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Engine.Pawn

Extends
Actor
Modifiers
abstract native placeable config ( Game ) nativereplication

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn

Direct Known Subclasses:

GamePawn, Scout, Vehicle

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
floatAccelRate
floatAIMaxFallSpeedFactor
floatAirControl
floatAirSpeed
intAllowedYawError
floatAlwaysRelevantDistanceSquared
NavigationPointAnchor
floatAvgPhysicsTime
boolbAmbientCreature
boolbAutoFire
boolbAvoidLedges
boolbCachedRelevant
boolbCanBeBaseForPawns
boolbCanClimbCeilings
boolbCanClimbLadders
boolbCanFly
boolbCanJump
boolbCanMantle
boolbCanPickupInventory
boolbCanStrafe
boolbCanSwatTurn
boolbCanSwim
boolbCanUse
boolbCanWalk
boolbCanWalkOffLedges
boolbCrawler
boolbDirectHitWall
boolbDisplayPathErrors
boolbForceFloorCheck
boolbForceKeepAnchor
boolbForceMaxAccel
boolbForceRegularVelocity
boolbForceRMVelocity
boolbIgnoreForces
boolbIsCrouched
boolbIsFemale
boolbIsWalking
boolbJumpCapable
boolbModifyReachSpecCost
boolbNoWeaponFiring
boolbPathfindsAsVehicle
boolbPlayedDeath
boolbPushesRigidBodies
floatBreathTime
boolbReducedSpeed
boolbRollToDesired
boolbRunPhysicsWithNoController
boolbSimGravityDisabled
boolbSimulateGravity
boolbSpecialHUD
boolbStationary
boolbStopAtLedges
boolbTryToUncrouch
floatBuoyancy
boolbUpAndOut
boolbWantsToCrouch
ControllerController
class<AIController>ControllerClass
floatCrouchedPct
floatCrouchHeight
floatCrouchRadius
CylinderComponentCylinderComponent
floatDamageScaling
floatDesiredSpeed
floatDestinationOffset
VehicleDrivenVehicle
intFailedLandingCount
floatFindAnchorFailedTime
byteFiringMode
byteFlashCount
vectorFlashLocation
vectorFloor
intFullHeight
floatGroundSpeed
PhysicsVolumeHeadVolume
class<DamageType>HitDamageType
floatInterpolatedYaw
class<InventoryManager>InventoryManagerClass
InventoryManagerInvManager
floatJumpZ
floatLadderSpeed
nameLandMovementState
NavigationPointLastAnchor
vectorLastFiringFlashLocation
ControllerLastHitBy
floatLastPainTime
playerControllerLastRealViewer
PlayerStartLastStartSpot
floatLastStartTime
floatLastValidAnchorTime
actorLastViewer
floatMass
floatMaxDesiredSpeed
floatMaxFallSpeed
floatMaxJumpHeight
floatMaxOutOfWaterStepHeight
intMaxPitchLimit
floatMaxStepHeight
floatMeleeRange
stringMenuName
vectorMeshTranslationOffset
floatNetRelevancyTime
floatNextPathRadius
PawnNextPawn
floatnoise1loudness
pawnnoise1other
vectornoise1spot
floatnoise1time
floatnoise2loudness
pawnnoise2other
vectornoise2spot
floatnoise2time
floatNonPreferredVehiclePathMultiplier
floatOldZ
LadderVolumeOnLadder
floatOutofWaterZ
EPathSearchTypePathSearchType
pointerPhysicsPushBody
PlayerReplicationInfoPlayerReplicationInfo
PrimitiveComponentPreRagdollCollisionComponent
intReceivedYaw
byteRemoteViewPitch
vectorRMVelocity
vectorSerpentineDir
floatSerpentineDist
floatSerpentineTime
intShotCount
floatSoundDampening
floatSpawnTime
floatSplashTime
vectorTakeHitLocation
vectorTearOffMomentum
floatUncrouchTime
floatUnderWaterTime
floatWalkableFloorZ
floatWalkingPct
nameWaterMovementState
floatWaterSpeed
AI
floatAlertness
boolbDontPossess
boolbLOSHearing
boolbMuffledHearing
floatHearingThreshold
floatPeripheralVision
floatSightRadius
Camera
floatBaseEyeHeight
floatEyeHeight
Pawn
boolbCanCrouch
intHealth
intHealthMax
SkeletalMeshComponentMesh
floatRBPushRadius
floatRBPushStrength
floatVehicleCheckRadius
floatViewPitchMax
floatViewPitchMin
WeaponWeapon
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EPathSearchType
PST_Default, PST_Breadth, PST_NewBestPathTo,
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function AddDefaultInventory ()
function AddVelocity (vector NewVelocity, vector HitLocation, class<DamageType> damageType, optional TraceHitInfo HitInfo ))
function AdjustCameraScale (bool bMoveCameraIn)
function AdjustDamage (out int inDamage, out Vector momentum, Controller instigatedBy, Vector hitlocation, class<DamageType> damageType, optional TraceHitInfo HitInfo)
functionfloat AdjustedStrength ()))
functionbool AffectedByHitEffects ()))
event BaseChange ()))
event BaseChange ()))
Dying
event BecomeViewTarget (PlayerController PC))
event BeginState (Name PreviousStateName))
Dying
functionbool BotFire (bool bFinished))
event BreathTimer ()))
functionbool CanAttack (Actor Other))
functionbool CanBeBaseForPawn (Pawn APawn))
functionbool CanGrabLadder ()))
functionbool CannotJumpNow ()))
functionbool CanSplash ()))
functionbool CanThrowWeapon ()))
functionbool CheatFly ()))
functionbool CheatGhost ()))
functionbool CheatWalk ()))
functionbool CheckWaterJump (out vector WallNormal))
functionbyte ChooseFireMode ()))
function ClearFlashCount (Weapon Who))
function ClearFlashLocation (Weapon Who ))
event ClientMessage (coerce string S, optional Name Type ))
function ClientReStart ()))
function ClientSetLocation (vector NewLocation, rotator NewRotation ))
function ClientSetRotation (rotator NewRotation ))
function ClimbLadder (LadderVolume L))
eventInventory CreateInventory (class<Inventory> NewInvClass, optional bool bDoNotActivate ))
function CrushedBy (Pawn OtherPawn))
event Destroyed ()))
function DetachFromController (optional bool bDestroyController ))
functionbool Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
functionbool Died (Controller Killer, class<DamageType> damageType, vector HitLocation)
Dying
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
functionbool DoJump (bool bUpdating ))
function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action))
function DrawHUD (HUD H ))
function DropToGround ()))
functionbool EffectIsRelevant (vector SpawnLocation, bool bForceDedicated, optional float CullDistance ))
event EncroachedBy (actor Other ))
eventbool EncroachingOn (actor Other ))
function EndClimbLadder (LadderVolume OldLadder))
event EndCrouch (float HeightAdjust ))
function FaceRotation (rotator NewRotation, float DeltaTime))
event Falling ()
event FellOutOfWorld (class<DamageType> dmgType))
functionInventory FindInventoryType (class<Inventory> DesiredClass, optional bool bAllowSubclass))
function FinishedInterpolation ()))
functionbool FireOnRelease ()))
function FiringModeUpdated (bool bViaReplication))
function FlashCountUpdated (bool bViaReplication ))
function FlashLocationUpdated (bool bViaReplication ))
function ForceCrouch ()
functionbool ForceSpecialAttack (Pawn EnemyPawn))
function Gasp ()
event GetActorEyesViewPoint (out vector out_Location, out Rotator out_Rotation ))
functionRotator GetAdjustedAimFor (Weapon W, vector StartFireLoc ))
functionRotator GetBaseAimRotation ()))
functionNavigationPoint GetBestAnchor (Actor TestActor, Vector TestLocation, bool bStartPoint, bool bOnlyCheckVisible, out float out_Dist)
function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) con)
functionvector GetCollisionExtent ()))
functionfloat GetCollisionHeight ()))
functionfloat GetCollisionRadius ()))
functionfloat GetDamageScaling ()))
functionname GetDefaultCameraMode (PlayerController RequestedBy ))
functionString GetHumanReadableName ()))
functionActor GetMoveTarget ()))
eventVector GetPawnViewLocation ()))
functionTeamInfo GetTeam ()))
functionbyte GetTeamNum ()
functionVehicle GetVehicleBase ()
eventRotator GetViewRotation ()))
functionVector GetWeaponStartTraceLocation (optional Weapon CurrentWeapon))
function gibbedBy (actor Other))
function HandlePickup (Inventory Inv))
functionbool HasRangedAttack ()))
event HeadVolumeChange (PhysicsVolume newHeadVolume))
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
event HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp)
functionbool InCombat ()))
function IncrementFlashCount (Weapon Who, byte FireModeNum ))
eventbool InFreeCam ()))
functionbool InGodMode ()))
functionbool InitRagdoll ()
functionbool IsFiring ()))
functionbool IsFirstPerson ()))
functionbool IsHumanControlled ()
functionbool IsInPain ()))
functionbool IsInvisible ()
functionbool IsLocallyControlled ()
functionbool IsPlayerPawn () con)
eventbool IsSameTeam (Pawn Other ))
functionbool IsStationary ()))
functionbool IsValidEnemy ()))
functionbool IsValidEnemyTargetFor (const PlayerReplicationInfo PRI, bool bNoPRIisEnemy) con)
functionbool IsValidTargetFor (const Controller C) con)
function JumpOffPawn ()))
function JumpOutOfWater (vector jumpDir))
function KilledBy (pawn EventInstigator ))
event Landed (vector HitNormal, Actor FloorActor))
event Landed (vector HitNormal, Actor FloorActor))
Dying
functionbool LineOfSightTo (actor Other))
event MessagePlayer (coerce String Msg ))
event ModifyVelocity (float DeltaTime, vector OldVelocity)
functionbool NearMoveTarget ()))
functionbool NeedToTurn (vector targ))
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum))
function NotifyTeamChanged ()
function OnAssignController (SeqAct_AssignController inAction))
function OnGiveInventory (SeqAct_GiveInventory InAction))
event OnSetMaterial (SeqAct_SetMaterial Action))
function OnTeleport (SeqAct_Teleport Action))
event OutsideWorldBounds ()))
event OutsideWorldBounds ()))
Dying
functionbool PawnCalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
function PlayDying (class<DamageType> DamageType, vector HitLoc))
function PlayDyingSound ()
function PlayerChangedTeam ()))
event PlayFootStepSound (int FootDown)
function PlayHit (float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo))
function PlayLanded (float impactVel)
function PlayNextAnimation ()))
Dying
function PlayTeleportEffect (bool bOut, bool bSound))
function PlayWeaponSwitch (Weapon OldWeapon, Weapon NewWeapon)
function PlayWeaponSwitch (Weapon OldWeapon, Weapon NewWeapon))
Dying
function PossessedBy (Controller C, bool bVehicleTransition))
event PostBeginPlay ()))
functionbool PoweredUp ()))
event PreBeginPlay ()))
function ProcessViewRotation (float DeltaTime, out rotator out_ViewRotation, out Rotator out_DeltaRot ))
function PruneDamagedBoneList (out array<Name> Bones)
functionfloat RangedAttackTime ()))
functionbool ReachedDestination (Actor Goal)
functionbool ReachedPoint (Vector Point, Actor NewAnchor)
function ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
functionbool RecommendLongRangedAttack ()))
event ReplicatedEvent (name VarName ))
function Reset ()))
function Restart ()
function RestartPlayer ()
function SetActiveWeapon (Weapon NewWeapon ))
function SetAnchor (NavigationPoint NewAnchor)
function SetBaseEyeheight ()))
function SetFiringMode (byte FiringModeNum))
function SetFlashLocation (Weapon Who, byte FireModeNum, vector NewLoc))
functioncontroller SetKillInstigator (Controller InstigatedBy, class<DamageType> DamageType))
function SetMovementPhysics ()))
function SetMoveTarget (Actor NewTarget ))
function SetPushesRigidBodies (bool NewPush)
function SetRemoteViewPitch (int NewRemoteViewPitch)
function SetViewRotation (rotator NewRotation ))
event SetWalking (bool bNewIsWalking ))
function ShouldCrouch (bool bCrouch ))
event SoakPause ()))
function SpawnDefaultController ()))
event SpawnedByKismet ()))
functionint SpecialCostForPath (ReachSpec Path ))
functionbool SpecialMoveTo (NavigationPoint Start, NavigationPoint End, Actor Next)
event StartCrouch (float HeightAdjust ))
event StartDriving (Vehicle V))
function StartFire (byte FireModeNum))
event StopDriving (Vehicle V))
function StopFire (byte FireModeNum))
functionbool StopFiring ()))
event StuckOnPawn (Pawn OtherPawn)
functionbool SuggestJumpVelocity (out vector JumpVelocity, vector Destination, vector Start)
function Suicide ()))
event TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
Dying
function TakeDrowningDamage ()
function TakeFallingDamage ()))
eventbool TakeRadiusDamageOnBones (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, array Bones ))
functionbool TermRagdoll ()
function ThrowActiveWeapon ()))
event Timer ()))
Dying
function ToggleMelee ()
functionbool TooCloseToAttack (Actor Other))
event TornOff ()))
function TossWeapon (Weapon Weap, optional vector ForceVelocity))
functionbool TouchingWaterVolume ()))
function TurnOff ()))
function UnCrouch ()))
function UnPossessed ()))
function UpdateControllerOnPossess (bool bVehicleTransition))
functionbool ValidAnchor ()
functionbool WasPlayerPawn ()))
function WeaponFired (bool bViaReplication, optional vector HitLocation ))
function WeaponStoppedFiring (bool bViaReplication ))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=

