Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- Engine.Pawn | +-- GameFramework.GamePawn | +-- UTGame.UTPawn
UTBetrayalPawn, UTDummyPawn, UTHeroPawn, UTPawn_WeldingRobot
Constants Summary | ||
---|---|---|
MINTIMEBETWEENPAINSOUNDS | = | 0.35 |
Enumerations Summary |
---|
Inherited Enumerations from Engine.Pawn |
---|
EPathSearchType |
Structures Summary | ||
---|---|---|
DrivenWeaponPawnInfo BaseVehicle, SeatIndex, PRI | ||
PlayAnimInfo AnimName, bLooping, bNewData | ||
PlayEmoteInfo EmoteTag, EmoteID, bNewData | ||
QuickPickCell bDrawCell, Icon, IconCoords, Weight | ||
TakeHitInfo Damage, HitLocation, Momentum, DamageType, HitBone |
Functions Summary | ||
---|---|---|
![]() | int | AbsorbDamage (out int Damage, int CurrentShieldStrength, float AbsorptionRate)) |
![]() | ActivateHero () | |
![]() | ActuallyPlayFootstepSound (int FootDown)) | |
![]() | AddDefaultInventory ())) | |
![]() | AddSpiderChaser (UTProj_SpiderMineBase NewChaser)) | |
![]() | AddVelocity (vector NewVelocity, vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo )) | |
![]() | AdjustCameraScale (bool bMoveCameraIn)) | |
![]() | AdjustDamage (out int inDamage, out Vector momentum, Controller instigatedBy, Vector hitlocation, class<DamageType> damageType, optional TraceHitInfo HitInfo )) | |
![]() | AngDriveDAmp (float Damp)) | |
![]() | AngDriveSpring (float Spring)) | |
![]() | ApplyWeaponOverlayFlags (byte NewFlags)) | |
![]() | BackDamp (float LinDamp)) | |
![]() | BackSpring (float LinSpring)) | |
![]() | bool | BecomeHero ())) |
![]() | BecomeViewTarget (PlayerController PC )) | |
![]() | BeginState (Name PreviousStateName)) Dying | |
![]() | BeginState (name PreviousStateName)) FeigningDeath | |
![]() | vector | BotDodge (Vector Dir)) |
![]() | bool | BotFire (bool bFinished)) |
![]() | bool | CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )) |
![]() | bool | CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )) Dying |
![]() | bool | CalcThirdPersonCam (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )) |
![]() | bool | CalcThirdPersonCam (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )) FeigningDeath |
![]() | bool | CanDoubleJump ())) |
![]() | bool | CanMultiJump ())) |
![]() | bool | CanThrowWeapon ())) FeigningDeath |
![]() | CheckGameClass ())) | |
![]() | bool | CheckValidLocation (vector FeignLocation)) |
![]() | byte | ChooseFireMode ())) |
![]() | ClearBodyMatColor ())) | |
![]() | ClearWeaponOverlayFlag (byte FlagToClear)) | |
![]() | ClearXRayEffect ())) | |
![]() | ClientReStart ())) | |
![]() | CreateOverlayArmsMesh ())) | |
![]() | DeactivateSpawnProtection ())) | |
![]() | Destroyed ())) | |
![]() | bool | Died (Controller Killer, class<DamageType> damageType, vector HitLocation)) |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | bool | Dodge (eDoubleClickDir DoubleClickMove)) |
![]() | DoDoubleJump (bool bUpdating )) | |
![]() | DoingDeathAnim ())) | |
![]() | bool | DoJump (bool bUpdating )) |
![]() | DoPlayAnim (PlayAnimInfo TheAnimRepInfo )) | |
![]() | DoPlayEmote (name InEmoteTag, int InPlayerID)) | |
![]() | DoTranslocate (vector PrevLocation)) | |
![]() | DoTranslocateOut (Vector PrevLocation, int TeamNum)) | |
![]() | DropFlag ())) | |
![]() | EncroachedBy (Actor Other)) | |
![]() | bool | EncroachingOn (actor Other )) |
![]() | bool | EncroachingOn (Actor Other)) Dying |
![]() | bool | EncroachingOn (Actor Other)) FeigningDeath |
![]() | EndCrouch (float HeightAdjust)) | |
![]() | EndState (Name NextStateName)) Dying | |
![]() | EndState (name NextStateName)) FeigningDeath | |
![]() | EndViewTarget (PlayerController PC )) | |
![]() | EnsureOverlayComponentLast () | |
![]() | FaceRotation (rotator NewRotation, float DeltaTime)) | |
![]() | Falling ())) | |
![]() | FeignDeath ())) | |
![]() | FeignDeath () Dying | |
![]() | FeignDeath ())) FeigningDeath | |
![]() | FeignDeathDelayTimer ())) | |
![]() | FellOutOfWorld (class<DamageType> dmgType)) | |
![]() | FindGoodEndView (PlayerController InPC, out Rotator GoodRotation)) | |
![]() | FireRateChanged ())) | |
![]() | FiringModeUpdated (bool bViaReplication)) | |
![]() | FixedView (string VisibleMeshes)) | |
![]() | ForceRagdoll ())) | |
![]() | bool | ForceSpecialAttack (Pawn EnemyPawn)) |
![]() | Gasp ())) | |
![]() | GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) con) | |
![]() | String | GetDebugName ())) |
![]() | float | GetEyeHeight ())) |
![]() | class<UTFamilyInfo> | GetFamilyInfo ())) |
![]() | name | GetMaterialBelowFeet ())) |
![]() | MaterialInterface | GetOverlayMaterial ())) |
![]() | SoundCue | GetPawnAmbientSound ())) |
![]() | Vector | GetPawnViewLocation ())) |
![]() | bool | GetPuttingDownWeapon ())) |
![]() | GetQuickPickCells (UTHud Hud, out array<QuickPickCell> Cells, out int CurrentWeaponIndex)) | |
![]() | string | GetScreenName ())) |
![]() | MaterialInterface | GetShieldMaterialInstance (bool bTeamGame)) |
![]() | int | GetShieldStrength ())) |
![]() | vector | GetTargetLocation (optional actor RequestedBy, optional bool bRequestAlternateLoc) con) |
![]() | UTPlayerReplicationInfo | GetUTPlayerReplicationInfo ())) |
![]() | rotator | GetViewRotation ())) |
![]() | SoundCue | GetWeaponAmbientSound ())) |
![]() | Vector | GetWeaponStartTraceLocation (optional Weapon CurrentWeapon)) |
![]() | gibbedBy (actor Other)) | |
![]() | bool | GiveHealth (int HealAmount, int HealMax)) |
![]() | HandDamp (float LinDamp)) | |
![]() | HandSpring (float LinSpring)) | |
![]() | HeadVolumeChange (PhysicsVolume newHeadVolume)) | |
![]() | bool | HeroFits (UTPawn P, float NewRadius, float NewHeight) |
![]() | HoldGameObject (UTCarriedObject UTGameObj)) | |
![]() | bool | InCombat ())) |
![]() | bool | IsFirstPerson ())) |
![]() | bool | IsHero ())) |
![]() | bool | IsInvisible () |
![]() | bool | IsLocationOnHead (const out ImpactInfo Impact, float AdditionalScale)) |
![]() | JumpOffPawn ())) | |
![]() | JumpOutOfWater (vector jumpDir)) | |
![]() | Landed (vector HitNormal, actor FloorActor)) | |
![]() | Landed (vector HitNormal, Actor FloorActor)) Dying | |
![]() | LeaveABloodSplatterDecal (vector HitLoc, vector HitNorm )) | |
![]() | LinDriveDAmp (float Spring, float Damp)) | |
![]() | LinDriveSpring (float Spring, float Damp)) | |
![]() | ModifyRotForDebugFreeCam (out rotator out_CamRot)) | |
![]() | NativePostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) | |
![]() | bool | NeedToTurn (vector targ)) |
![]() | NotifyArmMeshChanged (UTPlayerReplicationInfo UTPRI)) | |
![]() | NotifyTeamChanged ())) | |
![]() | OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)) FeigningDeath | |
![]() | OnExitVehicle (UTSeqAct_ExitVehicle Action)) | |
![]() | OnHealDamage (SeqAct_HealDamage Action)) | |
![]() | OnInfiniteAmmo (UTSeqAct_InfiniteAmmo Action)) | |
![]() | OnPlayAnim (UTSeqAct_PlayAnim InAction )) | |
![]() | OnRanOver (SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex)) | |
![]() | OnUseHoverboard (UTSeqAct_UseHoverboard Action)) | |
![]() | bool | PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross)) |
![]() | PerformEmoteCommand (EmoteInfo EInfo, int PlayerID)) | |
![]() | bool | PerformMeleeAttack ())) |
![]() | PlayDying (class<DamageType> DamageType, vector HitLoc)) | |
![]() | PlayDyingSound ())) | |
![]() | PlayEmote (name InEmoteTag, int InPlayerID)) | |
![]() | PlayFeignDeath ())) | |
![]() | PlayFootStepSound (int FootDown)) | |
![]() | PlayHit (float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo)) | |
![]() | PlayJumpingSound ())) | |
![]() | PlayLandingSound ())) | |
![]() | PlayTakeHitEffects ())) | |
![]() | PlayTeleportEffect (bool bOut, bool bSound)) | |
![]() | PlayVictoryAnimation ())) | |
![]() | PossessedBy (Controller C, bool bVehicleTransition)) | |
![]() | PostBeginPlay ())) | |
![]() | PostBigTeleport ())) | |
![]() | PostInitAnimTree (SkeletalMeshComponent SkelComp)) | |
![]() | PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)) | |
![]() | PostTeleport (Teleporter OutTeleporter)) | |
![]() | bool | PoweredUp ())) |
![]() | QuickPick (int Quad)) | |
![]() | float | RangedAttackTime ())) |
![]() | ReattachMesh ())) | |
![]() | bool | RecommendLongRangedAttack ())) |
![]() | RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor)) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | ResetCharPhysState ())) | |
![]() | RestorePreRagdollCollisionComponent () | |
![]() | RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex )) | |
![]() | ServerFeignDeath ())) | |
![]() | ServerFeignDeath () Dying | |
![]() | ServerFeignDeath ())) FeigningDeath | |
![]() | ServerHoverboard ())) | |
![]() | ServerPlayAnim (name AnimName, bool bLooping )) | |
![]() | ServerPlayEmote (name InEmoteTag, int InPlayerID)) | |
