Vehicle¶
Class in Engine · Engine.Vehicle · native, abstract
Object › Actor › Pawn › Vehicle
Subclasses: SVehicle
Using it from Lua
Properties¶
| Name | Type | Notes |
|---|---|---|
AIMoveCheckTime | float | const |
bAttachDriver | bool | |
bAvoidReversing | bool | |
bDoExtraNetRelevancyTraces | bool | |
bDriverIsVisible | bool | |
bDriving | bool | repnotify |
bDuckObstacles | bool | |
bFollowLookDir | bool | |
bHasHandbrake | bool | |
bIgnoreStallZ | bool | |
bRetryPathfindingWithDriver | bool | |
bScriptedRise | bool | |
bSeparateTurretFocus | bool | |
bTurnInPlace | bool | |
CrushedDamageType | class<DamageType> | |
Driver | Pawn | repnotify |
DriverDamageMult | float | |
ExitOffset | vector | |
ExitPositions | array | no declaration: type is approximate |
ExitRadius | float | |
ForceCrushPenetration | float | |
MinCrushSpeed | float | |
MomentumMult | float | |
OldSteering | float | |
OldThrottle | float | |
OnlySteeringStartTime | float | |
Rise | float | |
Steering | float | |
StuckCount | byte | |
StuckTime | float | |
TargetLocationAdjustment | vector | |
Throttle | float | |
ThrottleTime | float | |
TurnTime | float | |
VehicleMovingTime | float |
Functions¶
| Name | Declaration |
|---|---|
AdjustDriverDamage | function AdjustDriverDamage(out int Damage, Controller InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType) |
AnySeatAvailable | function bool AnySeatAvailable() |
AttachDriver | simulated function AttachDriver(Pawn P) |
CanEnterVehicle | function bool CanEnterVehicle(Pawn P) |
CheatFly | function bool CheatFly() |
CheatGhost | function bool CheatGhost() |
CheatWalk | function bool CheatWalk() |
ContinueOnFoot | event bool ContinueOnFoot() |
CrushedBy | function CrushedBy(Pawn OtherPawn) |
Destroyed | simulated event Destroyed() |
Destroyed_HandleDriver | simulated function Destroyed_HandleDriver() |
DetachDriver | simulated function DetachDriver(Pawn P) |
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) |
DriverDied | function DriverDied(class<DamageType> DamageType) |
DriverEnter | function bool DriverEnter(Pawn P) |
DriverLeave | event bool DriverLeave(bool bForceLeave) |
DriverLeft | function DriverLeft() |
DriverRadiusDamage | function DriverRadiusDamage(float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation, Actor DamageCauser, optional float DamageFalloffExponent = 1.f) |
DrivingStatusChanged | simulated function DrivingStatusChanged() |
EncroachedBy | event EncroachedBy(Actor Other) |
EncroachingOn | event bool EncroachingOn(Actor Other) |
EntryAnnouncement | function EntryAnnouncement(Controller C) |
FaceRotation | simulated function FaceRotation(rotator NewRotation, float DeltaTime) |
FindAutoExit | function bool FindAutoExit(Pawn ExitingDriver) |
GetCollisionDamageInstigator | function Controller GetCollisionDamageInstigator() |
GetDefaultCameraMode | simulated function name GetDefaultCameraMode(PlayerController RequestedBy) |
GetEntryLocation | simulated event vector GetEntryLocation() |
GetExitRotation | function rotator GetExitRotation(Controller C) |
GetMaxRiseForce | native function float GetMaxRiseForce() |
GetTargetLocation | native simulated function vector GetTargetLocation(optional Actor RequestedBy, optional bool bRequestAlternateLoc) |
NotifyDriverTakeHit | function NotifyDriverTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum) |
NotifyTeamChanged | simulated function NotifyTeamChanged() |
PancakeOther | function PancakeOther(Pawn Other) |
PlaceExitingDriver | function bool PlaceExitingDriver(optional Pawn ExitingDriver) |
PlayDying | simulated function PlayDying(class<DamageType> DamageType, vector HitLoc) |
PlayerChangedTeam | function PlayerChangedTeam() |
PossessedBy | function PossessedBy(Controller C, bool bVehicleTransition) |
PostBeginPlay | event PostBeginPlay() |
ReplicatedEvent | simulated event ReplicatedEvent(name VarName) |
SetBaseEyeheight | simulated function SetBaseEyeheight() |
SetDriving | simulated function SetDriving(bool b) |
SetInputs | simulated function SetInputs(float InForward, float InStrafe, float InUp) |
SetKillInstigator | function controller SetKillInstigator(Controller InstigatedBy, class<DamageType> DamageType) |
Suicide | function Suicide() |
TakeDamage | event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) |
TakeRadiusDamage | simulated function TakeRadiusDamage(Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent = 1.f) |
ThrowActiveWeapon | function ThrowActiveWeapon(optional bool bDestroyWeap) |
TryExitPos | function bool TryExitPos(Pawn ExitingDriver, vector ExitPos, bool bMustFindGround) |
TryToDrive | function bool TryToDrive(Pawn P) |
UnPossessed | function UnPossessed() |
ZeroMovementVariables | simulated function ZeroMovementVariables() |
Default values¶
LandMovementState=PlayerDriving
bDontPossess=true
bCanBeBaseForPawns=true
MomentumMult=1.0
bAttachDriver=true
CrushedDamageType=class'DmgType_Crushed'
TurnTime=2.0
MinCrushSpeed=20.0
ForceCrushPenetration=10.0
bDoExtraNetRelevancyTraces=true
bRetryPathfindingWithDriver=true
bPathfindsAsVehicle=true
bReplicateHealthToAll=true
Inherited¶
| From | Members |
|---|---|
| Pawn | 186 properties, 228 functions |
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |