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Pawn

Class in Engine · Engine.Pawn · abstract, native, placeable, config

Object › Actor › Pawn

Implements: Interface_Speaker

Subclasses: GamePawn, MatineePawn, Scout, Vehicle

Using it from Lua
h7.find_all("Pawn")            -- live instances
h7.find_class("Engine.Pawn")   -- the class
h7.hook("Engine.Pawn.AddAnimSets", fn)

Enums

EPathSearchType

PST_Default = 0, PST_Breadth = 1, PST_NewBestPathTo = 2, PST_Constraint = 3

Structs

ScalarParameterInterpStruct

FieldType
ParameterNameName
ParameterValuefloat
InterpTimefloat
WarmUpTimefloat

Properties

NameTypeNotes
AccelRatefloat
AIMaxFallSpeedFactorfloat
AirControlfloat
AirSpeedfloat
Alertnessfloat
AllowedYawErrorint
AlwaysRelevantDistanceSquaredfloat
AnchorNavigationPointconst
AnchorItemintconst
AvgPhysicsTimefloatconst
bAllowLedgeOverhangbool
bAmbientCreaturebool
BaseEyeHeightfloat
bAvoidLedgesbool
bCachedRelevantbool
bCanBeBaseForPawnsbool
bCanClimbCeilingsbool
bCanClimbLaddersbool
bCanClimbUpboolconfig
bCanCoverSlipboolconfig
bCanCrouchbool
bCanFlybool
bCanJumpbool
bCanLeapboolconfig
bCanMantleboolconfig
bCanPickupInventorybool
bCanStrafebool
bCanSwatTurnboolconfig
bCanSwimbool
bCanWalkbool
bCanWalkOffLedgesbool
bCrawlerbool
bDebugShowCameraLocationbool
bDesiredRotationSetboolconst, private
bDirectHitWallbool
bDisplayPathErrorsboolglobalconfig
bDontPossessbool
bFastAttachedMovebool
bForceFloorCheckbool
bForceKeepAnchorbool
bForceMaxAccelbool
bForceRegularVelocitybool
bForceRMVelocitybool
bIgnoreForcesbool
bIsCrouchedboolconst
bIsWalkingbool
bJumpCapablebool
bLimitFallAccelbool
bLockDesiredRotationboolconst, private
bLOSHearingbool
bModifyNavPointDestbool
bModifyReachSpecCostbool
bMuffledHearingbool
bNeedsBaseTickedFirstbool
bNoWeaponFiringbool
bPartiallyOverLedgeboolconst
bPathfindsAsVehiclebool
bPlayedDeathbool
bPrevBypassSimulatedClientPhysicsbool
bPushesRigidBodiesboolconst
BreathTimefloat
bReducedSpeedboolconst
bReplicateHealthToAllbool
bRollToDesiredbool
bRootMotionFromInterpCurvebool
bRunPhysicsWithNoControllerbool
bScriptTickSpecialbool
bSimGravityDisabledboolconst
bSimulateGravityboolconst
bStationarybool
bStopAtLedgesbool
bTryToUncrouchboolconst
bUnlockWhenReachedboolconst, private
Buoyancyfloat
bUpAndOutbool
bUsedByMatineebooltransient, repnotify
bWantsToCrouchbool
ControllerControllerrepnotify
ControllerClassclass<AIController>
CrouchedPctfloat
CrouchHeightfloat
CrouchRadiusfloat
CylinderComponentCylinderComponent
DamageScalingfloat
DesiredRotationrotatorconst
DesiredSpeedfloat
