Pawn¶
Class in Engine · Engine.Pawn · abstract, native, placeable, config
Implements: Interface_Speaker
Subclasses: GamePawn, MatineePawn, Scout, Vehicle
Using it from Lua
Enums¶
EPathSearchType
PST_Default = 0, PST_Breadth = 1, PST_NewBestPathTo = 2, PST_Constraint = 3
Structs¶
ScalarParameterInterpStruct
| Field | Type |
|---|---|
ParameterName | Name |
ParameterValue | float |
InterpTime | float |
WarmUpTime | float |
Properties¶
| Name | Type | Notes |
|---|---|---|
AccelRate | float | |
AIMaxFallSpeedFactor | float | |
AirControl | float | |
AirSpeed | float | |
Alertness | float | |
AllowedYawError | int | |
AlwaysRelevantDistanceSquared | float | |
Anchor | NavigationPoint | const |
AnchorItem | int | const |
AvgPhysicsTime | float | const |
bAllowLedgeOverhang | bool | |
bAmbientCreature | bool | |
BaseEyeHeight | float | |
bAvoidLedges | bool | |
bCachedRelevant | bool | |
bCanBeBaseForPawns | bool | |
bCanClimbCeilings | bool | |
bCanClimbLadders | bool | |
bCanClimbUp | bool | config |
bCanCoverSlip | bool | config |
bCanCrouch | bool | |
bCanFly | bool | |
bCanJump | bool | |
bCanLeap | bool | config |
bCanMantle | bool | config |
bCanPickupInventory | bool | |
bCanStrafe | bool | |
bCanSwatTurn | bool | config |
bCanSwim | bool | |
bCanWalk | bool | |
bCanWalkOffLedges | bool | |
bCrawler | bool | |
bDebugShowCameraLocation | bool | |
bDesiredRotationSet | bool | const, private |
bDirectHitWall | bool | |
bDisplayPathErrors | bool | globalconfig |
bDontPossess | bool | |
bFastAttachedMove | bool | |
bForceFloorCheck | bool | |
bForceKeepAnchor | bool | |
bForceMaxAccel | bool | |
bForceRegularVelocity | bool | |
bForceRMVelocity | bool | |
bIgnoreForces | bool | |
bIsCrouched | bool | const |
bIsWalking | bool | |
bJumpCapable | bool | |
bLimitFallAccel | bool | |
bLockDesiredRotation | bool | const, private |
bLOSHearing | bool | |
bModifyNavPointDest | bool | |
bModifyReachSpecCost | bool | |
bMuffledHearing | bool | |
bNeedsBaseTickedFirst | bool | |
bNoWeaponFiring | bool | |
bPartiallyOverLedge | bool | const |
bPathfindsAsVehicle | bool | |
bPlayedDeath | bool | |
bPrevBypassSimulatedClientPhysics | bool | |
bPushesRigidBodies | bool | const |
BreathTime | float | |
bReducedSpeed | bool | const |
bReplicateHealthToAll | bool | |
bRollToDesired | bool | |
bRootMotionFromInterpCurve | bool | |
bRunPhysicsWithNoController | bool | |
bScriptTickSpecial | bool | |
bSimGravityDisabled | bool | const |
bSimulateGravity | bool | const |
bStationary | bool | |
bStopAtLedges | bool | |
bTryToUncrouch | bool | const |
bUnlockWhenReached | bool | const, private |
Buoyancy | float | |
bUpAndOut | bool | |
bUsedByMatinee | bool | transient, repnotify |
bWantsToCrouch | bool | |
Controller | Controller | repnotify |
ControllerClass | class<AIController> | |
CrouchedPct | float | |
CrouchHeight | float | |
CrouchRadius | float | |
CylinderComponent | CylinderComponent | |
DamageScaling | float | |
DesiredRotation | rotator | const |
DesiredSpeed | float | |
DestinationOffset | float | |
DrivenVehicle | Vehicle | repnotify |
EyeHeight | float | |
FacialAudioComp | AudioComponent | transient, protected |
FailedLandingCount | int | |
FindAnchorFailedTime | float | |
FiringMode | byte | repnotify |
FlashCount | byte | repnotify |
FlashLocation | vector | repnotify |
Floor | vector | |
FullHeight | int | const |
GroundSpeed | float | |
HeadVolume | PhysicsVolume | transient |
Health | int | |
HealthMax | int | |
HearingThreshold | float | |
HitDamageType | class<DamageType> | |
InterpGroupList | array | no declaration: type is approximate |
InventoryManagerClass | class<InventoryManager> | |
InvManager | InventoryManager | repnotify |
JumpZ | float | |
KismetDeathDelayTime | float | |
LadderSpeed | float | |
LandMovementState | name | |
LastAnchor | NavigationPoint | const |
LastFiringFlashLocation | vector | |
LastHitBy | Controller | |
LastPainTime | float | |
LastRealViewer | playerController | |
LastStartSpot | PlayerStart | |
LastStartTime | float | |
LastValidAnchorTime | float | |
LastViewer | actor | |
LedgeCheckThreshold | float | const |
Mass | float | |
MaxDesiredSpeed | float | |
MaxFallSpeed | float | |
MaxJumpHeight | float | const |
MaxOutOfWaterStepHeight | float | |
MaxPitchLimit | int | |
MaxStepHeight | float | const |
MeleeRange | float | |
MenuName | string | localized |
Mesh | SkeletalMeshComponent | |
MIC_PawnHair | MaterialInstanceConstant | transient, protected |
MIC_PawnMat | MaterialInstanceConstant | transient, protected |
MovementSpeedModifier | float | |
NetRelevancyTime | float | |
NextPathRadius | float | |
NextPawn | Pawn | const |
noise1loudness | float | const |
noise1other | pawn | const |
noise1spot | vector | const |
noise1time | float | const |
noise2loudness | float | const |
noise2other | pawn | const |
noise2spot | vector | const |
noise2time | float | const |
NonPreferredVehiclePathMultiplier | float | |
OnLadder | LadderVolume | |
OutofWaterZ | float | |
PartialLedgeMoveDir | Vector | const |
PathConstraintList | PathConstraint | |
PathGoalList | PathGoalEvaluator | |
PathSearchType | EPathSearchType | |
PeripheralVision | float | |
PhysicsPushBody | RB_BodyInstance | |
PlayerReplicationInfo | PlayerReplicationInfo | repnotify |
PreRagdollCollisionComponent | PrimitiveComponent | |
RBPushRadius | float | |
RBPushStrength | float | |
RemoteViewPitch | byte | const |
RMVelocity | vector | |
RootMotionInterpCurrentTime | float | |
RootMotionInterpCurve | RootMotionCurve | |
RootMotionInterpCurveLastValue | Vector | |
RootMotionInterpRate | float | |
ScalarParameterInterpArray | array | no declaration: type is approximate |
SerpentineDir | vector | |
SerpentineDist | float | |
SerpentineTime | float | |
ShotCount | int | |
SightRadius | float | |
SlotNodes | array | no declaration: type is approximate |
SoundDampening | float | |
SpawnTime | float | |
SplashTime | float | |
TakeHitLocation | vector | |
TearOffMomentum | vector | |
UncrouchTime | float | const |
UnderWaterTime | float | |
VehicleCheckRadius | float | |
ViewPitchMax | float | |
ViewPitchMin | float | |
WalkableFloorZ | float | const |
WalkingPct | float | |
WalkingPhysics | EPhysics | |
WaterMovementState | name | |
WaterSpeed | float | |
Weapon | Weapon |
Functions¶
| Name | Declaration |
|---|---|
AddAnimSets | final native simulated function AddAnimSets(const out array<AnimSet> CustomAnimSets) |
AddDefaultInventory | function AddDefaultInventory() |
AddGoalEvaluator | native function AddGoalEvaluator(PathGoalEvaluator Evaluator) |
AddPathConstraint | native function AddPathConstraint(PathConstraint Constraint) |
AddVelocity | function AddVelocity(vector NewVelocity, vector HitLocation, class<DamageType> damageType, optional TraceHitInfo HitInfo) |
AdjustDamage | function AdjustDamage(out int InDamage, out vector Momentum, Controller InstigatedBy, vector HitLocation, class<DamageType> DamageType, TraceHitInfo HitInfo, Actor DamageCauser) |
AdjustDestination | final native function Vector AdjustDestination(Actor GoalActor, optional Vector Dest) |
AnimSetListUpdated | simulated event AnimSetListUpdated() |
BaseChange | singular event BaseChange() |
BecomeViewTarget | simulated event BecomeViewTarget(PlayerController PC) |
BeginAIGroup | simulated function BeginAIGroup() |
BeginAnimControl | simulated event BeginAnimControl(InterpGroup InInterpGroup) |
BotFire | function bool BotFire(bool bFinished) |
BreathTimer | event BreathTimer() |
BuildScriptAnimSetList | simulated event BuildScriptAnimSetList() |
CacheAnimNodes | native simulated event CacheAnimNodes() |
CanActorPlayFaceFXAnim | simulated function bool CanActorPlayFaceFXAnim() |
CanAttack | function bool CanAttack(Actor Other) |
CanBeBaseForPawn | simulated function bool CanBeBaseForPawn(Pawn APawn) |
CanGrabLadder | function bool CanGrabLadder() |
CannotJumpNow | function bool CannotJumpNow() |
CanSplash | simulated function bool CanSplash() |
CanThrowWeapon | simulated function bool CanThrowWeapon() |
CheatFly | function bool CheatFly() |
CheatGhost | function bool CheatGhost() |
CheatWalk | function bool CheatWalk() |
CheckDesiredRotation | final native function CheckDesiredRotation() |
CheckWaterJump | function bool CheckWaterJump(out vector WallNormal) |
ClearAnimNodes | simulated function ClearAnimNodes() |
ClearConstraints | native function ClearConstraints() |
ClearFlashCount | simulated function ClearFlashCount(Weapon InWeapon) |
ClearFlashLocation | function ClearFlashLocation(Weapon InWeapon) |
ClearPathStep | native function ClearPathStep() |
ClientMessage | event ClientMessage(coerce string S, optional Name Type) |
ClientRestart | function ClientRestart() (no declaration: types are approximate) |
ClientSetRotation | function ClientSetRotation(rotator NewRotation) |
ClimbLadder | function ClimbLadder(LadderVolume L) |
CreateInventory | final event Inventory CreateInventory(class<Inventory> NewInvClass, optional bool bDoNotActivate) |
CreatePathConstraint | function PathConstraint CreatePathConstraint(class<PathConstraint> ConstraintClass) |
CreatePathGoalEvaluator | function PathGoalEvaluator CreatePathGoalEvaluator(class<PathGoalEvaluator> GoalEvalClass) |
CrushedBy | function CrushedBy(Pawn OtherPawn) |
DelayTriggerDeath | function DelayTriggerDeath() |
Destroyed | simulated event Destroyed() |
DetachFromController | function DetachFromController(optional bool bDestroyController) |
Died | function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation) |
DisplayDebug | simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) |
DoJump | function bool DoJump(bool bUpdating) |
DoKismetAttachment | function DoKismetAttachment(Actor Attachment, SeqAct_AttachToActor Action) |
DrawHUD | simulated function DrawHUD(HUD H) |
DrawPathStep | native function DrawPathStep(Canvas C) |
DropToGround | function DropToGround() |
EncroachedBy | event EncroachedBy(actor Other) |
EncroachingOn | event bool EncroachingOn(actor Other) |
EndClimbLadder | function EndClimbLadder(LadderVolume OldLadder) |
EndCrouch | simulated event EndCrouch(float HeightAdjust) |
FaceFXAudioFinished | simulated function FaceFXAudioFinished(AudioComponent AC) |
FaceRotation | simulated function FaceRotation(rotator NewRotation, float DeltaTime) |
Falling | event Falling() |
FellOutOfWorld | simulated event FellOutOfWorld(class<DamageType> dmgType) |
FindInventoryType | final simulated function Inventory FindInventoryType(class<Inventory> DesiredClass, optional bool bAllowSubclass) |
FinishAIGroup | simulated function FinishAIGroup() |
FinishAnimControl | simulated event FinishAnimControl(InterpGroup InInterpGroup) |
FireOnRelease | function bool FireOnRelease() |
FiringModeUpdated | simulated function FiringModeUpdated(Weapon InWeapon, byte InFiringMode, bool bViaReplication) |
FlashCountUpdated | simulated function FlashCountUpdated(Weapon InWeapon, Byte InFlashCount, bool bViaReplication) |
FlashLocationUpdated | simulated function FlashLocationUpdated(Weapon InWeapon, Vector InFlashLocation, bool bViaReplication) |
ForceCrouch | native function ForceCrouch() |
Gasp | function Gasp() |
GetActorEyesViewPoint | simulated event GetActorEyesViewPoint(out vector out_Location, out Rotator out_Rotation) |
GetActorFaceFXAsset | event FaceFXAsset GetActorFaceFXAsset() |
GetAdjustedAimFor | simulated function Rotator GetAdjustedAimFor(Weapon W, vector StartFireLoc) |
GetBaseAimRotation | simulated singular event Rotator GetBaseAimRotation() |
GetBestAnchor | native function NavigationPoint GetBestAnchor(Actor TestActor, Vector TestLocation, bool bStartPoint, bool bOnlyCheckVisible, out float out_Dist) |
GetBoundingCylinder | native function GetBoundingCylinder(out float CollisionRadius, out float CollisionHeight) |
GetCollisionExtent | final simulated function vector GetCollisionExtent() |
GetCollisionHeight | simulated function float GetCollisionHeight() |
GetCollisionRadius | simulated function float GetCollisionRadius() |
GetDamageScaling | function float GetDamageScaling() |
GetDefaultCameraMode | simulated function name GetDefaultCameraMode(PlayerController RequestedBy) |
GetFaceFXAudioComponent | simulated event AudioComponent GetFaceFXAudioComponent() |
GetFallDuration | native function float GetFallDuration() |
GetHumanReadableName | simulated function String GetHumanReadableName() |
GetPawnViewLocation | native simulated event vector GetPawnViewLocation() |
GetTeam | simulated function TeamInfo GetTeam() |
GetTeamNum | native simulated function byte GetTeamNum() |
GetVehicleBase | native function Vehicle GetVehicleBase() |
GetViewRotation | native simulated event rotator GetViewRotation() |
GetWeaponFiringMode | simulated function byte GetWeaponFiringMode(Weapon InWeapon) |
GetWeaponStartTraceLocation | simulated event Vector GetWeaponStartTraceLocation(optional Weapon CurrentWeapon) |
gibbedBy | function gibbedBy(actor Other) |
HandleMomentum | function HandleMomentum(vector Momentum, Vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo) |
HandlePickup | function HandlePickup(Inventory Inv) |
HandleTeleport | simulated function bool HandleTeleport(array<Object> DestList, bool bUpdateRotation, bool bCheckOverlap, optional float TeleportDistance, optional array<Volume> TeleportVolumes, optional int PreferredDestIndex) |
HasRangedAttack | function bool HasRangedAttack() |
HeadVolumeChange | event HeadVolumeChange(PhysicsVolume newHeadVolume) |
HealDamage | event bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType) |
IncrementFlashCount | simulated function IncrementFlashCount(Weapon InWeapon, byte InFiringMode) |
IncrementPathChild | native function IncrementPathChild(int Cnt, Canvas C) |
IncrementPathStep | native function IncrementPathStep(int Cnt, Canvas C) |
InFreeCam | simulated event bool InFreeCam() |
InGodMode | function bool InGodMode() |
InitRagdoll | native function bool InitRagdoll() |
InterpolationFinished | simulated event InterpolationFinished(SeqAct_Interp InterpAction) |
InterpolationStarted | simulated event InterpolationStarted(SeqAct_Interp InterpAction, InterpGroupInst GroupInst) |
IsActorPlayingFaceFXAnim | simulated function bool IsActorPlayingFaceFXAnim() |
IsAliveAndWell | final native simulated function bool IsAliveAndWell() |
IsDesiredRotationInUse | final native function bool IsDesiredRotationInUse() |
IsDesiredRotationLocked | final native function bool IsDesiredRotationLocked() |
IsFiring | function bool IsFiring() |
IsFirstPerson | simulated function bool IsFirstPerson() |
IsHumanControlled | final native simulated function bool IsHumanControlled(optional Controller PawnController) |
IsInvisible | native function bool IsInvisible() |
IsLocallyControlled | final native simulated function bool IsLocallyControlled() |
IsPlayerPawn | native simulated function bool IsPlayerPawn() |
IsSameTeam | simulated event bool IsSameTeam(Pawn Other) |
IsStationary | function bool IsStationary() |
IsValidEnemyTargetFor | native function bool IsValidEnemyTargetFor(const PlayerReplicationInfo PRI, bool bNoPRIisEnemy) |
JumpOffPawn | function JumpOffPawn() |
KilledBy | function KilledBy(pawn EventInstigator) |
Landed | event Landed(vector HitNormal, Actor FloorActor) |
LineOfSightTo | function bool LineOfSightTo(actor Other) |
LockDesiredRotation | final native function LockDesiredRotation(bool Lock, bool InUnlockWhenReached = false) |
MAT_BeginAIGroup | event MAT_BeginAIGroup(vector StartLoc, rotator StartRot) |
MAT_BeginAnimControl | native function MAT_BeginAnimControl(InterpGroup InInterpGroup) |
MAT_FinishAIGroup | event MAT_FinishAIGroup() |
MAT_FinishAnimControl | native function MAT_FinishAnimControl(InterpGroup InInterpGroup) |
MAT_SetAnimPosition | native function MAT_SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion) |
MAT_SetAnimWeights | native function MAT_SetAnimWeights() |
MAT_SetMorphWeight | native function MAT_SetMorphWeight(name MorphNodeName, float MorphWeight) |
MAT_SetSkelControlScale | native function MAT_SetSkelControlScale(name SkelControlName, float Scale) |
MAT_SetSkelControlStrength | native function MAT_SetSkelControlStrength(name SkelControlName, float ControlStrength) |
MessagePlayer | final event MessagePlayer(coerce String Msg) |
NeedToTurn | function bool NeedToTurn(vector targ) |
NotifyTakeHit | function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum, Actor DamageCauser) |
NotifyTeamChanged | simulated function NotifyTeamChanged() |
OnAssignController | function OnAssignController(SeqAct_AssignController inAction) |
OnGiveInventory | simulated function OnGiveInventory(SeqAct_GiveInventory InAction) |
OnPlayFaceFXAnim | simulated function OnPlayFaceFXAnim(SeqAct_PlayFaceFXAnim inAction) |
OnSetMaterial | function OnSetMaterial(SeqAct_SetMaterial Action) |
OnSetVelocity | simulated function OnSetVelocity(SeqAct_SetVelocity Action) |
OnTeleport | simulated function OnTeleport(SeqAct_Teleport Action) |
OutsideWorldBounds | simulated singular event OutsideWorldBounds() |
PickWallAdjust | final native function bool PickWallAdjust(Vector WallHitNormal, Actor HitActor) |
PlayActorFaceFXAnim | simulated event bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay) |
PlayDying | simulated function PlayDying(class<DamageType> DamageType, vector HitLoc) |
PlayDyingSound | function PlayDyingSound() |
PlayerChangedTeam | function PlayerChangedTeam() |
PlayFootStepSound | event PlayFootStepSound(int FootDown) |
PlayHit | function PlayHit(float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo) |
PlayLanded | function PlayLanded(float impactVel) |
PlayTeleportEffect | function PlayTeleportEffect(bool bOut, bool bSound) |
PlayWeaponSwitch | simulated function PlayWeaponSwitch(Weapon OldWeapon, Weapon NewWeapon) |
PossessedBy | function PossessedBy(Controller C, bool bVehicleTransition) |
PostBeginPlay | event PostBeginPlay() |
PostInitAnimTree | simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) |
PreBeginPlay | simulated event PreBeginPlay() |
ProcessViewRotation | simulated function ProcessViewRotation(float DeltaTime, out rotator out_ViewRotation, out Rotator out_DeltaRot) |
PruneDamagedBoneList | function PruneDamagedBoneList(out array |
RangedAttackTime | function float RangedAttackTime() |
ReachedDesiredRotation | final native function bool ReachedDesiredRotation() |
ReachedDestination | native function bool ReachedDestination(Actor Goal) |
ReachedPoint | native function bool ReachedPoint(Vector Point, Actor NewAnchor) |
ReceivedNewEvent | simulated event ReceivedNewEvent(SequenceEvent Evt) |
RecommendLongRangedAttack | function bool RecommendLongRangedAttack() |
ReplicatedEvent | simulated event ReplicatedEvent(name VarName) |
Reset | function Reset() |
ResetDesiredRotation | final native function ResetDesiredRotation() |
Restart | function Restart() |
RestoreAnimSetsToDefault | simulated event bool RestoreAnimSetsToDefault() |
SetActiveWeapon | simulated function SetActiveWeapon(Weapon NewWeapon) |
SetAnchor | native function SetAnchor(NavigationPoint NewAnchor) |
SetAnimPosition | simulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion) |
SetBaseEyeheight | simulated function SetBaseEyeheight() |
SetCinematicMode | simulated function SetCinematicMode(bool bInCinematicMode) |
SetDesiredRotation | final native function bool SetDesiredRotation(Rotator TargetDesiredRotation, bool InLockDesiredRotation = FALSE, bool InUnlockWhenReached = FALSE, FLOAT InterpolationTime = -1.f, bool bResetRotationRate = TRUE) |
SetDyingPhysics | function SetDyingPhysics() |
SetFiringMode | simulated function SetFiringMode(Weapon InWeapon, byte InFiringMode) |
SetFlashLocation | simulated function SetFlashLocation(Weapon InWeapon, byte InFiringMode, vector NewLoc) |
SetKillInstigator | function controller SetKillInstigator(Controller InstigatedBy, class<DamageType> DamageType) |
SetMorphWeight | event SetMorphWeight(name MorphNodeName, float MorphWeight) |
SetMovementPhysics | function SetMovementPhysics() |
SetMoveTarget | function SetMoveTarget(Actor NewTarget) |
SetPushesRigidBodies | native function SetPushesRigidBodies(bool NewPush) |
SetRemoteViewPitch | final native function SetRemoteViewPitch(int NewRemoteViewPitch) |
SetRootMotionInterpCurrentTime | native function SetRootMotionInterpCurrentTime(float inTime, optional float DeltaTime, optional bool bUpdateSkelPose) |
SetScalarParameterInterp | final native simulated function SetScalarParameterInterp(const out ScalarParameterInterpStruct ScalarParameterInterp) |
SetSkelControlScale | event SetSkelControlScale(name SkelControlName, float Scale) |
SetViewRotation | simulated function SetViewRotation(rotator NewRotation) |
SetWalking | event SetWalking(bool bNewIsWalking) |
ShouldCrouch | function ShouldCrouch(bool bCrouch) |
SoakPause | event SoakPause() |
SpawnDefaultController | function SpawnDefaultController() |
SpawnedByKismet | event SpawnedByKismet() |
Speak | simulated event Speak(SoundCue Cue) |
SpecialMoveThruEdge | event bool SpecialMoveThruEdge(ENavMeshEdgeType EdgeType, INT Dir, Vector MoveStart, Vector MoveDest, optional Actor RelActor, optional int RelItem, optional NavigationHandle NavHandle) |
SpecialMoveTo | function bool SpecialMoveTo(NavigationPoint Start, NavigationPoint End, Actor Next) |
StartCrouch | simulated event StartCrouch(float HeightAdjust) |
StartDriving | simulated event StartDriving(Vehicle V) |
StartFire | simulated function StartFire(byte FireModeNum) |
StopActorFaceFXAnim | event StopActorFaceFXAnim() |
StopDriving | simulated event StopDriving(Vehicle V) |
StopFire | simulated function StopFire(byte FireModeNum) |
StopFiring | function bool StopFiring() |
StuckOnPawn | event StuckOnPawn(Pawn OtherPawn) |
SuggestJumpVelocity | native function bool SuggestJumpVelocity(out vector JumpVelocity, vector Destination, vector Start, optional bool bRequireFallLanding) |
Suicide | function Suicide() |
TakeDamage | event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) |
TakeDrowningDamage | function TakeDrowningDamage() |
TakeFallingDamage | function TakeFallingDamage() |
TakeRadiusDamageOnBones | event bool TakeRadiusDamageOnBones(Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, array |
TermRagdoll | native function bool TermRagdoll() |
ThrowActiveWeapon | function ThrowActiveWeapon(optional bool bDestroyWeap) |
ThrowWeaponOnDeath | function ThrowWeaponOnDeath() |
TickSpecial | event TickSpecial(float DeltaTime) |
TooCloseToAttack | function bool TooCloseToAttack(Actor Other) |
TornOff | simulated event TornOff() |
TossInventory | function TossInventory(Inventory Inv, optional vector ForceVelocity) |
TouchingWaterVolume | function bool TouchingWaterVolume() |
TurnOff | simulated function TurnOff() |
UnCrouch | simulated function UnCrouch() |
UnPossessed | function UnPossessed() |
UpdateAnimSetList | final native simulated function UpdateAnimSetList() |
UpdateControllerOnPossess | function UpdateControllerOnPossess(bool bVehicleTransition) |
UpdatePawnRotation | final event simulated UpdatePawnRotation(Rotator NewRotation) |
ValidAnchor | final native function bool ValidAnchor() |
WeaponFired | simulated function WeaponFired(Weapon InWeapon, bool bViaReplication, optional vector HitLocation) |
WeaponStoppedFiring | simulated function WeaponStoppedFiring(Weapon InWeapon, bool bViaReplication) |
ZeroMovementVariables | simulated 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>.
| State | Functions |
|---|---|
| Dying | BaseChange, BeginState, Died, Landed, OutsideWorldBounds, PlayNextAnimation, PlayWeaponSwitch, TakeDamage, Timerignores 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¶
| From | Members |
|---|---|
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |