: 90.0
Health
Type: int
Modifiers: travel
Default value: 100
MenuName
Type: string
Modifiers: localized
Name used for this pawn type in menus (e.g. player selection)
NameArticle
Type: string
Modifiers: localized
article used in conjunction with this class (e.g. "a", "an")
Default value: " a "
PlayerReplicationInfoClass
Type: class<PlayerReplicationInfo>
Default value: Class'Engine.PlayerReplicationInfo'
ReducedDamagePct
Type: float
ReducedDamageType
Type: name
Either a damagetype name or 'All', 'AllEnvironment' (Burned, Corroded, Frozen)
SelectionMesh
Type: string
SpecialMesh
Type: string
Visibility
Type: byte
Default value: 128
VoicePitch
Type: byte
for speech
VoiceType
Type: string
for speech
Property group 'Sounds'
Die
Type: Sound
HitSound1
Type: Sound
HitSound2
Type: Sound
Land
Type: Sound
WaterStep
Type: Sound
Internal variables
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AnimSequence | 'Fighter' | ||||||||
bBlockActors | True | ||||||||
bBlockPlayers | True | ||||||||
bCanTeleport | True | ||||||||
bCollideActors | True | ||||||||
bCollideWorld | True | ||||||||
bDirectional | True | ||||||||
bIsKillGoal | True | ||||||||
bIsPawn | True | ||||||||
bProjTarget | True | ||||||||
bRotateToDesired | True | ||||||||
bStasis | True | ||||||||
NetPriority | 2.0 | ||||||||
RemoteRole | ROLE_SimulatedProxy | ||||||||
RotationRate |
| ||||||||
SoundRadius | 9 | ||||||||
SoundVolume | 240 | ||||||||
Texture | Texture'Engine.S_Pawn' | ||||||||
TransientSoundVolume | 2.0 |
Enums
EAttitude
- ATTITUDE_Fear
- will try to run away
- ATTITUDE_Hate
- will attack enemy
- ATTITUDE_Frenzy
- will attack anything, indiscriminately
- ATTITUDE_Threaten
- animations, but no attack
- ATTITUDE_Ignore
- ATTITUDE_Friendly
- ATTITUDE_Follow
- accepts player as leader
EIntelligence
- BRAINS_NONE
- only reacts to immediate stimulus
- BRAINS_REPTILE
- follows to last seen position
- BRAINS_MAMMAL
- simple navigation (limited path length)
- BRAINS_HUMAN
- complex navigation, team coordination, use environment stuff (triggers, etc.)
Functions
See Pawn functions.
States
Dying
Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, LongFall, PainTimer, SeePlayer, Trigger, WarnTarget, ZoneChange
Dying.BeginState
Overrides: Object.BeginState (global)
Dying.Landed
Overrides: Landed (global)
Dying.TakeDamage
Overrides: TakeDamage (global)
Dying.Timer
Overrides: Actor.Timer (global)
GameEnded
Ignores: Bump, Died, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, KilledBy, SeePlayer, TakeDamage, WarnTarget, ZoneChange
GameEnded.BeginState
Overrides: Object.BeginState (global)