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UTGame.DemoPawn

Extends
GamePawn
Modifiers
config ( Game )

DemoPawn Demo pawn demonstrating animating character. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- GameFramework.GamePawn
         |   
         +-- UTGame.DemoPawn

Variables Summary
Mesh
SkeletalMeshComponentHeadMesh
Inherited Variables from Engine.Pawn
AccelRate, AIMaxFallSpeedFactor, AirControl, AirSpeed, Alertness, AllowedYawError, AlwaysRelevantDistanceSquared, Anchor, AvgPhysicsTime, bAmbientCreature, BaseEyeHeight, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbCeilings, bCanClimbLadders, bCanCrouch, bCanFly, bCanJump, bCanMantle, bCanPickupInventory, bCanStrafe, bCanSwatTurn, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCrawler, bDirectHitWall, bDisplayPathErrors, bDontPossess, bForceFloorCheck, bForceKeepAnchor, bForceMaxAccel, bForceRegularVelocity, bForceRMVelocity, bIgnoreForces, bIsCrouched, bIsFemale, bIsWalking, bJumpCapable, bLOSHearing, bModifyReachSpecCost, bMuffledHearing, bNoWeaponFiring, bPathfindsAsVehicle, bPlayedDeath, bPushesRigidBodies, BreathTime, bReducedSpeed, bRollToDesired, bRunPhysicsWithNoController, bSimGravityDisabled, bSimulateGravity, bSpecialHUD, bStationary, bStopAtLedges, bTryToUncrouch, Buoyancy, bUpAndOut, bWantsToCrouch, Controller, ControllerClass, CrouchedPct, CrouchHeight, CrouchRadius, CylinderComponent, DamageScaling, DesiredSpeed, DestinationOffset, DrivenVehicle, EyeHeight, FailedLandingCount, FindAnchorFailedTime, FiringMode, FlashCount, FlashLocation, Floor, FullHeight, GroundSpeed, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, InterpolatedYaw, InventoryManagerClass, InvManager, JumpZ, LadderSpeed, LandMovementState, LastAnchor, LastFiringFlashLocation, LastHitBy, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, Mass, MaxDesiredSpeed, MaxFallSpeed, MaxJumpHeight, MaxOutOfWaterStepHeight, MaxPitchLimit, MaxStepHeight, MeleeRange, MenuName, Mesh, MeshTranslationOffset, NetRelevancyTime, NextPathRadius, NextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, NonPreferredVehiclePathMultiplier, OldZ, OnLadder, OutofWaterZ, PathSearchType, PeripheralVision, PhysicsPushBody, PlayerReplicationInfo, PreRagdollCollisionComponent, RBPushRadius, RBPushStrength, ReceivedYaw, RemoteViewPitch, RMVelocity, SerpentineDir, SerpentineDist, SerpentineTime, ShotCount, SightRadius, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, UncrouchTime, UnderWaterTime, VehicleCheckRadius, ViewPitchMax, ViewPitchMin, WalkableFloorZ, WalkingPct, WaterMovementState, WaterSpeed, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EPathSearchType

Functions Summary
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
event PostBeginPlay ()))
function SetBaseEyeheight ()))
Inherited Functions from GameFramework.GamePawn
GetTargetFrictionCylinder
Inherited Functions from Engine.Pawn
AddDefaultInventory, AddVelocity, AdjustCameraScale, AdjustDamage, AdjustedStrength, AffectedByHitEffects, BaseChange, BecomeViewTarget, BeginState, BotFire, BreathTimer, CanAttack, CanBeBaseForPawn, CanGrabLadder, CannotJumpNow, CanSplash, CanThrowWeapon, CheatFly, CheatGhost, CheatWalk, CheckWaterJump, ChooseFireMode, ClearFlashCount, ClearFlashLocation, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, CrushedBy, Destroyed, DetachFromController, Died, DisplayDebug, DoJump, DoKismetAttachment, DrawHUD, DropToGround, EffectIsRelevant, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FinishedInterpolation, FireOnRelease, FiringModeUpdated, FlashCountUpdated, FlashLocationUpdated, ForceCrouch, ForceSpecialAttack, Gasp, GetActorEyesViewPoint, GetAdjustedAimFor, GetBaseAimRotation, GetBestAnchor, GetBoundingCylinder, GetCollisionExtent, GetCollisionHeight, GetCollisionRadius, GetDamageScaling, GetDefaultCameraMode, GetHumanReadableName, GetMoveTarget, GetPawnViewLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponStartTraceLocation, gibbedBy, HandlePickup, HasRangedAttack, HeadVolumeChange, HealDamage, HitWall, InCombat, IncrementFlashCount, InFreeCam, InGodMode, InitRagdoll, IsFiring, IsFirstPerson, IsHumanControlled, IsInPain, IsInvisible, IsLocallyControlled, IsPlayerPawn, IsSameTeam, IsStationary, IsValidEnemy, IsValidEnemyTargetFor, IsValidTargetFor, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LineOfSightTo, MessagePlayer, ModifyVelocity, NearMoveTarget, NeedToTurn, NotifyTakeHit, NotifyTeamChanged, OnAssignController, OnGiveInventory, OnSetMaterial, OnTeleport, OutsideWorldBounds, PawnCalcCamera, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFootStepSound, PlayHit, PlayLanded, PlayNextAnimation, PlayTeleportEffect, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PoweredUp, PreBeginPlay, ProcessViewRotation, PruneDamagedBoneList, RangedAttackTime, ReachedDestination, ReachedPoint, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReplicatedEvent, Reset, Restart, RestartPlayer, SetActiveWeapon, SetAnchor, SetBaseEyeheight, SetFiringMode, SetFlashLocation, SetKillInstigator, SetMovementPhysics, SetMoveTarget, SetPushesRigidBodies, SetRemoteViewPitch, SetViewRotation, SetWalking, ShouldCrouch, SoakPause, SpawnDefaultController, SpawnedByKismet, SpecialCostForPath, SpecialMoveTo, StartCrouch, StartDriving, StartFire, StopDriving, StopFire, StopFiring, StuckOnPawn, SuggestJumpVelocity, Suicide, TakeDamage, TakeDrowningDamage, TakeFallingDamage, TakeRadiusDamageOnBones, TermRagdoll, ThrowActiveWeapon, Timer, ToggleMelee, TooCloseToAttack, TornOff, TossWeapon, TouchingWaterVolume, TurnOff, UnCrouch, UnPossessed, UpdateControllerOnPossess, ValidAnchor, WasPlayerPawn, WeaponFired, WeaponStoppedFiring


Variables Detail

Mesh

HeadMesh Source code

var(Mesh) SkeletalMeshComponent HeadMesh;


Functions Detail

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

SetBaseEyeheight Source code

simulated function SetBaseEyeheight ( ) )


Defaultproperties

defaultproperties
{
   BaseEyeHeight=38.000000
   EyeHeight=38.000000
   Begin Object Class=SkeletalMeshComponent Name=DemoPawnSkeletalMeshComponent ObjName=DemoPawnSkeletalMeshComponent Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      SkeletalMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
      AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
      PhysicsAsset=PhysicsAsset'CH_AnimHuman.Mesh.SK_CH_BaseMale_Physics'
      AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
      bOwnerNoSee=True
      BlockRigidBody=True
      Translation=(X=0.000000,Y=0.000000,Z=8.000000)
      Name="DemoPawnSkeletalMeshComponent"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   Mesh=DemoPawnSkeletalMeshComponent
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'GameFramework.Default__GamePawn:CollisionCylinder'
      CollisionHeight=44.000000
      CollisionRadius=21.000000
      ObjectArchetype=CylinderComponent'GameFramework.Default__GamePawn:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'GameFramework.Default__GamePawn:Arrow'
      ObjectArchetype=ArrowComponent'GameFramework.Default__GamePawn:Arrow'
   End Object
   Components(1)=Arrow
   Components(2)=DemoPawnSkeletalMeshComponent
   CollisionComponent=CollisionCylinder
   Name="Default__DemoPawn"
   ObjectArchetype=GamePawn'GameFramework.Default__GamePawn'
}

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Creation time: sk 18-3-2018 10:00:36.135 - Created with UnCodeX