UE2:Pawn internal variables (U2XMP)
- Pawn internal variables in other games:
- Other member categories for this class:
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Internal variables
AccelRate
Type: float
max acceleration rate
Default value: 2048.0
AirControl
Type: float
amount of AirControl available to the pawn
Default value: 0.05
AirSpeed
Type: float
The maximum flying speed.
Anchor
Type: NavigationPoint
AnimAction
Type: name
AnimStatus
Type: name
AvgPhysicsTime
Type: float
Modifiers: const
Physics updating time monitoring (for AI monitoring reaching destinations)
Default value: 0.1
bAlert
Type: bool
Modifiers: protected
bAmbientCreature
Type: bool
AIs will ignore me
BaseEyeHeight
Type: float
Base eye height above collision center.
Default value: 64.0
bAutoActivate
Type: bool
if true, automatically activate Powerups which have their bAutoActivate==true
bAvoidLedges
Type: bool
don't get too close to ledges
bBlockAdjustJump
Type: bool
set to tell controller not to modify velocity of next jump/fall
bCanAdjustJump
Type: bool
set to tell controller never to modify velocity of a jump/fall (we don't want most singleplayer NPCs jumping to their next destination when they start to fall)
bCanClimbLadders
Type: bool
bCanCrawl
Type: bool
bCanCrouch
Type: bool
NEW (mdf) if true, this pawn is capable of crouch walking/crouching
bCanDiscardInventory
Type: bool
NEW (mib) if true, will drop inventory when killed
Default value: True
bCanDoSpecial
Type: bool
NEW (mdf) moved Controller //Com: must be true for NPCs to be able to teleport...
Default value: True
bCanFly
Type: bool
bCanJump
Type: bool
movement capabilities - used by AI
bCanOpenDoors
Type: bool
NEW (mdf) moved here from Controller
Default value: True
bCanPickupInventory
Type: bool
if true, will pickup inventory when touching pickup actors
bCanStrafe
Type: bool
bCanSwim
Type: bool
bCanWalk
Type: bool
bCanWalkOffLedges
Type: bool
if false, PC/NPC can't walk off ledges when walking (moving at walking speed / bIsWalking=true)
Default value: True
bCountJumps
Type: bool
if true, inventory wants message whenever this pawn jumps
bCrawler
Type: bool
crawling - pitch and roll based on surface pawn is on
bFallingHitWallNotifications
Type: bool
NEW (mib) turns on hit wall events for leaping / flying creatures
bIgnoreExtraCosts
Type: bool
bInitializeAnimation
Type: bool
bInvulnerableBody
Type: bool
bIsFemale
Type: bool
bIsRealPlayer
Type: bool
is a real player
bIsTurning
Type: bool
updated when turning in place (for animation)
bIsWalking
Type: bool
currently walking (can't jump, affects animations)
bJustLanded
Type: bool
used by eyeheight adjustment
BloodEffect
bNoVelocityUpdate
Type: bool
Modifiers: const
BodyLandedSound
Type: Sound
bPhysicsAnimUpdate
Type: bool
bPlayedDeath
Type: bool
BreathTime
Type: float
used for getting BreathTimer() messages (for no air, etc.)
bReducedSpeed
Type: bool
Modifiers: const
used by movement natives
bSilentCrouch
Type: bool
NEW (mdf) true for NPCs which need to crouch to navigate but don't have crouch animations and don't slow down (!!mdf -- ideally fix the problem at the source)
bSimulateGravity
Type: bool
Modifiers: const
simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
Type: bool
NEW (mdf) if not set, SpecialNavigationList is ignored during pathing
Default value: True
bSteadyFiring
Type: bool
bStopAtLedges
Type: bool
bThumped
Type: bool
bTurningLeft
Type: bool
updated when turning in place (for animation)
bUpAndOut
Type: bool
used by swimming
bUpdateEyeheight
Type: bool
bUpdatingDisplay
Type: bool
to avoid infinite recursion through inventory setdisplay
bWarping
Type: bool
Set when travelling through warpzone (so shouldn't telefrag)
bWasCrouched
Type: bool
bWasFalling
Type: bool
bWasOnGround
Type: bool
bWasWalking
Type: bool
ControlledActor
Type: Actor
Controller
Type: Controller
CrouchCostMultiplier
Type: float
NEW (mdf) cost (length) of paths which require crouching scaled by this ( x 1/WalkingPct )
Default value: 1.5
CrouchEyeHeight
Type: float
NEW (mdf) set on startup
DamageScaling
Type: float
Default value: 1.0
DeathObservers
DesiredSpeed
Type: float
Default value: 1.0
DesiredStance
Type: byte
Modifiers: private
desired stance -- engine will continually try to switch to desired stance if different from stance
Default value: 1
DestinationOffset
Type: float
Modifiers: const
used to vary destination over NavigationPoints
Die
Type: Sound
DoorCostMultiplier
Type: float
NEW (mdf) cost (length) of paths through doors scaled by this
Default value: 1.2
EyeHeight
Type: float
Current eye height, adjusted for bobbing and stairs.
Default value: 54.0
FlashCount
Type: byte
Floor
Type: Object.Vector
Modifiers: const
Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
FlyCostMultiplier
Type: float
NEW (mdf) cost (length) of paths which require flying scaled by this
Default value: 1.0
GibForSureHealth
Type: float
will always gib when health is lower
Default value: -9999.0
GibMaybeHealth
Type: float
if health < this when taking damage, NPC gibs depending on GibMaybeOdds
Default value: -9999.0
GibMaybeOdds
Type: float
GroundSpeed
Type: float
The maximum ground speed.