DestinationOffsetfloat
DrivenVehicleVehiclerepnotify
EyeHeightfloat
FacialAudioCompAudioComponenttransient, protected
FailedLandingCountint
FindAnchorFailedTimefloat
FiringModebyterepnotify
FlashCountbyterepnotify
FlashLocationvectorrepnotify
Floorvector
FullHeightintconst
GroundSpeedfloat
HeadVolumePhysicsVolumetransient
Healthint
HealthMaxint
HearingThresholdfloat
HitDamageTypeclass<DamageType>
InterpGroupListarrayno declaration: type is approximate
InventoryManagerClassclass<InventoryManager>
InvManagerInventoryManagerrepnotify
JumpZfloat
KismetDeathDelayTimefloat
LadderSpeedfloat
LandMovementStatename
LastAnchorNavigationPointconst
LastFiringFlashLocationvector
LastHitByController
LastPainTimefloat
LastRealViewerplayerController
LastStartSpotPlayerStart
LastStartTimefloat
LastValidAnchorTimefloat
LastVieweractor
LedgeCheckThresholdfloatconst
Massfloat
MaxDesiredSpeedfloat
MaxFallSpeedfloat
MaxJumpHeightfloatconst
MaxOutOfWaterStepHeightfloat
MaxPitchLimitint
MaxStepHeightfloatconst
MeleeRangefloat
MenuNamestringlocalized
MeshSkeletalMeshComponent
MIC_PawnHairMaterialInstanceConstanttransient, protected
MIC_PawnMatMaterialInstanceConstanttransient, protected
MovementSpeedModifierfloat
NetRelevancyTimefloat
NextPathRadiusfloat
NextPawnPawnconst
noise1loudnessfloatconst
noise1otherpawnconst
noise1spotvectorconst
noise1timefloatconst
noise2loudnessfloatconst
noise2otherpawnconst
noise2spotvectorconst
noise2timefloatconst
NonPreferredVehiclePathMultiplierfloat
OnLadderLadderVolume
OutofWaterZfloat
PartialLedgeMoveDirVectorconst
PathConstraintListPathConstraint
PathGoalListPathGoalEvaluator
PathSearchTypeEPathSearchType
PeripheralVisionfloat
PhysicsPushBodyRB_BodyInstance
PlayerReplicationInfoPlayerReplicationInforepnotify
PreRagdollCollisionComponentPrimitiveComponent
RBPushRadiusfloat
RBPushStrengthfloat
RemoteViewPitchbyteconst
RMVelocityvector
RootMotionInterpCurrentTimefloat
RootMotionInterpCurveRootMotionCurve
RootMotionInterpCurveLastValueVector
RootMotionInterpRatefloat
ScalarParameterInterpArrayarrayno declaration: type is approximate
SerpentineDirvector
SerpentineDistfloat
SerpentineTimefloat
ShotCountint
SightRadiusfloat
SlotNodesarrayno declaration: type is approximate
SoundDampeningfloat
SpawnTimefloat
SplashTimefloat
TakeHitLocationvector
TearOffMomentumvector
UncrouchTimefloatconst
UnderWaterTimefloat
VehicleCheckRadiusfloat
ViewPitchMaxfloat
ViewPitchMinfloat
WalkableFloorZfloatconst
WalkingPctfloat
WalkingPhysicsEPhysics
WaterMovementStatename
WaterSpeedfloat
WeaponWeapon