States Summary
Dying Source code
state Dying
BaseChange, BeginState, Died, Landed, OutsideWorldBounds, PlayNextAnimation, PlayWeaponSwitch, TakeDamage, Timer


Variables Detail

AccelRate Source code

var float AccelRate;

AIMaxFallSpeedFactor Source code

var float AIMaxFallSpeedFactor;
AI will take paths that require a landing velocity less than (MaxFallSpeed * AIMaxFallSpeedFactor)

AirControl Source code

var float AirControl;
Maximum step height for getting out of water

AirSpeed Source code

var float AirSpeed;

AllowedYawError Source code

var int AllowedYawError;
Max difference between pawn's Rotation.Yaw and DesiredRotation.Yaw for pawn to be considered as having reached its desired rotation

AlwaysRelevantDistanceSquared Source code

var float AlwaysRelevantDistanceSquared;

Anchor Source code

var const NavigationPoint Anchor;

AvgPhysicsTime Source code

var const float AvgPhysicsTime;

bAmbientCreature Source code

var bool bAmbientCreature;

bAutoFire Source code

var bool bAutoFire;

bAvoidLedges Source code

var bool bAvoidLedges;

bCachedRelevant Source code

var bool bCachedRelevant;

bCanBeBaseForPawns Source code

var bool bCanBeBaseForPawns;

bCanClimbCeilings Source code

var bool bCanClimbCeilings;

bCanClimbLadders Source code

var bool bCanClimbLadders;

bCanFly Source code

var bool bCanFly;

bCanJump Source code

var bool bCanJump;

bCanMantle Source code

var config bool bCanMantle;

bCanPickupInventory Source code

var bool bCanPickupInventory;

bCanStrafe Source code

var bool bCanStrafe;

bCanSwatTurn Source code

var config bool bCanSwatTurn;

bCanSwim Source code

var bool bCanSwim;

bCanUse Source code

var bool bCanUse;

bCanWalk Source code

var bool bCanWalk;

bCanWalkOffLedges Source code

var bool bCanWalkOffLedges;

bCrawler Source code

var bool bCrawler;

bDirectHitWall Source code

var bool bDirectHitWall;

bDisplayPathErrors Source code

var globalconfig bool bDisplayPathErrors;
if set, display "MAP HAS PATHING ERRORS" and message in the log when a Pawn fails a full path search

bForceFloorCheck Source code

var bool bForceFloorCheck;

bForceKeepAnchor Source code

var bool bForceKeepAnchor;

bForceMaxAccel Source code

var bool bForceMaxAccel;

bForceRegularVelocity Source code

var bool bForceRegularVelocity;
this flag forces APawn::CalcVelocity() to never use root motion derived velocity

bForceRMVelocity Source code

var bool bForceRMVelocity;
this flag forces APawn::CalcVelocity() to just use RMVelocity directly

bIgnoreForces Source code

var bool bIgnoreForces;

bIsCrouched Source code

var const bool bIsCrouched;

bIsFemale Source code

var bool bIsFemale;

bIsWalking Source code

var bool bIsWalking;

bJumpCapable Source code

var bool bJumpCapable;

bModifyReachSpecCost Source code

var bool bModifyReachSpecCost;

bNoWeaponFiring Source code

var bool bNoWeaponFiring;

bPathfindsAsVehicle Source code

var bool bPathfindsAsVehicle;
set if Pawn counts as a vehicle for pathfinding checks (so don't use bBlockedForVehicles nodes, etc)

bPlayedDeath Source code

var bool bPlayedDeath;

bPushesRigidBodies Source code

var const bool bPushesRigidBodies;

BreathTime Source code

var float BreathTime;
normal maximum health of Pawn - defaults to default.Health unless explicitly set otherwise

bReducedSpeed Source code

var const bool bReducedSpeed;
Used by movement natives to slow pawn as it reaches its destination to prevent overshooting

bRollToDesired Source code

var bool bRollToDesired;

bRunPhysicsWithNoController Source code

var bool bRunPhysicsWithNoController;

bSimGravityDisabled Source code

var const bool bSimGravityDisabled;

bSimulateGravity Source code

var const bool bSimulateGravity;

bSpecialHUD Source code

var bool bSpecialHUD;

bStationary Source code

var bool bStationary;

bStopAtLedges Source code

var bool bStopAtLedges;

bTryToUncrouch Source code

var const bool bTryToUncrouch;

Buoyancy Source code

var float Buoyancy;

bUpAndOut Source code

var bool bUpAndOut;

bWantsToCrouch Source code

var bool bWantsToCrouch;

Controller Source code

var repnotify Controller Controller;
minimum z value for floor normal (if less, not a walkable floor for this pawn)

ControllerClass Source code

var class<AIController> ControllerClass;

CrouchedPct Source code

var float CrouchedPct;

CrouchHeight Source code

var float CrouchHeight;

CrouchRadius Source code

var float CrouchRadius;

CylinderComponent Source code

var CylinderComponent CylinderComponent;

DamageScaling Source code

var float DamageScaling;

DesiredSpeed Source code

var float DesiredSpeed;

DestinationOffset Source code

var float DestinationOffset;

DrivenVehicle Source code

var repnotify Vehicle DrivenVehicle;

FailedLandingCount Source code

var int FailedLandingCount;
@HACK: count of times processLanded() was called but it failed without changing physics for some reason so we can detect and avoid a rare case where Pawns get stuck in that state

FindAnchorFailedTime Source code

var float FindAnchorFailedTime;

FiringMode Source code

var repnotify byte FiringMode;
firing mode used when firing

FlashCount Source code

var repnotify byte FlashCount;
increased when weapon fires. 0 = not firing. 1 - 255 = firing

FlashLocation Source code

var repnotify vector FlashLocation;
Hit Location of instant hit weapons. vect(0,0,0) = not firing.

Floor Source code

var vector Floor;

FullHeight Source code

var const int FullHeight;

GroundSpeed Source code

var float GroundSpeed;

HeadVolume Source code

var transient PhysicsVolume HeadVolume;

HitDamageType Source code

var class<DamageType> HitDamageType;

InterpolatedYaw Source code

var float InterpolatedYaw;

InventoryManagerClass Source code

var class<InventoryManager> InventoryManagerClass;
Inventory Manager

InvManager Source code

var InventoryManager InvManager;

JumpZ Source code

var float JumpZ;

LadderSpeed Source code

var float LadderSpeed;

LandMovementState Source code

var name LandMovementState;

LastAnchor Source code

var const NavigationPoint LastAnchor;

LastFiringFlashLocation Source code

var vector LastFiringFlashLocation;
last FlashLocation that was an actual shot, i.e. not counting clears to (0,0,0) this is used to make sure we set unique values to FlashLocation for consecutive shots even when there was a clear in between, so that if a client missed the clear due to low net update rate, it still gets the new firing location

LastHitBy Source code

var Controller LastHitBy;

LastPainTime Source code

var float LastPainTime;

LastRealViewer Source code

var playerController LastRealViewer;

LastStartSpot Source code

var PlayerStart LastStartSpot;

LastStartTime Source code

var float LastStartTime;

LastValidAnchorTime Source code

var float LastValidAnchorTime;

LastViewer Source code

var actor LastViewer;

Mass Source code

var float Mass;

MaxDesiredSpeed Source code

var float MaxDesiredSpeed;

MaxFallSpeed Source code

var float MaxFallSpeed;

MaxJumpHeight Source code

var const float MaxJumpHeight;

MaxOutOfWaterStepHeight Source code

var float MaxOutOfWaterStepHeight;
z velocity applied when pawn tries to get out of water

MaxPitchLimit Source code

var int MaxPitchLimit;

MaxStepHeight Source code

var const float MaxStepHeight;

MeleeRange Source code

var float MeleeRange;

MenuName Source code

var localized string MenuName;

MeshTranslationOffset Source code

var vector MeshTranslationOffset;
Used for position smoothing in net games

NetRelevancyTime Source code

var float NetRelevancyTime;

NextPathRadius Source code

var float NextPathRadius;

NextPawn Source code

var const Pawn NextPawn;
Chained pawn list

noise1loudness Source code

var const float noise1loudness;

noise1other Source code

var const pawn noise1other;

noise1spot Source code

var const vector noise1spot;

noise1time Source code

var const float noise1time;

noise2loudness Source code

var const float noise2loudness;

noise2other Source code

var const pawn noise2other;

noise2spot Source code

var const vector noise2spot;

noise2time Source code

var const float noise2time;

NonPreferredVehiclePathMultiplier Source code

var float NonPreferredVehiclePathMultiplier;
Pawn multiplies cost of NavigationPoints that don't have bPreferredVehiclePath set by this number

OldZ Source code

var float OldZ;

OnLadder Source code

var LadderVolume OnLadder;

OutofWaterZ Source code

var float OutofWaterZ;

PathSearchType Source code

var EPathSearchType PathSearchType;

PhysicsPushBody Source code

var native const pointer PhysicsPushBody;
Physics object created to create contacts with physics objects, used to push them around.

PlayerReplicationInfo Source code

var RepNotify PlayerReplicationInfo PlayerReplicationInfo;

PreRagdollCollisionComponent Source code

var PrimitiveComponent PreRagdollCollisionComponent;
set in InitRagdoll() to old CollisionComponent (since it must be Mesh for ragdolls) so that TermRagdoll() can restore it

ReceivedYaw Source code

var int ReceivedYaw;
Used for interpolating client yaw

RemoteViewPitch Source code

var const byte RemoteViewPitch;
replicated to we can see where remote clients are looking

RMVelocity Source code

var vector RMVelocity;
RootMotion derived velocity calculated by APawn::CalcVelocity() (used when replaying client moves in net games (since can't rely on animation when replaying moves))

SerpentineDir Source code

var vector SerpentineDir;

SerpentineDist Source code

var float SerpentineDist;

SerpentineTime Source code

var float SerpentineTime;

ShotCount Source code

var int ShotCount;
tracks the number of consecutive shots. Note that this is not replicated, so it's not correct on remote clients. It's only updated when the pawn is relevant.

SoundDampening Source code

var float SoundDampening;

SpawnTime Source code

var float SpawnTime;

SplashTime Source code

var float SplashTime;

TakeHitLocation Source code

var vector TakeHitLocation;

TearOffMomentum Source code

var vector TearOffMomentum;

UncrouchTime Source code

var const float UncrouchTime;

UnderWaterTime Source code

var float UnderWaterTime;

WalkableFloorZ Source code

var const float WalkableFloorZ;

WalkingPct Source code

var float WalkingPct;

WaterMovementState Source code

var name WaterMovementState;

WaterSpeed Source code

var float WaterSpeed;

AI

Alertness Source code

var(AI) float Alertness;

bDontPossess Source code

var(AI) bool bDontPossess;

bLOSHearing Source code

var(AI) bool bLOSHearing;

bMuffledHearing Source code

var(AI) bool bMuffledHearing;

HearingThreshold Source code

var(AI) float HearingThreshold;

PeripheralVision Source code

var(AI) float PeripheralVision;

SightRadius Source code

var(AI) float SightRadius;

Camera

BaseEyeHeight Source code

var(Camera) float BaseEyeHeight;

EyeHeight Source code

var(Camera) float EyeHeight;

Pawn

bCanCrouch Source code

var(Pawn) bool bCanCrouch;

Health Source code

var(Pawn) int Health;

HealthMax Source code

var(Pawn) int HealthMax;
amount of health this Pawn has

Mesh Source code

var(Pawn) SkeletalMeshComponent Mesh;

RBPushRadius Source code

var(Pawn) float RBPushRadius;

RBPushStrength Source code

var(Pawn) float RBPushStrength;

VehicleCheckRadius Source code

var(Pawn) float VehicleCheckRadius;
Radius that is checked for nearby vehicles when pressing use

ViewPitchMax Source code

var(Pawn) float ViewPitchMax;

ViewPitchMin Source code

var(Pawn) float ViewPitchMin;

Weapon Source code

var(Pawn) Weapon Weapon;
Weapon currently held by Pawn


Enumerations Detail

EPathSearchType Source code

enum EPathSearchType
{
PST_Default, PST_Breadth, PST_NewBestPathTo,
};


Functions Detail

AddDefaultInventory Source code

function AddDefaultInventory ( )

AddVelocity Source code

function AddVelocity ( vector NewVelocity, vector HitLocation, class<DamageType> damageType, optional TraceHitInfo HitInfo ) )

AdjustCameraScale Source code

simulated function AdjustCameraScale ( bool bMoveCameraIn )
moves the camera in or out

AdjustDamage Source code

function AdjustDamage ( out int inDamage, out Vector momentum, Controller instigatedBy, Vector hitlocation, class<DamageType> damageType, optional TraceHitInfo HitInfo )

AdjustedStrength Source code

function float AdjustedStrength ( ) )

AffectedByHitEffects Source code

simulated function bool AffectedByHitEffects ( ) )

BaseChange Source code

singular event BaseChange ( ) )
Event called after actor's base changes.

BaseChange Dying Source code

singular event BaseChange ( ) )

BecomeViewTarget Source code

simulated event BecomeViewTarget ( PlayerController PC) )

BeginState Dying Source code

event BeginState ( Name PreviousStateName) )

BotFire Source code

function bool BotFire ( bool bFinished) )

BreathTimer Source code

event BreathTimer ( ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CanBeBaseForPawn Source code

simulated function bool CanBeBaseForPawn ( Pawn APawn) )
Are we allowing this Pawn to be based on us?

CanGrabLadder Source code

function bool CanGrabLadder ( ) )

CannotJumpNow Source code

function bool CannotJumpNow ( ) )

CanSplash Source code

simulated function bool CanSplash ( ) )

CanThrowWeapon Source code

simulated function bool CanThrowWeapon ( ) )

CheatFly Source code

function bool CheatFly ( ) )

CheatGhost Source code

function bool CheatGhost ( ) )

CheatWalk Source code

function bool CheatWalk ( ) )

CheckWaterJump Source code

function bool CheckWaterJump ( out vector WallNormal) )

ChooseFireMode Source code

function byte ChooseFireMode ( ) )

ClearFlashCount Source code

simulated function ClearFlashCount ( Weapon Who) )
Clear flashCount variable. and call WeaponStoppedFiring event. Call this on the server and local player. Network: Server or Local Player

ClearFlashLocation Source code

function ClearFlashLocation ( Weapon Who ) )
Reset flash location variable. and call stop firing. Network: Server only

ClientMessage Source code

event ClientMessage ( coerce string S, optional Name Type ) )

ClientReStart Source code

simulated function ClientReStart ( ) )

ClientSetLocation Source code

function ClientSetLocation ( vector NewLocation, rotator NewRotation ) )

ClientSetRotation Source code

function ClientSetRotation ( rotator NewRotation ) )

ClimbLadder Source code

function ClimbLadder ( LadderVolume L) )

CreateInventory Source code

final event Inventory CreateInventory ( class<Inventory> NewInvClass, optional bool bDoNotActivate ) )

CrushedBy Source code

function CrushedBy ( Pawn OtherPawn) )
CrushedBy() Called for pawns that have bCanBeBaseForPawns=false when another pawn becomes based on them

Destroyed Source code

simulated event Destroyed ( ) )

DetachFromController Source code

function DetachFromController ( optional bool bDestroyController ) )
Call this function to detach safely pawn from its controller
@param bDestroyController if true, then destroy controller. (only AI Controllers, not players)

Died Source code

function bool Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )
This pawn has died.
@param Killer Who killed this pawn
@param DamageType What killed it
@param HitLocation Where did the hit occur
@returns true if allowed

Died Dying Source code

function bool Died ( Controller Killer, class<DamageType> damageType, vector HitLocation )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )
list important Pawn variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
@param HUD - HUD with canvas to draw on
@input out_YL - Height of the current font
@input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

DoJump Source code

function bool DoJump ( bool bUpdating ) )

DoKismetAttachment Source code

function DoKismetAttachment ( Actor Attachment, SeqAct_AttachToActor Action) )
Performs actual attachment. Can be subclassed for class specific behaviors.

DrawHUD Source code

simulated function DrawHUD ( HUD H ) )
Hook called from HUD actor. Gives access to HUD and Canvas

DropToGround Source code

function DropToGround ( ) )

EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated, optional float CullDistance ) )
NOTE: using this function for things that are "fired off" immediately at spawn (e.g. res in effect) and never "updated" again this check will always return false. For effects that are getting updated this code will be able to return true over time due to the LastRenderTime being updated even if the pawn stays in the same location.

EncroachedBy Source code

event EncroachedBy ( actor Other ) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

EndClimbLadder Source code

function EndClimbLadder ( LadderVolume OldLadder) )

EndCrouch Source code

simulated event EndCrouch ( float HeightAdjust ) )
Event called from native code when Pawn stops crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL
@param HeightAdjust height difference in unreal units between default collision height, and actual crouched cylinder height.

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime) )

Falling Source code

event Falling ( )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )

FindInventoryType Source code

simulated final function Inventory FindInventoryType ( class<Inventory> DesiredClass, optional bool bAllowSubclass) )

FinishedInterpolation Source code

function FinishedInterpolation ( ) )

FireOnRelease Source code

function bool FireOnRelease ( ) )

FiringModeUpdated Source code

simulated function FiringModeUpdated ( bool bViaReplication) )
Called when FiringMode has been updated. Network: ALL

FlashCountUpdated Source code

simulated function FlashCountUpdated ( bool bViaReplication ) )
Called when FlashCount has been updated. Trigger appropritate events based on FlashCount's value. = 0 means Weapon Stopped firing > 0 means Weapon just fired Network: ALL

FlashLocationUpdated Source code

simulated function FlashLocationUpdated ( bool bViaReplication ) )
Called when FlashLocation has been updated. Trigger appropritate events based on FlashLocation's value. == (0,0,0) means Weapon Stopped firing != (0,0,0) means Weapon just fired Network: ALL

ForceCrouch Source code

native function ForceCrouch ( )

ForceSpecialAttack Source code

function bool ForceSpecialAttack ( Pawn EnemyPawn) )
returns true if this pawn wants to force a special attack (for AI)

Gasp Source code

function Gasp ( )

GetActorEyesViewPoint Source code

simulated event GetActorEyesViewPoint ( out vector out_Location, out Rotator out_Rotation ) )
returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point. @output out_Location, location of view point @output out_Rotation, view rotation of actor.

GetAdjustedAimFor Source code

simulated function Rotator GetAdjustedAimFor ( Weapon W, vector StartFireLoc ) )
Adjusts weapon aiming direction. Gives Pawn a chance to modify its aiming. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
@param W, weapon about to fire
@param StartFireLoc, world location of weapon fire start trace, or projectile spawn loc.
@param BaseAimRot, original aiming rotation without any modifications.

GetBaseAimRotation Source code

simulated singular function Rotator GetBaseAimRotation ( ) )
returns base Aim Rotation without any adjustment (no aim error, no autolock, no adhesion.. just clean initial aim rotation!)
@return base Aim rotation.

GetBestAnchor Source code

native function NavigationPoint GetBestAnchor ( Actor TestActor, Vector TestLocation, bool bStartPoint, bool bOnlyCheckVisible, out float out_Dist )

GetBoundingCylinder Source code

native const function GetBoundingCylinder ( out float CollisionRadius, out float CollisionHeight) con )

GetCollisionExtent Source code

simulated final function vector GetCollisionExtent ( ) )

@return a vector representing the box around this pawn's cylinder collision component, for use with traces

GetCollisionHeight Source code

simulated function float GetCollisionHeight ( ) )
Returns the collision height of our cylinder collision component.
@return collision height of our pawn

GetCollisionRadius Source code

simulated function float GetCollisionRadius ( ) )
Returns the collision radius of our cylinder collision component.
@return the collision radius of our pawn

GetDamageScaling Source code

function float GetDamageScaling ( ) )
returns the amount this pawn's damage should be scaled by

GetDefaultCameraMode Source code

simulated function name GetDefaultCameraMode ( PlayerController RequestedBy ) )
returns default camera mode when viewing this pawn. Mainly called when controller possesses this pawn.
@param PlayerController requesting the default camera view
@return default camera view player should use when controlling this pawn.

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

GetMoveTarget Source code

function Actor GetMoveTarget ( ) )

GetPawnViewLocation Source code

simulated event Vector GetPawnViewLocation ( ) )
returns the Eye location of the Pawn.
@return Pawn's eye location

GetTeam Source code

simulated function TeamInfo GetTeam ( ) )

GetTeamNum Source code

simulated native function byte GetTeamNum ( )

GetVehicleBase Source code

native function Vehicle GetVehicleBase ( )

GetViewRotation Source code

simulated event Rotator GetViewRotation ( ) )

GetWeaponStartTraceLocation Source code

simulated function Vector GetWeaponStartTraceLocation ( optional Weapon CurrentWeapon) )
Return world location to start a weapon fire trace from.
@return World location where to start weapon fire traces from

gibbedBy Source code

function gibbedBy ( actor Other) )

HandlePickup Source code

function HandlePickup ( Inventory Inv) )

HasRangedAttack Source code

function bool HasRangedAttack ( ) )

HeadVolumeChange Source code

event HeadVolumeChange ( PhysicsVolume newHeadVolume) )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType) )

HitWall Source code

event HitWall ( vector HitNormal, actor Wall, PrimitiveComponent WallComp )

InCombat Source code

function bool InCombat ( ) )
InCombat() returns true if pawn is currently in combat, as defined by specific game implementation.

IncrementFlashCount Source code

simulated function IncrementFlashCount ( Weapon Who, byte FireModeNum ) )
This function's responsibility is to signal clients that non-instant hit shot has been fired. Call this on the server and local player. Network: Server and Local Player

InFreeCam Source code

simulated event bool InFreeCam ( ) )
return true if player is viewing this Pawn in FreeCam

InGodMode Source code

function bool InGodMode ( ) )

InitRagdoll Source code

native function bool InitRagdoll ( )
Does the following: - Assign the SkeletalMeshComponent 'Mesh' to the CollisionComponent - Call InitArticulated on the SkeletalMeshComponent. - Change the physics mode to PHYS_RigidBody

IsFiring Source code

function bool IsFiring ( ) )

IsFirstPerson Source code

simulated function bool IsFirstPerson ( ) )

IsHumanControlled Source code

simulated final native function bool IsHumanControlled ( )
IsHumanControlled() return true if controlled by a real live human on the local machine. On client, only local player's pawn returns true

IsInPain Source code

function bool IsInPain ( ) )

IsInvisible Source code

native function bool IsInvisible ( )
@RETURN true if pawn is invisible to AI

IsLocallyControlled Source code

simulated final native function bool IsLocallyControlled ( )
IsLocallyControlled()

IsPlayerPawn Source code

simulated native const function bool IsPlayerPawn ( ) con )
IsPlayerPawn() return true if controlled by a Player (AI or human) on local machine (any controller on server, localclient's pawn on client)

IsSameTeam Source code

simulated event bool IsSameTeam ( Pawn Other ) )
Returns true of pawns are on the same team, false otherwise

IsStationary Source code

function bool IsStationary ( ) )
Pawns by nature are not stationary. Override if you want exact findingds

IsValidEnemy Source code

simulated function bool IsValidEnemy ( ) )
Pawn can be considered a valid enemy

IsValidEnemyTargetFor Source code

native const function bool IsValidEnemyTargetFor ( const PlayerReplicationInfo PRI, bool bNoPRIisEnemy) con )
returns if we are a valid enemy for PRI checks things like whether we're alive, teammates, etc works on clients and servers

IsValidTargetFor Source code

native const function bool IsValidTargetFor ( const Controller C) con )
returns if we are a valid enemy for C checks things like whether we're alive, teammates, etc server only; always returns false on clients obsolete - use IsValidEnemyTargetFor() instead!

JumpOffPawn Source code

function JumpOffPawn ( ) )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

KilledBy Source code

function KilledBy ( pawn EventInstigator ) )

Landed Source code

event Landed ( vector HitNormal, Actor FloorActor) )

Landed Dying Source code

event Landed ( vector HitNormal, Actor FloorActor) )

LineOfSightTo Source code

function bool LineOfSightTo ( actor Other) )

MessagePlayer Source code

final event MessagePlayer ( coerce String Msg ) )

ModifyVelocity Source code

simulated event ModifyVelocity ( float DeltaTime, vector OldVelocity )

NearMoveTarget Source code

function bool NearMoveTarget ( ) )

NeedToTurn Source code

function bool NeedToTurn ( vector targ) )
returns whether we need to turn to fire at the specified location

NotifyTakeHit Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum) )
sends any notifications to anything that needs to know this pawn has taken damage

NotifyTeamChanged Source code

simulated function NotifyTeamChanged ( )
NotifyTeamChanged() Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes. Network: client

OnAssignController Source code

function OnAssignController ( SeqAct_AssignController inAction) )
Deletes the current controller if it exists and creates a new one using the specified class. Event called from Kismet.
@param inAction - scripted action that was activated

OnGiveInventory Source code

simulated function OnGiveInventory ( SeqAct_GiveInventory InAction) )
Iterates through the list of item classes specified in the action and creates instances that are addeed to this Pawn's inventory.
@param inAction - scripted action that was activated

OnSetMaterial Source code

event OnSetMaterial ( SeqAct_SetMaterial Action) )

OnTeleport Source code

simulated function OnTeleport ( SeqAct_Teleport Action) )
Kismet teleport handler, overridden so that updating rotation properly updates our Controller as well

OutsideWorldBounds Source code

simulated singular event OutsideWorldBounds ( ) )

OutsideWorldBounds Dying Source code

simulated singular event OutsideWorldBounds ( ) )

PawnCalcCamera Source code

simulated function bool PawnCalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )
PawnCalcCamera is obsolete, replaced by Actor.CalcCamera() rename implementations of PawnCalcCamera to CalcCamera @FIXME - remove

PlayDying Source code

simulated function PlayDying ( class<DamageType> DamageType, vector HitLoc) )

PlayDyingSound Source code

function PlayDyingSound ( )

PlayerChangedTeam Source code

function PlayerChangedTeam ( ) )

PlayFootStepSound Source code

event PlayFootStepSound ( int FootDown )

PlayHit Source code

function PlayHit ( float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo) )

PlayLanded Source code

function PlayLanded ( float impactVel )

PlayNextAnimation Dying Source code

simulated function PlayNextAnimation ( ) )

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound) )

PlayWeaponSwitch Source code

simulated function PlayWeaponSwitch ( Weapon OldWeapon, Weapon NewWeapon )
Player just changed weapon. Called from InventoryManager::ChangedWeapon(). Network: Local Player and Server.
@param OldWeapon Old weapon held by Pawn.
@param NewWeapon New weapon held by Pawn.

PlayWeaponSwitch Dying Source code

simulated function PlayWeaponSwitch ( Weapon OldWeapon, Weapon NewWeapon) )

PossessedBy Source code

function PossessedBy ( Controller C, bool bVehicleTransition) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PoweredUp Source code

function bool PoweredUp ( ) )
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation.

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

ProcessViewRotation Source code

simulated function ProcessViewRotation ( float DeltaTime, out rotator out_ViewRotation, out Rotator out_DeltaRot ) )
Called from PlayerController UpdateRotation() -> ProcessViewRotation() to (pre)process player ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController
@param DeltaTime, time since last frame
@param ViewRotation, actual PlayerController view rotation
@input out_DeltaRot, delta rotation to be applied on ViewRotation. Represents player's input.
@return processed ViewRotation to be set on PlayerController.

PruneDamagedBoneList Source code

function PruneDamagedBoneList ( out array<Name> Bones )
Take a list of bones passed to TakeRadiusDamageOnBones and remove the ones that don't matter

RangedAttackTime Source code

function float RangedAttackTime ( ) )

ReachedDestination Source code

native function bool ReachedDestination ( Actor Goal )

ReachedPoint Source code

native function bool ReachedPoint ( Vector Point, Actor NewAnchor )

ReceiveLocalizedMessage Source code

function ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName ) )
Check on various replicated data and act accordingly.

Reset Source code

function Reset ( ) )

Restart Source code

function Restart ( )

RestartPlayer Source code

function RestartPlayer ( )

SetActiveWeapon Source code

simulated function SetActiveWeapon ( Weapon NewWeapon ) )

SetAnchor Source code

native function SetAnchor ( NavigationPoint NewAnchor )

SetBaseEyeheight Source code

simulated function SetBaseEyeheight ( ) )

SetFiringMode Source code

simulated function SetFiringMode ( byte FiringModeNum) )
Set firing mode replication for remote clients trigger update notification. Network: LocalPlayer and Server

SetFlashLocation Source code

function SetFlashLocation ( Weapon Who, byte FireModeNum, vector NewLoc) )
This function sets up the Location of a hit to be replicated to all remote clients. It is also responsible for fudging a shot at (0,0,0). Network: Server only

SetKillInstigator Source code

function controller SetKillInstigator ( Controller InstigatedBy, class<DamageType> DamageType) )

SetMovementPhysics Source code

function SetMovementPhysics ( ) )

SetMoveTarget Source code

function SetMoveTarget ( Actor NewTarget ) )

SetPushesRigidBodies Source code

native function SetPushesRigidBodies ( bool NewPush )

SetRemoteViewPitch Source code

native final function SetRemoteViewPitch ( int NewRemoteViewPitch )
Set Pawn ViewPitch, so we can see where remote clients are looking.
@param NewRemoteViewPitch Pitch component to replicate to remote (non owned) clients.

SetViewRotation Source code

simulated function SetViewRotation ( rotator NewRotation ) )

SetWalking Source code

event SetWalking ( bool bNewIsWalking ) )
Called every frame from PlayerInput or PlayerController::MoveAutonomous() Sets bIsWalking flag, which defines if the Pawn is walking or not (affects velocity)
@param bNewIsWalking, new walking state.

ShouldCrouch Source code

function ShouldCrouch ( bool bCrouch ) )
Controller is requesting that pawn crouches. This is not guaranteed as it depends if crouching collision cylinder can fit when Pawn is located.
@param bCrouch true if Pawn should crouch.

SoakPause Source code

event SoakPause ( ) )
For AI debugging

SpawnDefaultController Source code

function SpawnDefaultController ( ) )
Spawn default controller for this Pawn, get possessed by it.

SpawnedByKismet Source code

event SpawnedByKismet ( ) )

SpecialCostForPath Source code

function int SpecialCostForPath ( ReachSpec Path ) )
Allow pawn to add special cost to path

SpecialMoveTo Source code

function bool SpecialMoveTo ( NavigationPoint Start, NavigationPoint End, Actor Next )
Give pawn the chance to do something special moving between points

StartCrouch Source code

simulated event StartCrouch ( float HeightAdjust ) )
Event called from native code when Pawn starts crouching. Called on non owned Pawns through bIsCrouched replication. Network: ALL
@param HeightAdjust height difference in unreal units between default collision height, and actual crouched cylinder height.

StartDriving Source code

simulated event StartDriving ( Vehicle V) )
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL

StartFire Source code

simulated function StartFire ( byte FireModeNum) )
Pawn starts firing! Called from PlayerController::StartFiring Network: Local Player
@param FireModeNum fire mode number

StopDriving Source code

simulated event StopDriving ( Vehicle V) )
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL

StopFire Source code

simulated function StopFire ( byte FireModeNum) )
Pawn stops firing! i.e. player releases fire button, this may not stop weapon firing right away. (for example press button once for a burst fire) Network: Local Player
@param FireModeNum fire mode number

StopFiring Source code

function bool StopFiring ( ) )

StuckOnPawn Source code

event StuckOnPawn ( Pawn OtherPawn )
Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).

SuggestJumpVelocity Source code

native function bool SuggestJumpVelocity ( out vector JumpVelocity, vector Destination, vector Start )
SuggestJumpVelocity() returns true if succesful jump from start to destination is possible returns a suggested initial falling velocity in JumpVelocity Uses GroundSpeed and JumpZ as limits

Suicide Source code

function Suicide ( ) )

TakeDamage Source code

event TakeDamage ( int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeDamage Dying Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeDrowningDamage Source code

function TakeDrowningDamage ( )

TakeFallingDamage Source code

function TakeFallingDamage ( ) )

TakeRadiusDamageOnBones Source code

event bool TakeRadiusDamageOnBones ( Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, array<Name> Bones ) )
Damage radius applied to specific bones on the skeletal mesh

TermRagdoll Source code

native function bool TermRagdoll ( )
the opposite of InitRagdoll(); resets CollisionComponent to the default, sets physics to PHYS_Falling, and calls TermArticulated() on the SkeletalMeshComponent
@return true on success, false if there is no Mesh, the Mesh is not in ragdoll, or we're otherwise not able to terminate the physics

ThrowActiveWeapon Source code

function ThrowActiveWeapon ( ) )
Toss active weapon using default settings (location+velocity).

Timer Dying Source code

event Timer ( ) )

ToggleMelee Source code

function ToggleMelee ( )

TooCloseToAttack Source code

function bool TooCloseToAttack ( Actor Other) )

TornOff Source code

simulated event TornOff ( ) )

TossWeapon Source code

function TossWeapon ( Weapon Weap, optional vector ForceVelocity) )

TouchingWaterVolume Source code

function bool TouchingWaterVolume ( ) )

TurnOff Source code

simulated function TurnOff ( ) )
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing

UnCrouch Source code

simulated function UnCrouch ( ) )
Makes sure a Pawn is not crouching, telling it to stand if necessary.

UnPossessed Source code

function UnPossessed ( ) )

UpdateControllerOnPossess Source code

function UpdateControllerOnPossess ( bool bVehicleTransition) )

ValidAnchor Source code

final native function bool ValidAnchor ( )
Is the current anchor valid?

WasPlayerPawn Source code

simulated function bool WasPlayerPawn ( ) )

WeaponFired Source code

simulated function WeaponFired ( bool bViaReplication, optional vector HitLocation ) )
Called when a pawn's weapon has fired and is responsibile for delegating the creation of all of the different effects. bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated. It's used filter out when to make the effects. Network: ALL

WeaponStoppedFiring Source code

simulated function WeaponStoppedFiring ( bool bViaReplication ) )
Called when a pawn's weapon has stopped firing and is responsibile for delegating the destruction of all of the different effects. bViaReplication denotes if this call in as the result of the flashcount/flashlocation being replicated. Network: ALL


Defaultproperties

defaultproperties
{
   MaxStepHeight=35.000000
   MaxJumpHeight=96.000000
   WalkableFloorZ=0.700000
   bJumpCapable=True
   bCanJump=True
   bCanWalk=True
   bSimulateGravity=True
   bLOSHearing=True
   bCanUse=True
   CrouchHeight=40.000000
   CrouchRadius=34.000000
   NonPreferredVehiclePathMultiplier=1.000000
   DesiredSpeed=1.000000
   MaxDesiredSpeed=1.000000
   HearingThreshold=2800.000000
   SightRadius=5000.000000
   AvgPhysicsTime=0.100000
   Mass=100.000000
   MaxPitchLimit=3072
   GroundSpeed=600.000000
   WaterSpeed=300.000000
   AirSpeed=600.000000
   LadderSpeed=200.000000
   AccelRate=2048.000000
   JumpZ=420.000000
   OutofWaterZ=420.000000
   MaxOutOfWaterStepHeight=40.000000
   AirControl=0.050000
   WalkingPct=0.500000
   CrouchedPct=0.500000
   MaxFallSpeed=1200.000000
   AIMaxFallSpeedFactor=1.000000
   BaseEyeHeight=64.000000
   EyeHeight=54.000000
   Health=100
   noise1time=-10.000000
   noise2time=-10.000000
   SoundDampening=1.000000
   DamageScaling=1.000000
   ControllerClass=Class'Engine.AIController'
   LandMovementState="PlayerWalking"
   WaterMovementState="PlayerSwimming"
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent'
      CollisionHeight=78.000000
      CollisionRadius=34.000000
      CollideActors=True
      BlockActors=True
      Name="CollisionCylinder"
      ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent'
   End Object
   CylinderComponent=CollisionCylinder
   RBPushRadius=10.000000
   RBPushStrength=50.000000
   VehicleCheckRadius=150.000000
   ViewPitchMin=-16384.000000
   ViewPitchMax=16383.000000
   AllowedYawError=2000
   InventoryManagerClass=Class'Engine.InventoryManager'
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
      HiddenGame=True
      AlwaysLoadOnClient=False
      AlwaysLoadOnServer=False
      Name="Sprite"
      ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
   End Object
   Components(0)=Sprite
   Components(1)=CollisionCylinder
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__ArrowComponent'
      ArrowColor=(B=255,G=200,R=150,A=255)
      Name="Arrow"
      ObjectArchetype=ArrowComponent'Engine.Default__ArrowComponent'
   End Object
   Components(2)=Arrow
   RemoteRole=ROLE_SimulatedProxy
   bUpdateSimulatedPosition=True
   bCanBeDamaged=True
   bShouldBaseAtStartup=True
   bCanTeleport=True
   bCollideActors=True
   bCollideWorld=True
   bBlockActors=True
   bProjTarget=True
   NetPriority=2.000000
   CollisionComponent=CollisionCylinder
   CollisionType=COLLIDE_CustomDefault
   RotationRate=(Pitch=20000,Yaw=20000,Roll=20000)
   Name="Default__Pawn"
   ObjectArchetype=Actor'Engine.Default__Actor'
}

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Creation time: sk 18-3-2018 10:00:41.272 - Created with UnCodeX