HeadVolume
Type: PhysicsVolume
HitDamageType
Type: class<DamageType>
damage type of last hit (for playing hit/death anims)
HitSound
Type: Sound
Array size: 4
JumpCostMultiplier
Type: float
NEW (mdf) cost (length) of paths which require jumping scaled by this
Default value: 3.0
JumpZ
Type: float
vertical acceleration w/ jump
LadderCostMultiplier
Type: float
NEW (mdf) cost (length) of ladder paths scaled by this
Default value: 1.2
LadderSpeed
Type: float
Ladder climbing speed
Land
Type: Sound
LandMovementState
Type: name
PlayerControllerState to use when moving on land or air
Default value: PlayerWalking
LastPainAnimTime
Type: float
last time pawn played a pain animation (updated in PlayTakeHit())
LastPainSound
Type: float
LeapMaxRange
Type: float
max range for EnemyInLeapRange events (distance between actors)
LeapMinRange
Type: float
min range for EnemyInLeapRange events (distance between actors)
LeapOdds
Type: float
odds NPC will leap if enemy within MinLeapRange..MaxLeapRange
LowDetailBlood
LowGoreBlood
MaxDesiredSpeed
Type: float
Default value: 1.5
MaxFallSpeed
Type: float
max speed pawn can land without taking damage (also limits what paths AI can use)
Default value: 1200.0
MaxJumpDistance
Type: float
NEW (mdf) NPC will try to avoid jumping more than this distance
Default value: 3.4028235E38
MaxJumpDownDistance
Type: float
NEW (mdf) NPC will try to avoid jumping down more than this distance (collapse with MaxFallSpeed?)
Default value: 3.4028235E38
MaxJumpUpDistance
Type: float
NEW (mdf) NPC will try to avoid jumping up more than this distance
MaxStepHeight
Type: float
Default value: 35.0
MeleeOdds
Type: float
odds NPC will melee if enemy within MeleeRange
MeleeRange
Type: float
max range for melee attack (distance between collision cylinders)
MenuName
Type: string
Modifiers: localized
MinIsTurningRate
Type: float
Default value: 1000.0
MovementAnimRate
Type: float
Array size: 4
anim rate scaling for each direction (rate will be blended)
Default value, index 0: 1.0
Default value, index 1: 1.0
Default value, index 2: 1.0
Default value, index 3: 1.0
MovementAnims
Type: name
Array size: 4
Forward, Left, Back, Right
MovementBlendStartTime
Type: float
used for delaying the start of run blending
Type: byte
Modifiers: private
NextPathRadius
Type: float
Modifiers: const
radius of next path in route
nextPawn
Type: Pawn
Modifiers: const
noise1loudness
Type: float
Modifiers: const
noise1other
Type: Pawn
Modifiers: const
noise1spot
Type: Object.Vector
Modifiers: const
noise1time
Type: float
Modifiers: const
Default value: -10.0
noise2loudness
Type: float
Modifiers: const
noise2other
Type: Pawn
Modifiers: const
noise2spot
Type: Object.Vector
Modifiers: const
noise2time
Type: float
Modifiers: const
Default value: -10.0
OldAcceleration
Type: Object.Vector
OldPhysics
Type: Actor.EPhysics
OldRotYaw
Type: float
used for determining if pawn is turning
OldZ
Type: float
Old Z Location - used for eyeheight smoothing
OnLadder
Type: LadderVolume
ladder currently being climbed
OwnerName
Type: string
Name of owning player (for save games, coop)
PendingWeapon
Type: Weapon
Will become weapon once current weapon is put down
PlayerReplicationInfo
Type: PlayerReplicationInfo
PreviousDesiredRotationYaw
Type: int
Modifiers: const
tracks DesiredRotation.Yaw in physicsRotation in order to scale rotation rate to delta Yaw.
Default value: 9999999
ProneEyeHeight
Type: float
NEW (mdf) set on startup
ReducedDamageType
Type: class<DamageType>
SelectedItem
Type: Powerups
Modifiers: travel
currently selected inventory item
SerpentineDir
Type: Object.Vector
Modifiers: const
serpentine direction
SerpentineDist
Type: float
Modifiers: const
SerpentineTime
Type: float
Modifiers: const
how long to stay straight before strafing again
ShadowA
Type: Projector
Shadow for static lights.
ShadowB
Type: Projector
Shadow for static lights.
SoundDampening
Type: float
Default value: 1.0
Type: array<TSpecialNavigationEntry>
NEW (mdf) if bSpecialNavigation set, used during path building to boost cost of NavigationPoint classes which aren't in the list
SplashTime
Type: float
Stance
Type: byte
Modifiers: private
current stance
Default value: 1
SwimCostMultiplier
Type: float
Default value: 2.0
TakeHitLocation
Type: Object.Vector
location of last hit (for playing hit/death anims)
TearOffMomentum
Type: Object.Vector
momentum to apply when torn off (bTearOff == true)
TurnLeftAnim
Type: name
TurnRightAnim
Type: name
turning anims when standing in place (scaled by turn speed)
UncrouchTime
Type: float
Modifiers: const
UnderWaterTime
Type: float
Visibility
Type: byte
How visible is the pawn? 0=invisible, 128=normal, 255=highly visible //NEW (mdf) NOTE: scales seeing Pawn's SightRadius by 1/128 * Visibility
Default value: 128
WalkingPct
Type: float
pct. of running speed that walking speed is
WaterMovementState
Type: name
Default value: PlayerSwimming
WaterSpeed
Type: float
The maximum swimming speed.
Weapon
Type: Weapon
Modifiers: travel
The pawn's current weapon.
YawRateMultiplier
Type: float
Modifiers: const
Default value: 1.0