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UTGame.UTHeroPawn

Extends
UTPawn

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

Constants Summary
Inherited Contants from UTGame.UTPawn
MINTIMEBETWEENPAINSOUNDS

Variables Summary
boolbExplosionOnDeath
boolbHeroAnimScaled
boolbHeroPending
boolbInHeroMelee
boolbIsHero
boolbIsSuperHero
boolbPlayHeroSpawnEffects
boolbSpawnHeroGibs
boolbSuperHeroAnimScaled
floatCrouchedMeshScale
CameraAnimDeathExplosionShake
soundcuefootsound
CameraAnimFootStepShake
floatFootStepShakeRadius
floatHeroAnimScaling
ParticleSystemComponentHeroAuraEffect
ParticleSystemComponentHeroGroundPoundEmitter
ParticleSystemHeroGroundPoundTemplate
floatHeroHeight
class<UTReplicatedEmitter>HeroMeleeEmitterClass
ParticleSystemComponentHeroOwnerAuraEffect
PostProcessChainHeroPostProcessEffect
floatHeroRadius
floatInnerExplosionShakeRadius
floatLastMeleeTime
floatMeleeDamageInterval
floatMeleeDamageTime
class<DamageType>MeleeDmgClass
floatMeleeInterval
floatMeleeRadius
SoundCueMeleeSound
floatMeleeStopTime
floatOuterExplosionShakeRadius
UTEmitterPendingHeroEffect
class<UTEmitter>PendingHeroEffectClass[2]
bytePendingHeroFire[2]
floatPP_Scene_Desaturation
vectorPP_Scene_HighLights
floatSuperHeroAnimScaling
ParticleSystemSuperHeroGroundPoundTemplate
floatSuperHeroHeight
floatSuperHeroRadius
array<vector>TeamSpawnColors
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
function ActivateHero ()))
function ActivateSuperHero ()))
functionfloat AdjustedStrength ()))
function AdjustPPESaturation (UTHeroPawn UTP, bool bEnable))
function AttachHeroAuraEffect ()))
function AttachMeleeEffects ()))
functionbool BecomeHero ()))
function BeginState (Name PreviousStateName))
Dying
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
function CauseMeleeDamage ()))
function ClientAdjustPPEffects (UTPlayerController PC, bool bRemove))
function ClientReStart ()))
function ClientSetHeroWeapon (class WeaponClass ))
function DelayedTriggerHero ()))
event Destroyed ()))
function DetachFromController (optional bool bDestroyController ))
function DetachHeroAuraEffect ()))
function DetachMeleeEffects ()))
functionbool Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
functionbool Dodge (eDoubleClickDir DoubleClickMove))
event EncroachedBy (actor Other ))
event EndCrouch (float HeightAdjust ))
function EndState (Name NextStateName))
Dying
functionbool ForceSpecialAttack (Pawn EnemyPawn))
eventVector GetPawnViewLocation ()))
functionUTWeapon GiveWeapon (String WeaponClassStr ))
function InitHeroBomb ()))
functionbool IsFirstPerson ()))
functionbool IsHero ()))
event Landed (vector HitNormal, actor FloorActor))
function NotifyTeamChanged ()))
function OnGiveHeroPoints (UTSeqAct_GiveHeroPoints Action))
functionbool PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross))
functionbool PerformMeleeAttack ()))
function PlayDying (class<DamageType> DamageType, vector HitLoc))
event PlayFootStepSound (int FootDown))
function PlaySpawnEffects ()))
event ReplicatedEvent (name VarName))
function ServerForceHeroWeapon (byte FireModeNum))
function ServerStartMeleeAttack ()))
function SetBaseEyeheight ()))
function SetHeroPending (int TeamIndex))
function SetInfoFromFamily (class<UTFamilyInfo> Info, SkeletalMesh SkelMesh))
function SetMeshVisibility (bool bVisible))
functionbool ShouldGib (class<UTDamageType> UTDamageType))
function SpawnHeroGibs ()))
function SpawnHeroGibs ()))
Dying
event StartCrouch (float HeightAdjust ))
function StartFire (byte FireModeNum))
function StopFire (byte FireModeNum))
functionbool StopFiring ()))
function StopMeleeAttack ()))
function StopSpawnEffects ()))
function Suicide ()))
function SwitchWeapon (byte NewGroup))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function ToggleMelee ()))
function ToggleMeleeEffects ()))
function TurnOff ()))
function UnPossessed ()))
function UpdateHeroStatus ()))
functionbool ValidateMeleeAttack ()))
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