Functions

NameDeclaration
AddAnimSetsfinal native simulated function AddAnimSets(const out array<AnimSet> CustomAnimSets)
AddDefaultInventoryfunction AddDefaultInventory()
AddGoalEvaluatornative function AddGoalEvaluator(PathGoalEvaluator Evaluator)
AddPathConstraintnative function AddPathConstraint(PathConstraint Constraint)
AddVelocityfunction AddVelocity(vector NewVelocity, vector HitLocation, class<DamageType> damageType, optional TraceHitInfo HitInfo)
AdjustDamagefunction AdjustDamage(out int InDamage, out vector Momentum, Controller InstigatedBy, vector HitLocation, class<DamageType> DamageType, TraceHitInfo HitInfo, Actor DamageCauser)
AdjustDestinationfinal native function Vector AdjustDestination(Actor GoalActor, optional Vector Dest)
AnimSetListUpdatedsimulated event AnimSetListUpdated()
BaseChangesingular event BaseChange()
BecomeViewTargetsimulated event BecomeViewTarget(PlayerController PC)
BeginAIGroupsimulated function BeginAIGroup()
BeginAnimControlsimulated event BeginAnimControl(InterpGroup InInterpGroup)
BotFirefunction bool BotFire(bool bFinished)
BreathTimerevent BreathTimer()
BuildScriptAnimSetListsimulated event BuildScriptAnimSetList()
CacheAnimNodesnative simulated event CacheAnimNodes()
CanActorPlayFaceFXAnimsimulated function bool CanActorPlayFaceFXAnim()
CanAttackfunction bool CanAttack(Actor Other)
CanBeBaseForPawnsimulated function bool CanBeBaseForPawn(Pawn APawn)
CanGrabLadderfunction bool CanGrabLadder()
CannotJumpNowfunction bool CannotJumpNow()
CanSplashsimulated function bool CanSplash()
CanThrowWeaponsimulated function bool CanThrowWeapon()
CheatFlyfunction bool CheatFly()
CheatGhostfunction bool CheatGhost()
CheatWalkfunction bool CheatWalk()
CheckDesiredRotationfinal native function CheckDesiredRotation()
CheckWaterJumpfunction bool CheckWaterJump(out vector WallNormal)
ClearAnimNodessimulated function ClearAnimNodes()
ClearConstraintsnative function ClearConstraints()
ClearFlashCountsimulated function ClearFlashCount(Weapon InWeapon)
ClearFlashLocationfunction ClearFlashLocation(Weapon InWeapon)
ClearPathStepnative function ClearPathStep()
ClientMessageevent ClientMessage(coerce string S, optional Name Type)
ClientRestartfunction ClientRestart() (no declaration: types are approximate)
ClientSetRotationfunction ClientSetRotation(rotator NewRotation)
ClimbLadderfunction ClimbLadder(LadderVolume L)
CreateInventoryfinal event Inventory CreateInventory(class<Inventory> NewInvClass, optional bool bDoNotActivate)
CreatePathConstraintfunction PathConstraint CreatePathConstraint(class<PathConstraint> ConstraintClass)
CreatePathGoalEvaluatorfunction PathGoalEvaluator CreatePathGoalEvaluator(class<PathGoalEvaluator> GoalEvalClass)
CrushedByfunction CrushedBy(Pawn OtherPawn)
DelayTriggerDeathfunction DelayTriggerDeath()
Destroyedsimulated event Destroyed()
DetachFromControllerfunction DetachFromController(optional bool bDestroyController)
Diedfunction bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
DoJumpfunction bool DoJump(bool bUpdating)
DoKismetAttachmentfunction DoKismetAttachment(Actor Attachment, SeqAct_AttachToActor Action)
DrawHUDsimulated function DrawHUD(HUD H)
DrawPathStepnative function DrawPathStep(Canvas C)
DropToGroundfunction DropToGround()
EncroachedByevent EncroachedBy(actor Other)
EncroachingOnevent bool EncroachingOn(actor Other)
EndClimbLadderfunction EndClimbLadder(LadderVolume OldLadder)
EndCrouchsimulated event EndCrouch(float HeightAdjust)
FaceFXAudioFinishedsimulated function FaceFXAudioFinished(AudioComponent AC)
FaceRotationsimulated function FaceRotation(rotator NewRotation, float DeltaTime)
Fallingevent Falling()
FellOutOfWorldsimulated event FellOutOfWorld(class<DamageType> dmgType)
FindInventoryTypefinal simulated function Inventory FindInventoryType(class<Inventory> DesiredClass, optional bool bAllowSubclass)
FinishAIGroupsimulated function FinishAIGroup()
FinishAnimControlsimulated event FinishAnimControl(InterpGroup InInterpGroup)
FireOnReleasefunction bool FireOnRelease()
FiringModeUpdatedsimulated function FiringModeUpdated(Weapon InWeapon, byte InFiringMode, bool bViaReplication)
FlashCountUpdatedsimulated function FlashCountUpdated(Weapon InWeapon, Byte InFlashCount, bool bViaReplication)
FlashLocationUpdatedsimulated function FlashLocationUpdated(Weapon InWeapon, Vector InFlashLocation, bool bViaReplication)
ForceCrouchnative function ForceCrouch()
Gaspfunction Gasp()
GetActorEyesViewPointsimulated event GetActorEyesViewPoint(out vector out_Location, out Rotator out_Rotation)
GetActorFaceFXAssetevent FaceFXAsset GetActorFaceFXAsset()
GetAdjustedAimForsimulated function Rotator GetAdjustedAimFor(Weapon W, vector StartFireLoc)
GetBaseAimRotationsimulated singular event Rotator GetBaseAimRotation()
GetBestAnchornative function NavigationPoint GetBestAnchor(Actor TestActor, Vector TestLocation, bool bStartPoint, bool bOnlyCheckVisible, out float out_Dist)
GetBoundingCylindernative function GetBoundingCylinder(out float CollisionRadius, out float CollisionHeight)
GetCollisionExtentfinal simulated function vector GetCollisionExtent()
GetCollisionHeightsimulated function float GetCollisionHeight()
GetCollisionRadiussimulated function float GetCollisionRadius()
GetDamageScalingfunction float GetDamageScaling()
GetDefaultCameraModesimulated function name GetDefaultCameraMode(PlayerController RequestedBy)
GetFaceFXAudioComponentsimulated event AudioComponent GetFaceFXAudioComponent()
GetFallDurationnative function float GetFallDuration()
GetHumanReadableNamesimulated function String GetHumanReadableName()
GetPawnViewLocationnative simulated event vector GetPawnViewLocation()
GetTeamsimulated function TeamInfo GetTeam()
GetTeamNumnative simulated function byte GetTeamNum()
GetVehicleBasenative function Vehicle GetVehicleBase()
GetViewRotationnative simulated event rotator GetViewRotation()
GetWeaponFiringModesimulated function byte GetWeaponFiringMode(Weapon InWeapon)
GetWeaponStartTraceLocationsimulated event Vector GetWeaponStartTraceLocation(optional Weapon CurrentWeapon)
gibbedByfunction gibbedBy(actor Other)
HandleMomentumfunction HandleMomentum(vector Momentum, Vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo)
HandlePickupfunction HandlePickup(Inventory Inv)
HandleTeleportsimulated function bool HandleTeleport(array<Object> DestList, bool bUpdateRotation, bool bCheckOverlap, optional float TeleportDistance, optional array<Volume> TeleportVolumes, optional int PreferredDestIndex)
HasRangedAttackfunction bool HasRangedAttack()
HeadVolumeChangeevent HeadVolumeChange(PhysicsVolume newHeadVolume)
HealDamageevent bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType)
IncrementFlashCountsimulated function IncrementFlashCount(Weapon InWeapon, byte InFiringMode)
IncrementPathChildnative function IncrementPathChild(int Cnt, Canvas C)
IncrementPathStepnative function IncrementPathStep(int Cnt, Canvas C)
InFreeCamsimulated event bool InFreeCam()
InGodModefunction bool InGodMode()
InitRagdollnative function bool InitRagdoll()
InterpolationFinishedsimulated event InterpolationFinished(SeqAct_Interp InterpAction)
InterpolationStartedsimulated event InterpolationStarted(SeqAct_Interp InterpAction, InterpGroupInst GroupInst)
IsActorPlayingFaceFXAnimsimulated function bool IsActorPlayingFaceFXAnim()
IsAliveAndWellfinal native simulated function bool IsAliveAndWell()
IsDesiredRotationInUsefinal native function bool IsDesiredRotationInUse()
IsDesiredRotationLockedfinal native function bool IsDesiredRotationLocked()
IsFiringfunction bool IsFiring()
IsFirstPersonsimulated function bool IsFirstPerson()
IsHumanControlledfinal native simulated function bool IsHumanControlled(optional Controller PawnController)
IsInvisiblenative function bool IsInvisible()
IsLocallyControlledfinal native simulated function bool IsLocallyControlled()
IsPlayerPawnnative simulated function bool IsPlayerPawn()
IsSameTeamsimulated event bool IsSameTeam(Pawn Other)
IsStationaryfunction bool IsStationary()
IsValidEnemyTargetFornative function bool IsValidEnemyTargetFor(const PlayerReplicationInfo PRI, bool bNoPRIisEnemy)
JumpOffPawnfunction JumpOffPawn()
KilledByfunction KilledBy(pawn EventInstigator)
Landedevent Landed(vector HitNormal, Actor FloorActor)
LineOfSightTofunction bool LineOfSightTo(actor Other)
LockDesiredRotationfinal native function LockDesiredRotation(bool Lock, bool InUnlockWhenReached = false)
MAT_BeginAIGroupevent MAT_BeginAIGroup(vector StartLoc, rotator StartRot)
MAT_BeginAnimControlnative function MAT_BeginAnimControl(InterpGroup InInterpGroup)
MAT_FinishAIGroupevent MAT_FinishAIGroup()
MAT_FinishAnimControlnative function MAT_FinishAnimControl(InterpGroup InInterpGroup)
MAT_SetAnimPositionnative function MAT_SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion)
MAT_SetAnimWeightsnative function MAT_SetAnimWeights()
MAT_SetMorphWeightnative function MAT_SetMorphWeight(name MorphNodeName, float MorphWeight)
MAT_SetSkelControlScalenative function MAT_SetSkelControlScale(name SkelControlName, float Scale)
MAT_SetSkelControlStrengthnative function MAT_SetSkelControlStrength(name SkelControlName, float ControlStrength)
MessagePlayerfinal event MessagePlayer(coerce String Msg)
NeedToTurnfunction bool NeedToTurn(vector targ)
NotifyTakeHitfunction NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum, Actor DamageCauser)
NotifyTeamChangedsimulated function NotifyTeamChanged()
OnAssignControllerfunction OnAssignController(SeqAct_AssignController inAction)
OnGiveInventorysimulated function OnGiveInventory(SeqAct_GiveInventory InAction)
OnPlayFaceFXAnimsimulated function OnPlayFaceFXAnim(SeqAct_PlayFaceFXAnim inAction)
OnSetMaterialfunction OnSetMaterial(SeqAct_SetMaterial Action)
OnSetVelocitysimulated function OnSetVelocity(SeqAct_SetVelocity Action)
OnTeleportsimulated function OnTeleport(SeqAct_Teleport Action)
OutsideWorldBoundssimulated singular event OutsideWorldBounds()
PickWallAdjustfinal native function bool PickWallAdjust(Vector WallHitNormal, Actor HitActor)
PlayActorFaceFXAnimsimulated event bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay)
PlayDyingsimulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
PlayDyingSoundfunction PlayDyingSound()
PlayerChangedTeamfunction PlayerChangedTeam()
PlayFootStepSoundevent PlayFootStepSound(int FootDown)
PlayHitfunction PlayHit(float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo)
PlayLandedfunction PlayLanded(float impactVel)
PlayTeleportEffectfunction PlayTeleportEffect(bool bOut, bool bSound)
PlayWeaponSwitchsimulated function PlayWeaponSwitch(Weapon OldWeapon, Weapon NewWeapon)
PossessedByfunction PossessedBy(Controller C, bool bVehicleTransition)
PostBeginPlayevent PostBeginPlay()
PostInitAnimTreesimulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
PreBeginPlaysimulated event PreBeginPlay()
ProcessViewRotationsimulated function ProcessViewRotation(float DeltaTime, out rotator out_ViewRotation, out Rotator out_DeltaRot)
PruneDamagedBoneListfunction PruneDamagedBoneList(out array Bones)
RangedAttackTimefunction float RangedAttackTime()
ReachedDesiredRotationfinal native function bool ReachedDesiredRotation()
ReachedDestinationnative function bool ReachedDestination(Actor Goal)
ReachedPointnative function bool ReachedPoint(Vector Point, Actor NewAnchor)
ReceivedNewEventsimulated event ReceivedNewEvent(SequenceEvent Evt)
RecommendLongRangedAttackfunction bool RecommendLongRangedAttack()
ReplicatedEventsimulated event ReplicatedEvent(name VarName)
Resetfunction Reset()
ResetDesiredRotationfinal native function ResetDesiredRotation()
Restartfunction Restart()
RestoreAnimSetsToDefaultsimulated event bool RestoreAnimSetsToDefault()
SetActiveWeaponsimulated function SetActiveWeapon(Weapon NewWeapon)
SetAnchornative function SetAnchor(NavigationPoint NewAnchor)
SetAnimPositionsimulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion)
SetBaseEyeheightsimulated function SetBaseEyeheight()
SetCinematicModesimulated function SetCinematicMode(bool bInCinematicMode)
SetDesiredRotationfinal native function bool SetDesiredRotation(Rotator TargetDesiredRotation, bool InLockDesiredRotation = FALSE, bool InUnlockWhenReached = FALSE, FLOAT InterpolationTime = -1.f, bool bResetRotationRate = TRUE)
SetDyingPhysicsfunction SetDyingPhysics()
SetFiringModesimulated function SetFiringMode(Weapon InWeapon, byte InFiringMode)
SetFlashLocationsimulated function SetFlashLocation(Weapon InWeapon, byte InFiringMode, vector NewLoc)
SetKillInstigatorfunction controller SetKillInstigator(Controller InstigatedBy, class<DamageType> DamageType)
SetMorphWeightevent SetMorphWeight(name MorphNodeName, float MorphWeight)
SetMovementPhysicsfunction SetMovementPhysics()
SetMoveTargetfunction SetMoveTarget(Actor NewTarget)
SetPushesRigidBodiesnative function SetPushesRigidBodies(bool NewPush)
SetRemoteViewPitchfinal native function SetRemoteViewPitch(int NewRemoteViewPitch)
SetRootMotionInterpCurrentTimenative function SetRootMotionInterpCurrentTime(float inTime, optional float DeltaTime, optional bool bUpdateSkelPose)
SetScalarParameterInterpfinal native simulated function SetScalarParameterInterp(const out ScalarParameterInterpStruct ScalarParameterInterp)
SetSkelControlScaleevent SetSkelControlScale(name SkelControlName, float Scale)
SetViewRotationsimulated function SetViewRotation(rotator NewRotation)
SetWalkingevent SetWalking(bool bNewIsWalking)
ShouldCrouchfunction ShouldCrouch(bool bCrouch)
SoakPauseevent SoakPause()
SpawnDefaultControllerfunction SpawnDefaultController()
SpawnedByKismetevent SpawnedByKismet()
Speaksimulated event Speak(SoundCue Cue)
SpecialMoveThruEdgeevent bool SpecialMoveThruEdge(ENavMeshEdgeType EdgeType, INT Dir, Vector MoveStart, Vector MoveDest, optional Actor RelActor, optional int RelItem, optional NavigationHandle NavHandle)
SpecialMoveTofunction bool SpecialMoveTo(NavigationPoint Start, NavigationPoint End, Actor Next)
StartCrouchsimulated event StartCrouch(float HeightAdjust)
StartDrivingsimulated event StartDriving(Vehicle V)
StartFiresimulated function StartFire(byte FireModeNum)
StopActorFaceFXAnimevent StopActorFaceFXAnim()
StopDrivingsimulated event StopDriving(Vehicle V)
StopFiresimulated function StopFire(byte FireModeNum)
StopFiringfunction bool StopFiring()
StuckOnPawnevent StuckOnPawn(Pawn OtherPawn)
SuggestJumpVelocitynative function bool SuggestJumpVelocity(out vector JumpVelocity, vector Destination, vector Start, optional bool bRequireFallLanding)
Suicidefunction Suicide()
TakeDamageevent TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
TakeDrowningDamagefunction TakeDrowningDamage()
TakeFallingDamagefunction TakeFallingDamage()
TakeRadiusDamageOnBonesevent bool TakeRadiusDamageOnBones(Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, array Bones)
TermRagdollnative function bool TermRagdoll()
ThrowActiveWeaponfunction ThrowActiveWeapon(optional bool bDestroyWeap)
ThrowWeaponOnDeathfunction ThrowWeaponOnDeath()
TickSpecialevent TickSpecial(float DeltaTime)
TooCloseToAttackfunction bool TooCloseToAttack(Actor Other)
TornOffsimulated event TornOff()
TossInventoryfunction TossInventory(Inventory Inv, optional vector ForceVelocity)
TouchingWaterVolumefunction bool TouchingWaterVolume()
TurnOffsimulated function TurnOff()
UnCrouchsimulated function UnCrouch()
UnPossessedfunction UnPossessed()
UpdateAnimSetListfinal native simulated function UpdateAnimSetList()
UpdateControllerOnPossessfunction UpdateControllerOnPossess(bool bVehicleTransition)
UpdatePawnRotationfinal event simulated UpdatePawnRotation(Rotator NewRotation)
ValidAnchorfinal native function bool ValidAnchor()
WeaponFiredsimulated function WeaponFired(Weapon InWeapon, bool bViaReplication, optional vector HitLocation)
WeaponStoppedFiringsimulated function WeaponStoppedFiring(Weapon InWeapon, bool bViaReplication)
ZeroMovementVariablessimulated function ZeroMovementVariables()

States

State code replaces the class's functions while the object is in that state. Hook a state's version as Engine.Pawn.<State>.<Function>.

StateFunctions
DyingBaseChange, BeginState, Died, Landed, OutsideWorldBounds, PlayNextAnimation, PlayWeaponSwitch, TakeDamage, Timer
ignores Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer, FellOutOfWorld

Default values

TickGroup=TG_PreAsyncWork
InventoryManagerClass=class'InventoryManager'
ControllerClass=class'AIController'
bCanBeDamaged=true
bCanCrouch=false
bCanFly=false
bCanJump=true
bCanSwim=false
bCanTeleport=true
bCanWalk=true
bJumpCapable=true
bProjTarget=true
bSimulateGravity=true
bShouldBaseAtStartup=true
WalkingPhysics=PHYS_Walking
LandMovementState=PlayerWalking
WaterMovementState=PlayerSwimming
AccelRate=+02048.000000
DesiredSpeed=+00001.000000
MaxDesiredSpeed=+00001.000000
MaxFallSpeed=+1200.0
AIMaxFallSpeedFactor=1.0
NonPreferredVehiclePathMultiplier=1.0
AirSpeed=+00600.000000
GroundSpeed=+00600.000000
JumpZ=+00420.000000
OutofWaterZ=+420.0
LadderSpeed=+200.0
WaterSpeed=+00300.000000
bLimitFallAccel=TRUE
AirControl=+0.05
CrouchedPct=+0.5
WalkingPct=+0.5
MovementSpeedModifier=+1.0
bLOSHearing=true
HearingThreshold=+2800.0
SoundDampening=+00001.000000
noise1time=-00010.000000
noise2time=-00010.000000
AvgPhysicsTime=+00000.100000
bPushesRigidBodies=false
RBPushRadius=10.0
RBPushStrength=50.0
ViewPitchMin=-16384
ViewPitchMax=16383
RotationRate=(Pitch=20000,Yaw=20000,Roll=20000)
MaxPitchLimit=3072
SightRadius=+05000.000000
RemoteRole=ROLE_SimulatedProxy
NetPriority=+00002.000000
bUpdateSimulatedPosition=true
DamageScaling=+00001.000000
Health=100
bReplicateHealthToAll=false
BaseEyeHeight=+00064.000000
EyeHeight=+00054.000000
CrouchHeight=+40.0
CrouchRadius=+34.0
MaxStepHeight=35.0
MaxJumpHeight=96.0
WalkableFloorZ=0.7
LedgeCheckThreshold=4.0f
MaxOutOfWaterStepHeight=40.0
AllowedYawError=2000
Mass=+00100.000000
bCollideActors=true
bCollideWorld=true
bBlockActors=true
CollisionComponent=CollisionCylinder
CylinderComponent=CollisionCylinder
VehicleCheckRadius=150
bAllowLedgeOverhang=TRUE
RootMotionInterpRate=1.f
bModifyNavPointDest=true

Inherited

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions