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UTGame.UTDummyPawn

Extends
UTPawn

used by SeqAct_DummyWeaponFire to hold the weapon Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

Constants Summary
Inherited Contants from UTGame.UTPawn
MINTIMEBETWEENPAINSOUNDS

Variables Summary
UTSeqAct_DummyWeaponFireFireAction
Inherited Variables from UTGame.UTPawn
AccumulateDamage, AccumulationTime, AimNode, AnimRepInfo, AppliedBob, ArmorHitSound, ArmsMesh[2], ArmsOverlay[2], AttachedProj, AuraRadius, bArmsAttached, BaseTranslationOffset, bBlendOutTakeHitPhysics, bCanDoubleJump, bCanPlayFallingImpacts, bCanRagDoll, bClientInHeroMelee, bClientIsHero, bComponentDebug, bDodging, bDualWielding, bEnableFootPlacement, bFeigningDeath, bFixedView, bForcedFeignDeath, bGibbed, bHasHoverboard, bHasSlowField, bHeadGibbed, bHideOnListenServer, BigTeleportCount, BioBurnAway, BioBurnAwayTime, BioEffectName, bIsHoverboardAnimPawn, bIsInvisible, bIsInvulnerable, bIsTyping, bJustDroppedOrb, bJustLanded, bKilledByBio, bKillsAffectHead, bLandRecovery, bNoJumpAdjust, bNotifyStopFalling, Bob, bobtime, BodyMatColor, BodyMaterialInstances, BodyMatFadeDuration, bPlayingFeignDeathRecovery, bPostRenderOtherTeam, bPostRenderTraceSucceeded, bPuttingDownWeapon, bReadyToDoubleJump, bReceivedValidTeam, bRequiresDoubleJump, bSetupDeathLight, bShieldAbsorb, bSpawnDone, bSpawnIn, bStopDeathCamera, bStopOnDoubleLanding, bTearOffGibs, bUpdateEyeheight, bWeaponAttachmentVisible, bWeaponBob, bWinnerCam, bXRayEffectActive, CameraScale, CameraScaleMax, CameraScaleMin, CameraZOffset, ClientBodyMatDuration, ClientSideWeaponPawn, CompressedBodyMatColor, CrouchMeshZOffset, CrouchTranslationOffset, CurrentBodyMatColor, CurrentCameraScale, CurrentDir, CurrentEmoteDuration, CurrentSkelAim, CurrentWeaponAttachment, CurrentWeaponAttachmentClass, CurrFamilyInfo, CustomGravityScaling, DamageParameterName, DarkMatchLight, DeathAnimDamageType, DeathHipAngDamp, DeathHipAngSpring, DeathHipLinDamp, DeathHipLinSpring, DeathTime, DefaultAirControl, DefaultFamily, DefaultHeadPortrait, DefaultHeight, DefaultMesh, DefaultMeshScale, DefaultRadius, DefaultTeamHeadMaterials, DefaultTeamHeadPortrait, DefaultTeamMaterials, DemoWeapon, DesiredMeshScale, DodgeResetTime, DodgeResetTimestamp, DodgeSpeed, DodgeSpeedZ, DoubleJumpEyeHeight, DoubleJumpThreshold, DrivenWeaponPawn, DrivingNode, EmoteRepInfo, FallImpactSound, FallingDamageWaveForm, FallSpeedThreshold, FeignDeathBlend, FeignDeathBodyAtRestSpeed, FeignDeathPhysicsBlendOutSpeed, FeignDeathRecoveryStartTime, FeignDeathStartTime, FeignDeathWaveForm, FireRateMultiplier, FirstPersonDeathVisionLightEnvironment, FirstPersonDeathVisionMesh, FixedViewLoc, FixedViewRot, FullBodyAnimSlot, GunRecoilNode, HeadBone, HeadHeight, HeadOffset, HeadRadius, HeadScale, HeadshotNeckAttachment, HelmetArmor, HeroCameraPitch, HeroCameraScale, HeroStartTime, HoverboardClass, HoverboardingNode, HUDLocation, IconCoords, JumpBob, JumpBootCharge, LandBob, LastAuraCheckTime, LastDrivenWeaponPawn, LastEmoteTime, LastHoverboardTime, LastPainSound, LastPostRenderTraceTime, LastTakeHitInfo, LastTakeHitTimeout, LeftFootBone, LeftFootControlName, LeftHandIK, LeftLegControl, LeftRecoilNode, LightEnvironment, LookYaw, MapSize, MaxDoubleJumpHeight, MaxFootPlacementDistSquared, MaxFootstepDistSq, MaxJumpSoundDistSq, MaxLeanRoll, MaxMultiDodge, MaxMultiJump, MaxYawAim, MinHoverboardInterval, MinTimeBetweenEmotes, MultiDodgeRemaining, MultiJumpBoost, MultiJumpRemaining, NextTauntTime, NoDriveBodies, OldCameraPosition, OldLocationZ, OldReplicatedVelocity, OverlayMaterialInstance, OverlayMesh, PawnAmbientSound, PawnAmbientSoundCue, PawnEffectSockets[2], RagdollLifespan, RemainingBodyMatDuration, ReplicatedBodyMaterial, RightFootBone, RightFootControlName, RightHandIK, RightLegControl, RightRecoilNode, RootRotControl, RootYaw, RootYawSpeed, SaturationParameterName, SavedAimPitch, ShieldBeltArmor, ShieldBeltMaterialInstance, ShieldBeltPickupClass, ShieldBeltTeamMaterialInstances[4], SlopeBoostFriction, SoundGroupClass, SpawnProtectionColor, SpawnSound, SpeakingBeaconTexture, SpiderChasers, StartDeathAnimTime, StartedFallingTime, StartFallImpactTime, SuperHealthMax, SwimmingZOffset, SwimmingZOffsetSpeed, TakeHitPhysicsBlendOutSpeed, TakeHitPhysicsFixedBones, TauntNames[6], TeamBeaconMaxDist, TeamBeaconPlayerInfoMaxDist, TeleportSound, ThighpadArmor, TimeLastTookDeathAnimDamage, TopHalfAnimSlot, TorsoBoneName, Trackers, TransCameraAnim[3], TransInEffects[2], TranslocateColor[2], TransOutEffects[2], Twisting, UnfeignFailedCount, VehicleNode, VestArmor, WalkBob, WeaponAmbientSound, WeaponAmbientSoundCue, WeaponOverlayFlags, WeaponSocket, WeaponSocket2, XRayEffectDamageMult, XRayEffectLightEnvironment, ZSmoothingRate

Structures Summary
Inherited Structures from UTGame.UTPawn
DrivenWeaponPawnInfo, PlayAnimInfo, PlayEmoteInfo, QuickPickCell, TakeHitInfo

Functions Summary
functionrotator GetAdjustedAimFor (Weapon InWeapon, vector ProjStart))
functionvector GetPawnViewLocation ()))
functionvector GetWeaponStartTraceLocation (optional Weapon CurrentWeapon))
function PostBeginPlay ()))
function SetPawnAmbientSound (SoundCue NewAmbientSound))
function SetWeaponAmbientSound (SoundCue NewAmbientSound))
event Tick (float DeltaTime))
function WeaponAttachmentChanged ()))
function WeaponFired (bool bViaReplication, optional vector HitLocation))
Inherited Functions from UTGame.UTPawn
AbsorbDamage, ActivateHero, ActuallyPlayFootstepSound, AddDefaultInventory, AddSpiderChaser, AddVelocity, AdjustCameraScale, AdjustDamage, AngDriveDAmp, AngDriveSpring, ApplyWeaponOverlayFlags, BackDamp, BackSpring, BecomeHero, BecomeViewTarget, BeginState, BotDodge, BotFire, CalcCamera, CalcThirdPersonCam, CanDoubleJump, CanMultiJump, CanThrowWeapon, CheckGameClass, CheckValidLocation, ChooseFireMode, ClearBodyMatColor, ClearWeaponOverlayFlag, ClearXRayEffect, ClientReStart, CreateOverlayArmsMesh, DeactivateSpawnProtection, Destroyed, Died, DisplayDebug, Dodge, DoDoubleJump, DoingDeathAnim, DoJump, DoPlayAnim, DoPlayEmote, DoTranslocate, DoTranslocateOut, DropFlag, EncroachedBy, EncroachingOn, EndCrouch, EndState, EndViewTarget, EnsureOverlayComponentLast, FaceRotation, Falling, FeignDeath, FeignDeathDelayTimer, FellOutOfWorld, FindGoodEndView, FireRateChanged, FiringModeUpdated, FixedView, ForceRagdoll, ForceSpecialAttack, Gasp, GetBoundingCylinder, GetDebugName, GetEyeHeight, GetFamilyInfo, GetMaterialBelowFeet, GetOverlayMaterial, GetPawnAmbientSound, GetPawnViewLocation, GetPuttingDownWeapon, GetQuickPickCells, GetScreenName, GetShieldMaterialInstance, GetShieldStrength, GetTargetLocation, GetUTPlayerReplicationInfo, GetViewRotation, GetWeaponAmbientSound, GetWeaponStartTraceLocation, gibbedBy, GiveHealth, HandDamp, HandSpring, HeadVolumeChange, HeroFits, HoldGameObject, InCombat, IsFirstPerson, IsHero, IsInvisible, IsLocationOnHead, JumpOffPawn, JumpOutOfWater, Landed, LeaveABloodSplatterDecal, LinDriveDAmp, LinDriveSpring, ModifyRotForDebugFreeCam, NativePostRenderFor, NeedToTurn, NotifyArmMeshChanged, NotifyTeamChanged, OnAnimEnd, OnExitVehicle, OnHealDamage, OnInfiniteAmmo, OnPlayAnim, OnRanOver, OnUseHoverboard, PerformDodge, PerformEmoteCommand, PerformMeleeAttack, PlayDying, PlayDyingSound, PlayEmote, PlayFeignDeath, PlayFootStepSound, PlayHit, PlayJumpingSound, PlayLandingSound, PlayTakeHitEffects, PlayTeleportEffect, PlayVictoryAnimation, PossessedBy, PostBeginPlay, PostBigTeleport, PostInitAnimTree, PostRenderFor, PostTeleport, PoweredUp, QuickPick, RangedAttackTime, ReattachMesh, RecommendLongRangedAttack, RenderMapIcon, ReplicatedEvent, ResetCharPhysState, RestorePreRagdollCollisionComponent, RigidBodyCollision, ServerFeignDeath, ServerHoverboard, ServerPlayAnim, ServerPlayEmote, SetAnimRateScale, SetArmsSkin, SetBigHead, SetBodyMatColor, SetFeignEndLocation, SetHandIKEnabled, SetHeadScale, SetHeroCam, SetHUDLocation, SetInfoFromFamily, SetInvisible, SetMaxStepHeight, SetMeshVisibility, SetOverlayMaterial, SetOverlayVisibility, SetPawnAmbientSound, SetPawnRBChannels, SetPuttingDownWeapon, SetSkin, SetTeamColor, SetThirdPersonCamera, SetWalking, SetWeapAnimType, SetWeaponAmbientSound, SetWeaponAttachmentVisibility, SetWeaponOverlayFlag, SetWeaponVisibility, SetXRayEffect, ShieldAbsorb, ShouldGib, ShowCompDebug, SpawnDefaultController, SpawnGib, SpawnGibs, SpawnHeadGib, SpawnTransEffect, StartCrouch, StartDriving, StartFeignDeathRecoveryAnim, StartFire, StopDriving, StopFiring, StoppedFalling, StopWeaponFiring, StuckFalling, StuckOnPawn, SuggestJumpVelocity, SwitchWeapon, TakeDamage, TakeDrowningDamage, TakeFallingDamage, TakeHeadShot, TakeHitBlendedOut, ThrowActiveWeapon, Tick, Timer, ToggleMelee, TornOff, TryNewCamRot, TurnOff, TurnOffPawn, UpdateEyeHeight, UpdateShadowSettings, VerifyBodyMaterialInstance, WeaponAttachmentChanged, WeaponBob, WeaponChanged, WeaponFired, WeaponStoppedFiring
Inherited Functions from GameFramework.GamePawn
GetTargetFrictionCylinder


Variables Detail

FireAction Source code

var UTSeqAct_DummyWeaponFire FireAction;
pointer back to the Kismet action that created us


Functions Detail

GetAdjustedAimFor Source code

simulated function rotator GetAdjustedAimFor ( Weapon InWeapon, vector ProjStart) )

GetPawnViewLocation Source code

simulated function vector GetPawnViewLocation ( ) )

GetWeaponStartTraceLocation Source code

simulated function vector GetWeaponStartTraceLocation ( optional Weapon CurrentWeapon) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

SetPawnAmbientSound Source code

simulated function SetPawnAmbientSound ( SoundCue NewAmbientSound) )

SetWeaponAmbientSound Source code

simulated function SetWeaponAmbientSound ( SoundCue NewAmbientSound) )

Tick Source code

simulated event Tick ( float DeltaTime) )

WeaponAttachmentChanged Source code

simulated function WeaponAttachmentChanged ( ) )

WeaponFired Source code

simulated function WeaponFired ( bool bViaReplication, optional vector HitLocation) )


Defaultproperties

defaultproperties
{
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Begin Object Class=ParticleSystemComponent Name=GooDeath ObjName=GooDeath Archetype=ParticleSystemComponent'UTGame.Default__UTPawn:GooDeath'
      ObjectArchetype=ParticleSystemComponent'UTGame.Default__UTPawn:GooDeath'
   End Object
   BioBurnAway=GooDeath
   Begin Object Class=DynamicLightEnvironmentComponent Name=DeathVisionLightEnv ObjName=DeathVisionLightEnv Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:DeathVisionLightEnv'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:DeathVisionLightEnv'
   End Object
   FirstPersonDeathVisionLightEnvironment=DeathVisionLightEnv
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonArms ObjName=FirstPersonArms Archetype=UTSkeletalMeshComponent'UTGame.Default__UTPawn:FirstPersonArms'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceA'
         ObjectArchetype=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceA'
      End Object
      Animations=AnimNodeSequence'UTGame.Default__UTDummyPawn:FirstPersonArms.MeshSequenceA'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTPawn:FirstPersonArms'
   End Object
   ArmsMesh(0)=FirstPersonArms
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonArms2 ObjName=FirstPersonArms2 Archetype=UTSkeletalMeshComponent'UTGame.Default__UTPawn:FirstPersonArms2'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceB ObjName=MeshSequenceB Archetype=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceB'
         ObjectArchetype=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceB'
      End Object
      Animations=AnimNodeSequence'UTGame.Default__UTDummyPawn:FirstPersonArms2.MeshSequenceB'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTPawn:FirstPersonArms2'
   End Object
   ArmsMesh(1)=FirstPersonArms2
   Begin Object Class=UTAmbientSoundComponent Name=AmbientSoundComponent ObjName=AmbientSoundComponent Archetype=UTAmbientSoundComponent'UTGame.Default__UTPawn:AmbientSoundComponent'
      ObjectArchetype=UTAmbientSoundComponent'UTGame.Default__UTPawn:AmbientSoundComponent'
   End Object
   PawnAmbientSound=AmbientSoundComponent
   Begin Object Class=UTAmbientSoundComponent Name=AmbientSoundComponent2 ObjName=AmbientSoundComponent2 Archetype=UTAmbientSoundComponent'UTGame.Default__UTPawn:AmbientSoundComponent2'
      ObjectArchetype=UTAmbientSoundComponent'UTGame.Default__UTPawn:AmbientSoundComponent2'
   End Object
   WeaponAmbientSound=AmbientSoundComponent2
   Begin Object Class=SkeletalMeshComponent Name=OverlayMeshComponent0 ObjName=OverlayMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UTPawn:OverlayMeshComponent0'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTPawn:OverlayMeshComponent0'
   End Object
   OverlayMesh=OverlayMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=XRayEffectLightEnv ObjName=XRayEffectLightEnv Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:XRayEffectLightEnv'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:XRayEffectLightEnv'
   End Object
   XRayEffectLightEnvironment=XRayEffectLightEnv
   Mesh=None
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPawn:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTPawn:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   RemoteRole=ROLE_None
   bGameRelevant=True
   bCollideActors=False
   CollisionComponent=None
   Name="Default__UTDummyPawn"
   ObjectArchetype=UTPawn'UTGame.Default__UTPawn'
}

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Creation time: sk 18-3-2018 10:00:51.290 - Created with UnCodeX