States Summary
Dying Source code
simulated state Dying
BeginState, EndState, SpawnHeroGibs


Variables Detail

bExplosionOnDeath Source code

var bool bExplosionOnDeath;
if true, redeemer explosion on death

bHeroAnimScaled Source code

var bool bHeroAnimScaled;

bHeroPending Source code

var repnotify bool bHeroPending;

bInHeroMelee Source code

var repnotify bool bInHeroMelee;

bIsHero Source code

var repnotify bool bIsHero;

bIsSuperHero Source code

var repnotify bool bIsSuperHero;

bPlayHeroSpawnEffects Source code

var repnotify bool bPlayHeroSpawnEffects;
Replication of spawning

bSpawnHeroGibs Source code

var repnotify bool bSpawnHeroGibs;
Replication of gib on redeemer explosion

bSuperHeroAnimScaled Source code

var bool bSuperHeroAnimScaled;

CrouchedMeshScale Source code

var float CrouchedMeshScale;
Scale of the hero while in crouch mode

DeathExplosionShake Source code

var CameraAnim DeathExplosionShake;
camera shake for players near the hero when it dies

footsound Source code

var soundcue footsound;

FootStepShake Source code

var CameraAnim FootStepShake;
camera anim played when foot lands nearby

FootStepShakeRadius Source code

var float FootStepShakeRadius;

HeroAnimScaling Source code

var float HeroAnimScaling;
Hero movement animation rate scaling

HeroAuraEffect Source code

var ParticleSystemComponent HeroAuraEffect;
Hero aura effects for the controlling player and others

HeroGroundPoundEmitter Source code

var ParticleSystemComponent HeroGroundPoundEmitter;

HeroGroundPoundTemplate Source code

var ParticleSystem HeroGroundPoundTemplate;

HeroHeight Source code

var float HeroHeight;
Collision cylinder of standing hero

HeroMeleeEmitterClass Source code

var class<UTReplicatedEmitter> HeroMeleeEmitterClass;
Melee attack effects

HeroOwnerAuraEffect Source code

var ParticleSystemComponent HeroOwnerAuraEffect;

HeroPostProcessEffect Source code

var PostProcessChain HeroPostProcessEffect;
Hero postprocess effect

HeroRadius Source code

var float HeroRadius;
Collision cylinder of standing hero

InnerExplosionShakeRadius Source code

var float InnerExplosionShakeRadius;
radius at which the death camera shake is full intensity

LastMeleeTime Source code

var float LastMeleeTime;

MeleeDamageInterval Source code

var float MeleeDamageInterval;

MeleeDamageTime Source code

var float MeleeDamageTime;

MeleeDmgClass Source code

var class<DamageType> MeleeDmgClass;
Melee attack properties

MeleeInterval Source code

var float MeleeInterval;

MeleeRadius Source code

var float MeleeRadius;

MeleeSound Source code

var SoundCue MeleeSound;

MeleeStopTime Source code

var float MeleeStopTime;

OuterExplosionShakeRadius Source code

var float OuterExplosionShakeRadius;
radius at which the death camera shake reaches zero intensity

PendingHeroEffect Source code

var UTEmitter PendingHeroEffect;

PendingHeroEffectClass[2] Source code

var class<UTEmitter> PendingHeroEffectClass[2];

PendingHeroFire[2] Source code

var byte PendingHeroFire[2];

PP_Scene_Desaturation Source code

var float PP_Scene_Desaturation;

PP_Scene_HighLights Source code

var vector PP_Scene_HighLights;
post processing applied for this hero's camera

SuperHeroAnimScaling Source code

var float SuperHeroAnimScaling;

SuperHeroGroundPoundTemplate Source code

var ParticleSystem SuperHeroGroundPoundTemplate;

SuperHeroHeight Source code

var float SuperHeroHeight;
Collision cylinder of standing hero

SuperHeroRadius Source code

var float SuperHeroRadius;
Collision cylinder of standing hero

TeamSpawnColors Source code

var array<vector> TeamSpawnColors;
Color values to use for the spawn in effect


Functions Detail

ActivateHero Source code

simulated function ActivateHero ( ) )

ActivateSuperHero Source code

simulated function ActivateSuperHero ( ) )

AdjustedStrength Source code

function float AdjustedStrength ( ) )

AdjustPPESaturation Source code

reliable client function AdjustPPESaturation ( UTHeroPawn UTP, bool bEnable) )
On a hero player client, adjusts materials for a pawn

AttachHeroAuraEffect Source code

simulated function AttachHeroAuraEffect ( ) )

AttachMeleeEffects Source code

simulated function AttachMeleeEffects ( ) )

BecomeHero Source code

function bool BecomeHero ( ) )

BeginState Dying Source code

simulated function BeginState ( Name PreviousStateName) )

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )
Hero specific camera implementation

CauseMeleeDamage Source code

function CauseMeleeDamage ( ) )

ClientAdjustPPEffects Source code

reliable client function ClientAdjustPPEffects ( UTPlayerController PC, bool bRemove) )
applies and removes any post processing effects while hero

ClientReStart Source code

simulated function ClientReStart ( ) )

ClientSetHeroWeapon Source code

reliable client function ClientSetHeroWeapon ( class<Weapon> WeaponClass ) )

DelayedTriggerHero Source code

function DelayedTriggerHero ( ) )
Delay triggering bot hero so it doesn't happen during physics thread

Destroyed Source code

simulated event Destroyed ( ) )

DetachFromController Source code

simulated function DetachFromController ( optional bool bDestroyController ) )

DetachHeroAuraEffect Source code

simulated function DetachHeroAuraEffect ( ) )

DetachMeleeEffects Source code

simulated function DetachMeleeEffects ( ) )

Died Source code

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

Dodge Source code

function bool Dodge ( eDoubleClickDir DoubleClickMove) )

EncroachedBy Source code

singular event EncroachedBy ( actor Other ) )

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.

EndState Dying Source code

simulated function EndState ( Name NextStateName) )

ForceSpecialAttack Source code

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

GetPawnViewLocation Source code

simulated event Vector GetPawnViewLocation ( ) )
For heroes, use the camera's actual location, instead of an approximation that assumes the camera is directly above the pawn's location

GiveWeapon Source code

function UTWeapon GiveWeapon ( String WeaponClassStr ) )

InitHeroBomb Source code

simulated function InitHeroBomb ( ) )

IsFirstPerson Source code

simulated function bool IsFirstPerson ( ) )

IsHero Source code

simulated function bool IsHero ( ) )

Landed Source code

event Landed ( vector HitNormal, actor FloorActor) )

NotifyTeamChanged Source code

simulated function NotifyTeamChanged ( ) )

OnGiveHeroPoints Source code

function OnGiveHeroPoints ( UTSeqAct_GiveHeroPoints Action) )
OnGiveHeroPoints() Gives some amount of hero points to this pawn
@param Action - The sequence providing the heropoints for this action

PerformDodge Source code

function bool PerformDodge ( eDoubleClickDir DoubleClickMove, vector Dir, vector Cross) )

PerformMeleeAttack Source code

simulated function bool PerformMeleeAttack ( ) )

PlayDying Source code

simulated function PlayDying ( class<DamageType> DamageType, vector HitLoc) )
If hero, starts the explosion countdown

PlayFootStepSound Source code

simulated event PlayFootStepSound ( int FootDown) )

PlaySpawnEffects Source code

simulated function PlaySpawnEffects ( ) )
Called when the hero has been activated

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

ServerForceHeroWeapon Source code

reliable server function ServerForceHeroWeapon ( byte FireModeNum) )

ServerStartMeleeAttack Source code

unreliable server function ServerStartMeleeAttack ( ) )

SetBaseEyeheight Source code

simulated function SetBaseEyeheight ( ) )

SetHeroPending Source code

function SetHeroPending ( int TeamIndex) )

SetInfoFromFamily Source code

simulated function SetInfoFromFamily ( class<UTFamilyInfo> Info, SkeletalMesh SkelMesh) )

SetMeshVisibility Source code

simulated function SetMeshVisibility ( bool bVisible) )
sets whether or not the owner of this pawn can see it

ShouldGib Source code

simulated function bool ShouldGib ( class<UTDamageType> UTDamageType) )

SpawnHeroGibs Source code

simulated function SpawnHeroGibs ( ) )

SpawnHeroGibs Dying Source code

simulated function SpawnHeroGibs ( ) )

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.

StartFire Source code

simulated function StartFire ( byte FireModeNum) )

StopFire Source code

simulated function StopFire ( byte FireModeNum) )

StopFiring Source code

function bool StopFiring ( ) )

StopMeleeAttack Source code

simulated function StopMeleeAttack ( ) )

StopSpawnEffects Source code

simulated function StopSpawnEffects ( ) )
Called when the hero has stopped spawning in

Suicide Source code

simulated function Suicide ( ) )

SwitchWeapon Source code

simulated function SwitchWeapon ( byte NewGroup) )

TakeDamage Source code

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

ToggleMelee Source code

simulated function ToggleMelee ( ) )

ToggleMeleeEffects Source code

simulated function ToggleMeleeEffects ( ) )

TurnOff Source code

simulated function TurnOff ( ) )

UnPossessed Source code

simulated function UnPossessed ( ) )

UpdateHeroStatus Source code

simulated function UpdateHeroStatus ( ) )

ValidateMeleeAttack Source code

function bool ValidateMeleeAttack ( ) )


Defaultproperties

defaultproperties
{
   PendingHeroEffectClass(0)=Class'UTGame.UTEmit_PendingHeroEffectRed'
   PendingHeroEffectClass(1)=Class'UTGame.UTEmit_PendingHeroEffectBlue'
   bExplosionOnDeath=True
   PP_Scene_HighLights=(X=0.000000,Y=-0.070000,Z=-0.140000)
   PP_Scene_Desaturation=0.300000
   TeamSpawnColors(0)=(X=10.000000,Y=0.500000,Z=0.250000)
   TeamSpawnColors(1)=(X=0.250000,Y=0.500000,Z=10.000000)
   DeathExplosionShake=CameraAnim'Envy_Effects.Camera_Shakes.C_VH_Death_Shake'
   InnerExplosionShakeRadius=400.000000
   OuterExplosionShakeRadius=1000.000000
   FootStepShake=CameraAnim'Camera_FX.DarkWalker.C_VH_DarkWalker_Step_Shake'
   FootStepShakeRadius=1000.000000
   FootSound=SoundCue'A_Titan_Extras.Cue.A_Vehicle_DarkWalker_FootstepCue'
   CrouchedMeshScale=1.000000
   HeroRadius=42.000000
   HeroHeight=88.000000
   SuperHeroRadius=84.000000
   SuperHeroHeight=176.000000
   MeleeDmgClass=Class'UTGame.UTDmgType_HeroMelee'
   MeleeInterval=2.000000
   MeleeRadius=900.000000
   MeleeDamageInterval=0.200000
   MeleeStopTime=2.000000
   MeleeDamageTime=0.840000
   MeleeSound=SoundCue'A_Titan_Extras.SoundCues.A_Vehicle_Goliath_Collide'
   HeroMeleeEmitterClass=Class'UTGame.UTEmit_HeroMelee'
   HeroGroundPoundTemplate=ParticleSystem'UN_HeroEffects.Effects.FX_GroundPoundHands'
   SuperHeroGroundPoundTemplate=ParticleSystem'UN_HeroEffects.Effects.FX_GroundPoundHands_Super'
   Begin Object Class=ParticleSystemComponent Name=AuraEffect ObjName=AuraEffect Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      Template=ParticleSystem'UN_HeroEffects.Effects.FX_HeroAura'
      bAutoActivate=False
      Translation=(X=0.000000,Y=0.000000,Z=-100.000000)
      Scale=1.250000
      AbsoluteRotation=True
      Name="AuraEffect"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   HeroAuraEffect=AuraEffect
   Begin Object Class=ParticleSystemComponent Name=OwnerAuraEffect ObjName=OwnerAuraEffect Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      Template=ParticleSystem'UN_HeroEffects.Effects.FX_HeroAura_3rd'
      bAutoActivate=False
      Translation=(X=0.000000,Y=0.000000,Z=-100.000000)
      AbsoluteRotation=True
      Name="OwnerAuraEffect"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   HeroOwnerAuraEffect=OwnerAuraEffect
   HeroPostProcessEffect=PostProcessChain'UN_HeroEffects.Effects.HeroPostProcess'
   HeroAnimScaling=0.650000
   SuperHeroAnimScaling=0.650000
   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__UTHeroPawn: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__UTHeroPawn: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
   DefaultMeshScale=1.000000
   AuraRadius=400.000000
   Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent ObjName=WPawnSkeletalMeshComponent Archetype=SkeletalMeshComponent'UTGame.Default__UTPawn:WPawnSkeletalMeshComponent'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTPawn:WPawnSkeletalMeshComponent'
   End Object
   Mesh=WPawnSkeletalMeshComponent
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPawn:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTPawn:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTPawn:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTPawn:Arrow'
   End Object
   Components(1)=Arrow
   Components(2)=MyLightEnvironment
   Components(3)=WPawnSkeletalMeshComponent
   Components(4)=AmbientSoundComponent
   Components(5)=AmbientSoundComponent2
   CollisionComponent=CollisionCylinder
   Name="Default__UTHeroPawn"
   ObjectArchetype=UTPawn'UTGame.Default__UTPawn'
}

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Creation time: sk 18-3-2018 10:00:52.826 - Created with UnCodeX