![]() | SetAnimRateScale (float RateScale)) | |
![]() | SetArmsSkin (MaterialInterface NewMaterial)) | |
![]() | SetBigHead ())) | |
![]() | SetBodyMatColor (LinearColor NewBodyMatColor, float NewOverlayDuration)) | |
![]() | bool | SetFeignEndLocation (vector HitLocation, vector FeignLocation)) |
![]() | SetHandIKEnabled (bool bEnabled)) | |
![]() | SetHeadScale (float NewScale)) | |
![]() | SetHeroCam (out rotator out_CamRot)) | |
![]() | SetHUDLocation (vector NewHUDLocation) | |
![]() | SetInfoFromFamily (class<UTFamilyInfo> Info, SkeletalMesh SkelMesh)) | |
![]() | SetInvisible (bool bNowInvisible)) | |
![]() | SetMaxStepHeight (float NewMaxStepHeight) | |
![]() | SetMeshVisibility (bool bVisible)) | |
![]() | SetOverlayMaterial (MaterialInterface NewOverlay)) | |
![]() | SetOverlayVisibility (bool bVisible)) | |
![]() | SetPawnAmbientSound (SoundCue NewAmbientSound)) | |
![]() | SetPawnRBChannels (bool bRagdollMode)) | |
![]() | SetPuttingDownWeapon (bool bNowPuttingDownWeapon)) | |
![]() | SetSkin (Material NewMaterial)) | |
![]() | SetTeamColor ())) | |
![]() | SetThirdPersonCamera (bool bNewBehindView)) | |
![]() | SetWalking (bool bNewIsWalking )) | |
![]() | SetWeapAnimType (UTWeaponAttachment.EWeapAnimType AnimType)) | |
![]() | SetWeaponAmbientSound (SoundCue NewAmbientSound)) | |
![]() | SetWeaponAttachmentVisibility (bool bAttachmentVisible)) | |
![]() | SetWeaponOverlayFlag (byte FlagToSet)) | |
![]() | SetWeaponVisibility (bool bWeaponVisible)) | |
![]() | SetXRayEffect (bool bTurnOn, optional Material XRayInvisMaterial )) | |
![]() | int | ShieldAbsorb (int Damage )) |
![]() | bool | ShouldGib (class<UTDamageType> UTDamageType)) |
![]() | ShowCompDebug ())) | |
![]() | SpawnDefaultController ())) | |
![]() | UTGib | SpawnGib (class<UTGib> GibClass, name BoneName, class<UTDamageType> UTDamageType, vector HitLocation, bool bSpinGib)) |
![]() | SpawnGibs (class<UTDamageType> UTDamageType, vector HitLocation)) | |
![]() | SpawnHeadGib (class<UTDamageType> UTDamageType, vector HitLocation)) | |
![]() | SpawnTransEffect (int TeamNum)) | |
![]() | StartCrouch (float HeightAdjust)) | |
![]() | StartDriving (Vehicle V)) | |
![]() | StartFeignDeathRecoveryAnim ())) | |
![]() | StartFire (byte FireModeNum)) | |
![]() | StopDriving (Vehicle V)) | |
![]() | bool | StopFiring ())) |
![]() | StoppedFalling ())) | |
![]() | bool | StopWeaponFiring ())) |
![]() | StuckFalling ())) | |
![]() | StuckOnPawn (Pawn OtherPawn)) | |
![]() | bool | SuggestJumpVelocity (out vector JumpVelocity, vector Destination, vector Start) |
![]() | SwitchWeapon (byte NewGroup)) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) Dying | |
![]() | TakeDrowningDamage ())) | |
![]() | TakeFallingDamage ())) | |
![]() | bool | TakeHeadShot (const out ImpactInfo Impact, class<UTDamageType> HeadShotDamageType, int HeadDamage, float AdditionalScale, controller InstigatingController)) |
![]() | TakeHitBlendedOut ())) | |
![]() | ThrowActiveWeapon ())) | |
![]() | Tick (float DeltaTime)) FeigningDeath | |
![]() | Timer ())) Dying | |
![]() | ToggleMelee ())) | |
![]() | TornOff ())) | |
![]() | bool | TryNewCamRot (UTPlayerController PC, rotator ViewRotation, out float CamDist)) |
![]() | TurnOff ())) | |
![]() | TurnOffPawn ())) | |
![]() | UpdateEyeHeight (float DeltaTime )) | |
![]() | UpdateShadowSettings (bool bWantShadow)) | |
![]() | bool | VerifyBodyMaterialInstance ())) |
![]() | WeaponAttachmentChanged ())) | |
![]() | vector | WeaponBob (float BobDamping, float JumpDamping)) |
![]() | WeaponChanged (UTWeapon NewWeapon)) | |
![]() | WeaponFired (bool bViaReplication, optional vector HitLocation)) | |
![]() | WeaponStoppedFiring (bool bViaReplication )) |
Inherited Functions from GameFramework.GamePawn |
---|
GetTargetFrictionCylinder |
States Summary |
---|
Dying Source code |
---|
simulated state Dying |
BeginState, CalcCamera, EncroachingOn, EndState, FeignDeath, Landed, ServerFeignDeath, TakeDamage, Timer |
FeigningDeath Source code |
---|
state FeigningDeath |
BeginState, CalcThirdPersonCam, CanThrowWeapon, EncroachingOn, EndState, FeignDeath, OnAnimEnd, ServerFeignDeath, Tick |
Constants Detail |
---|
Pain
Variables Detail |
---|
Track damage accumulated during a tick - used for gibbing determination
Tick time for which damage is being accumulated
Used to replicate on emote to play.
Weapon / Firing
if set, blend Mesh PhysicsWeight to 0.0 in C++ and call TakeHitBlendedOut() event when finished
Whether this pawn can play a falling impact. Set to false upon the fall, but getting up should reset it
whether pawn can ragdoll (feigning or forced)
Indicates if this pawn is performing a hero melee attack. Not replicated
Indicates if this pawn is a hero. Not replicated
used by eyeheight adjustment. True if pawn recovering (eyeheight increasing) after lowering from a landing
whether we are dual-wielding our current weapon, passed to attachment to set up second mesh/anims
true when in ragdoll due to feign death
true when feign death activation forced (e.g. knocked off hoverboard)
whether or not we have been gibbed already
Hoverboard
AI hint - currently carrying slow field powerup
whether or not we have been decapitated already
Set when pawn died on listen server, but was hidden rather than ragdolling (for replication purposes)
Use to replicate to clients when someone goes through a big teleportation.
whether this Pawn is invisible. Affects AI and also causes shadows to be disabled
bio death effect - updates BioEffectName parameter in the mesh's materials from 0 to 10 over BioBurnAwayTime activated BioBurnAway particle system on death, deactivates it when BioBurnAwayTime expires could easily be overridden by a custom death effect to use other effects/materials, @see UTDmgType_BioGoo
If true, head size will change based on ratio of kills to deaths
used by eyeheight adjustment. True if pawn recently landed from a fall
view bob properties
This is the color that will be applied
This is the actual Material Instance that is used to affect the colors
How long will it take for the current Body Material to fade out
true while playing feign death recovery animation
If true, call postrenderfor() even if on different team
true is last trace test check for drawing postrender beacon succeeded
set when pawn is putting away its current weapon, for playing 3p animations - access with Set/GetPuttingDownWeapon()
set on client when valid team info is received; future changes are then ignored unless this gets reset first this is used to prevent the problem where someone changes teams and their old dying pawn changes color because the team change was received before the pawn's dying NOTE: Disused as it caused other problems, and doesn't fix the problem it's supposed to
True when the FirstPersonDeathVisionMesh has been initialized
Stop death camera using OldCameraPosition if true
client side flag indicating whether attachment should be visible - primarily used when spawning the initial weapon attachment as events that change its visibility might have happened before we received a CurrentWeaponAttachmentClass to spawn and call the visibility functions on
if true, UpdateEyeheight will get called every tick
If true, use end of match "Hero" camera
True if XRay effect is current
multiplier to default camera distance
multiplier to default camera distance
used to smoothly adjust camera z offset in third person
This variable is used for replication of the value to remove clients
reference WeaponPawn spawned on non-owning clients for code that checks for DrivenVehicle
Replicate BodyMatColor as rotator to save bandwidth
This is the current Body Material Color with any fading applied in
Duration of current emote
2D vector indicating aim direction relative to Pawn rotation. +/-1.0 indicating 180 degrees.
This holds the local copy of the current attachment. This "attachment" actor will exist independantly on all clients
Holds the class type of the current weapon attachment. Replicated to all clients.
This pawn's current family info
Custom gravity support
material parameter containing damage overlay color
Darkmatch Hack
Type of damage that started the death anim
how much pawn should lean into turns
default mesh, materials, and family when custom character mesh has not yet been constructed
standing collision size
Mesh scaling default
standing collision size
Used to syncrhonize the players weapon at the start of serverside demo playback
currently desired scale of the hero (switches between crouched and default)
set by suggestjumpvelocity()
Node used for blending between driving and non-driving state.
Used to replicate on emote to play.
sound to be played by Falling Impact
Controller vibration for taking falling damage.
Speed change that must be realized to trigger a fall sound
anim node used for feign death recovery animations
when a body in feign death's velocity is less than this, it is considered to be at rest (allowing the player to get up)
speed at which physics is blended out when bPlayingFeignDeathRecovery is true (amount subtracted from PhysicsWeight per second)
When feign death recovery started. Used to pull feign death camera into body during recovery
when we entered feign death; used to increase FeignDeathBodyAtRestSpeed over time so we get up in a reasonable amount of time
Controller vibration for feigning death.
Light environment for FirstPersonDeathVisionMesh
A mesh that plays for the dying player in first person; e.g. Spidermine face-attac this is just a convenient holder for the component that can be added by the DamageType; the DamageType itself handles setting it up using UTDamageType::CalcDeathCamera() (when is has bSpecialDeathCamera set to true)
Camera related properties
Slot node used for playing full body anims.
These values are used for determining headshots
We need to save a reference to the headshot neck attachment for the case of: Headshot then gibbed so we can hide this
Shown on HUD if superhero
type of vehicle spawned when activating the hoverboard
Node used for various hoverboarding actions.
HUD Icon
Mirrors the # of charges available to jump boots
Last time emote was played.
Last time trace test check for drawing postrender beacon was performed
stop considering LastTakeHitInfo for replication when world time passes this (so we don't replicate out-of-date hits when pawns become relevant)
Foot placement IK system
cached references to skeletal control for hand IK
cached references to skeletal controllers for foot placement
The pawn's light environment
if the pawn is farther than this away from the viewer, foot placement is skipped
Max distance from listener to play footstep sounds
Max distance from listener to play jump/land sounds
Controls how often you can send an emote.
Used to limit voice taunt frequency
Array of bodies that should not have joint drive applied.
OldCameraPosition saved when dead for use if fall below killz
Previous replicated velocity - used for leaning on clients
material that is overlayed on the pawn via a separate slightly larger scaled version of the pawn's mesh
mesh for overlay - should not be added to Components array in defaultproperties
pawn ambient sound (for powerups and such)
ambient cue played on PawnAmbientSound component; automatically replicated and played on clients. Access via SetPawnAmbientSound() / GetPawnAmbientSound()
Socket to find the feet
how much time is left on this material
Skin swapping support
Foot placement IK system
cached references to skeletal controllers for foot placement
Current yaw of the mesh root. This essentially lags behind the actual Pawn rotation yaw.
Output - how quickly RootYaw is changing (unreal rot units per second).
material parameter containing color saturation multiplier (for reducing to account for zoom)
Used for smoothing client aiming pitch
Armor
The default overlay to use when not in a team game
class to spawn if shield belt is stolen; should be set by pickup that adds ShieldBeltArmor
A collection of overlays to use in team games
This is the color that will be applied when a pawn is first spawned in and is covered by protection
sound played when initially spawning in
List of spidermines chasing me - used for aiming help vs spidermines on console
World time that we started the death animation
last time Pawn was falling and had non-zero velocity used to detect a rare bug where pawns get just barely embedded in a mesh and fall forever
time above bool was set to true (for time out)
speed at which physics is blended out when bBlendOutTakeHitPhysics is true (amount subtracted from PhysicsWeight per second)
bones to set fixed when doing the physics take hit effects
sound played when we teleport
Time that we took damage of type DeathAnimDamageType.
Slot node used for playing animations only on the top half.
name of the torso bone for playing impacts
camera anim played when spawned/teleported
Maximum allowable boosted health
count of failed unfeign attempts - kill pawn if too many
Node used for blending between different types of vehicle.
separate replicated ambient sound for weapon firing - access via SetWeaponAmbientSound() / GetWeaponAmbientSound()
Use SetWeaponOverlayFlag() / ClearWeaponOverlayFlag to adjust
WeaponSocket contains the name of the socket used for attaching weapons to this pawn.
WeaponSocket contains the name of the socket used for attaching weapons to this pawn.
Damage multiplier for when XRay effect is Active
Used for end of match "Hero" camera
Used for end of match "Hero" camera
Translation applied to skeletalmesh when swimming
Speed to apply swimming z translation.
Team beacons
How far RootYaw differs from Rotation.Yaw before it is rotated to catch up.
Structures Detail |
---|
var UTVehicle BaseVehicle;};
var PlayerReplicationInfo PRI;
var byte SeatIndex;
base vehicle pawn is in, used when the pawn is driving a UTWeaponPawn as those don't get replicated to non-owning clients
BaseVehicle:base vehicle we're inPRI:ref to PRI since our PlayerReplicationInfo variable will be None while in a vehicleSeatIndex:seat of that vehicle
Struct used for communicating info to play an emote from server to clients.
Struct used for communicating info to play an emote from server to clients.
var bool bDrawCell;};
var Texture2D Icon;
var TextureCoordinates IconCoords;
var float Weight;
var int Damage;};
var class<DamageType> DamageType;
var name HitBone;
var vector HitLocation;
var vector Momentum;
replicated information on a hit we've taken
Damage:the amount of damageDamageType:the damage type we were hit withHitBone:the bone that was hit on our Mesh (if any)HitLocation:the location of the hitMomentum:how much momentum was imparted
Functions Detail |
---|
AbsorbDamage() reduce damage and remove shields based on the absorption rate. returns the remaining armor strength.
Handles actual playing of sound. Separated from PlayFootstepSound so we can ignore footstep sound notifies in first person.
Add a new spidermine to the list of spidermines currently chasing me. Used for aiming help on console
moves the camera in or out one
This function is a pass-through to the weapon/weapon attachment that is used to set the various overlays
Calculate camera view point, when viewing this pawn.
@param fDeltaTime delta time seconds since last update
@param out_CamLoc Camera Location
@param out_CamRot Camera Rotation
@param out_FOV Field of View
@return true if Pawn should provide the camera point of view.
Calculate camera view point, when viewing this pawn.
@param fDeltaTime delta time seconds since last update
@param out_CamLoc Camera Location
@param out_CamRot Camera Rotation
@param out_FOV Field of View
@return true if Pawn should provide the camera point of view.
customize based on gameclass
Make sure location pawn ended up at out of feign death is valid (not through a wall)
Play an emote given a category and index within that category.
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.
Util that makes sure the overlay component is last in the AllComponents array.
prevents player from getting out of feign death until the body has come to rest
Used by PlayerController.FindGoodView() in RoundEnded State
called when FireRateMultiplier is changed to update weapon timers
force the player to ragdoll, automatically getting up when the body comes to rest (basically, force activate the feign death code)
returns true if this pawn wants to force a special attack (for AI)
Overridden to return the actual player name from this Pawn's PlayerReplicationInfo (PRI) if available.
This will determine and then return the FamilyInfo for this pawn
This function allows you to access the overlay material stack.
@returns the requested material instance
@return the value of bPuttingDownWeapon
@Returns the material to use for an overlay
GetShieldStrength() returns total armor value currently held by this pawn (not including helmet).
Accessor to make sure we always get a valid UTPRI
Return world location to start a weapon fire trace from.
@return World location where to start weapon fire traces from
/ * Hero system stubs
HoldGameObject() Attach GameObject to mesh.
@param GameObj : Game object to hold
InCombat() returns true if pawn is currently in combat, as defined by specific game implementation.
@RETURN true if pawn is invisible to AI
This will trace against the world and leave a blood splatter decal. This is used for having a back spray / exit wound blood effect on the wall behind us.
Updates first person arm meshes when the mesh they should be using changes UTPRI - the PRI to use (might have come from vehicle pawn is driving instead of itself)
Kismet hook for kicking a Pawn out of a vehicle
Kismet hook for enabling/disabling infinite ammo for this Pawn
Called when an SVehicle wheel physically contacts this Pawn. We kill it!
Performs an Emote command. This is typically an action that tells the bots to do something. It is server-side only @Param EInfo The emote we are working with @Param PlayerID The ID of the player this emote is directed at. 255 = All Players
Responsible for playing any death effects, animations, etc.
@param DamageType - type of damage responsible for this pawn's death
@param HitLoc - location of the final shot
plays clientside hit effects using the data in LastTakeHitInfo
Called when teleporting using either a teleporter or a translocator
PostRenderFor() Hook to allow pawns to render HUD overlays for themselves. Called only if pawn was rendered this tick. Assumes that appropriate font has already been set @todo FIXMESTEVE - special beacon when speaking (SpeakingBeaconTexture)
PoweredUp() returns true if pawn has game play advantages, as defined by specific game implementation
reattaches the mesh component, because settings were updated
Check on various replicated data and act accordingly.
Util for scaling running anims etc.
Called by Bighead mutator when spawned, and also if bKillsAffectHead when kill someone
Enable or disable IK that keeps hands on IK bones.
function used to update where icon for this actor should be rendered on the HUD
@param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
Set various properties for this UTPawn based on
sets whether or not the owner of this pawn can see it
Apply a given overlay material to the overlay mesh. @Param NewOverlay The material to overlay
starts playing the given sound via the PawnAmbientSound AudioComponent and sets PawnAmbientSoundCue for replicating to clients
@param NewAmbientSound the new sound to play, or None to stop any ambient that was playing
sets the value of bPuttingDownWeapon and plays any appropriate animations for the change
SetSkin is used to apply a single material to the entire model, including any applicable attachments. NOTE: Attachments (ie: the weapons) need to handle resetting their default skin if NewMaterinal = NONE @Param NewMaterial The material to apply
When a pawn's team is set or replicated, SetTeamColor is called. By default, this will setup any required material parameters.
UTPawns not allowed to set bIsWalking true
Change the type of weapon animation we are playing.
starts playing the given sound via the WeaponAmbientSound AudioComponent and sets WeaponAmbientSoundCue for replicating to clients
@param NewAmbientSound the new sound to play, or None to stop any ambient that was playing
ShieldAbsorb() returns the resultant amount of damage after shields have absorbed what they can
@return whether or not we should gib due to damage from the passed in damagetype
spawns gibs and hides the pawn's mesh
spawn a special gib for this pawn's head and sets it as the ViewTarget for any players that were viewing this pawn
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.
called when bPlayingFeignDeathRecovery and interpolating our Mesh's PhysicsWeight to 0 has completed starts the recovery anim playing
StartDriving() and StopDriving() also called on clients on transitions of DrivenVehicle variable. Network: ALL
called when we have been stuck falling for a long time with zero velocity and couldn't find a place to move to get out of it
Called when pawn cylinder embedded in another pawn. (Collision bug that needs to be fixed).
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
We override TakeDamage and allow the weapon to modify it @See Pawn.TakeDamage
TakeHeadShot()
@param Impact - impact information (where the shot hit)
@param HeadShotDamageType - damagetype to use if this is a headshot
@param HeadDamage - amount of damage the weapon causes if this is a headshot
@param AdditionalScale - head sphere scaling for head hit determination
@return true if pawn handled this as a headshot, in which case the weapon doesn't need to cause damage to the pawn.
called when bBlendOutTakeHitPhysics is true and our Mesh's PhysicsWeight has reached 0.0
Toss active weapon using default settings (location+velocity).
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing
This function will verify that the BodyMaterialInstance variable is setup and ready to go. This is a key component for the BodyMat overlay system
Called when there is a need to change the weapon attachment (either via replication or locally if controlled.
Called when a weapon is changed and is responsible for making sure the new weapon respects the current pawn's states/etc.
Called when a pawn's weapon has fired and is responsibile for delegating the creation off 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.
Defaultproperties |
---|
defaultproperties { bStopOnDoubleLanding=True bWeaponBob=True bCanDoubleJump=True bWeaponAttachmentVisible=True bEnableFootPlacement=True bCanRagDoll=True Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' AmbientShadowColor=(R=0.300000,G=0.300000,B=0.300000,A=1.000000) AmbientGlow=(R=0.300000,G=0.300000,B=0.300000,A=1.000000) ModShadowFadeoutTime=1.000000 Name="MyLightEnvironment" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object LightEnvironment=MyLightEnvironment DeathHipLinSpring=10000.000000 DeathHipLinDamp=500.000000 DeathHipAngSpring=10000.000000 DeathHipAngDamp=500.000000 MinTimeBetweenEmotes=1.000000 CameraScale=9.000000 CurrentCameraScale=1.000000 CameraScaleMin=3.000000 CameraScaleMax=40.000000 HeroCameraScale=6.000000 HeroCameraPitch=6000 DodgeSpeed=600.000000 DodgeSpeedZ=295.000000 MultiJumpRemaining=1 MultiDodgeRemaining=1 MaxMultiJump=1 MaxMultiDodge=1 MultiJumpBoost=-45 MaxDoubleJumpHeight=87.000000 SlopeBoostFriction=0.200000 DoubleJumpEyeHeight=43.000000 DoubleJumpThreshold=160.000000 MaxLeanRoll=5000 DefaultAirControl=0.350000 DodgeResetTime=0.350000 Bob=0.010000 FeignDeathBodyAtRestSpeed=12.000000 FeignDeathPhysicsBlendOutSpeed=2.000000 SuperHealthMax=199 SoundGroupClass=Class'UTGame.UTPawnSoundGroup' Begin Object Class=ParticleSystemComponent Name=GooDeath ObjName=GooDeath Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' Template=ParticleSystem'WP_BioRifle.Particles.P_WP_Biorifle_DeathBurn' bAutoActivate=False Name="GooDeath" ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' End Object BioBurnAway=GooDeath BioBurnAwayTime=3.500000 BioEffectName="BioRifleDeathBurnTime" Begin Object Class=DynamicLightEnvironmentComponent Name=DeathVisionLightEnv ObjName=DeathVisionLightEnv Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' AmbientGlow=(R=0.200000,G=0.200000,B=0.200000,A=1.000000) bCastShadows=False bDynamic=False Name="DeathVisionLightEnv" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object FirstPersonDeathVisionLightEnvironment=DeathVisionLightEnv TorsoBoneName="b_Spine2" FallImpactSound=SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_BodyFall_Cue' FallSpeedThreshold=125.000000 TakeHitPhysicsBlendOutSpeed=0.500000 FallingDamageWaveForm=ForceFeedbackWaveform'UTGame.Default__UTPawn:ForceFeedbackWaveformFall' FeignDeathWaveForm=ForceFeedbackWaveform'UTGame.Default__UTPawn:ForceFeedbackWaveformFeignDeath' MaxYawAim=7000 MinHoverboardInterval=0.700000 Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonArms ObjName=FirstPersonArms Archetype=UTSkeletalMeshComponent'UTGame.Default__UTSkeletalMeshComponent' FOV=55.000000 Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' Name="MeshSequenceA" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' End Object Animations=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceA' bUpdateSkelWhenNotRendered=False bIgnoreControllersWhenNotRendered=True bSyncActorLocationToRootRigidBody=False bOverrideAttachmentOwnerVisibility=True DepthPriorityGroup=SDPG_Foreground bOnlyOwnerSee=True CastShadow=False AbsoluteRotation=True AbsoluteScale=True TickGroup=TG_DuringAsyncWork Name="FirstPersonArms" ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTSkeletalMeshComponent' End Object ArmsMesh(0)=FirstPersonArms Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonArms2 ObjName=FirstPersonArms2 Archetype=UTSkeletalMeshComponent'UTGame.Default__UTSkeletalMeshComponent' FOV=55.000000 Begin Object Class=AnimNodeSequence Name=MeshSequenceB ObjName=MeshSequenceB Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' Name="MeshSequenceB" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' End Object Animations=AnimNodeSequence'UTGame.Default__UTPawn:MeshSequenceB' bUpdateSkelWhenNotRendered=False bIgnoreControllersWhenNotRendered=True bSyncActorLocationToRootRigidBody=False bOverrideAttachmentOwnerVisibility=True DepthPriorityGroup=SDPG_Foreground HiddenGame=True bOnlyOwnerSee=True CastShadow=False Scale3D=(X=1.000000,Y=-1.000000,Z=1.000000) AbsoluteRotation=True AbsoluteScale=True TickGroup=TG_DuringAsyncWork Name="FirstPersonArms2" ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTSkeletalMeshComponent' End Object ArmsMesh(1)=FirstPersonArms2 WeaponSocket="WeaponPoint" WeaponSocket2="DualWeaponPoint" PawnEffectSockets(0)="L_JB" PawnEffectSockets(1)="R_JB" FireRateMultiplier=1.000000 HeadOffset=32.000000 HeadRadius=9.000000 HeadHeight=5.000000 HeadBone="b_Head" HeadScale=1.000000 TransInEffects(0)=Class'UTGame.UTEmit_TransLocateOutRed' TransInEffects(1)=Class'UTGame.UTEmit_TransLocateOut' TransOutEffects(0)=Class'UTGame.UTEmit_TransLocateOutRed' TransOutEffects(1)=Class'UTGame.UTEmit_TransLocateOut' TranslocateColor(0)=(R=20.000000,G=0.000000,B=0.000000,A=1.000000) TranslocateColor(1)=(R=0.000000,G=0.000000,B=20.000000,A=1.000000) TransCameraAnim(0)=CameraAnim'Envy_Effects.Camera_Shakes.C_Res_IN_Red' TransCameraAnim(1)=CameraAnim'Envy_Effects.Camera_Shakes.C_Res_IN_Blue' TransCameraAnim(2)=CameraAnim'Envy_Effects.Camera_Shakes.C_Res_IN' Begin Object Class=UTAmbientSoundComponent Name=AmbientSoundComponent ObjName=AmbientSoundComponent Archetype=UTAmbientSoundComponent'UTGame.Default__UTAmbientSoundComponent' Name="AmbientSoundComponent" ObjectArchetype=UTAmbientSoundComponent'UTGame.Default__UTAmbientSoundComponent' End Object PawnAmbientSound=AmbientSoundComponent Begin Object Class=UTAmbientSoundComponent Name=AmbientSoundComponent2 ObjName=AmbientSoundComponent2 Archetype=UTAmbientSoundComponent'UTGame.Default__UTAmbientSoundComponent' Name="AmbientSoundComponent2" ObjectArchetype=UTAmbientSoundComponent'UTGame.Default__UTAmbientSoundComponent' End Object WeaponAmbientSound=AmbientSoundComponent2 ArmorHitSound=SoundCue'A_Gameplay.Gameplay.A_Gameplay_ArmorHitCue' SpawnSound=SoundCue'A_Gameplay.A_Gameplay_PlayerSpawn01Cue' TeleportSound=SoundCue'A_Weapon_Translocator.Translocator.A_Weapon_Translocator_Teleport_Cue' BodyMatColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) CurrentBodyMatColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) SpawnProtectionColor=(R=40.000000,G=40.000000,B=0.000000,A=1.000000) DamageParameterName="DamageOverlay" SaturationParameterName="Char_DistSatRangeMultiplier" Begin Object Class=SkeletalMeshComponent Name=OverlayMeshComponent0 ObjName=OverlayMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' bUpdateSkelWhenNotRendered=False bOverrideAttachmentOwnerVisibility=True bOwnerNoSee=True bUseAsOccluder=False CastShadow=False Scale=1.015000 TickGroup=TG_PostAsyncWork Name="OverlayMeshComponent0" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object OverlayMesh=OverlayMeshComponent0 XRayEffectDamageMult=5.000000 Begin Object Class=DynamicLightEnvironmentComponent Name=XRayEffectLightEnv ObjName=XRayEffectLightEnv Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' AmbientShadowColor=(R=0.500000,G=0.500000,B=0.500000,A=1.000000) AmbientGlow=(R=40.000000,G=40.000000,B=40.000000,A=1.000000) ModShadowFadeoutTime=1.000000 Name="XRayEffectLightEnv" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object XRayEffectLightEnvironment=XRayEffectLightEnv TeamBeaconMaxDist=3000.000000 TeamBeaconPlayerInfoMaxDist=3000.000000 MapSize=1.000000 IconCoords=(U=657.000000,V=129.000000,UL=68.000000,VL=58.000000) LastPainSound=-1000.000000 RagdollLifespan=18.000000 LeftFootControlName="LeftFootControl" RightFootControlName="RightFootControl" BaseTranslationOffset=6.000000 MaxFootPlacementDistSquared=56250000.000000 MaxFootstepDistSq=9000000.000000 MaxJumpSoundDistSq=16000000.000000 SwimmingZOffset=-30.000000 SwimmingZOffsetSpeed=45.000000 CustomGravityScaling=1.000000 HoverboardClass=Class'UTGame.UTVehicle_Hoverboard' ShieldBeltMaterialInstance=Material'PICKUPS.Armor_ShieldBelt.M_ShieldBelt_Overlay' ShieldBeltTeamMaterialInstances(0)=Material'PICKUPS.Armor_ShieldBelt.M_ShieldBelt_Red' ShieldBeltTeamMaterialInstances(1)=Material'PICKUPS.Armor_ShieldBelt.M_ShieldBelt_Blue' ShieldBeltTeamMaterialInstances(2)=Material'PICKUPS.Armor_ShieldBelt.M_ShieldBelt_Red' ShieldBeltTeamMaterialInstances(3)=Material'PICKUPS.Armor_ShieldBelt.M_ShieldBelt_Blue' DefaultFamily=Class'UTGame.UTFamilyInfo_Ironguard_Male' DefaultMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA' DefaultHeadPortrait=Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_DM' DefaultTeamMaterials(0)=MaterialInstanceConstant'CH_IronGuard_Male.Materials.MI_CH_IronG_Mbody01_VRed' DefaultTeamMaterials(1)=MaterialInstanceConstant'CH_IronGuard_Male.Materials.MI_CH_IronG_Mbody01_VBlue' DefaultTeamHeadMaterials(0)=MaterialInstanceConstant'CH_IronGuard_Male.Materials.MI_CH_IronG_MHead01_VRed' DefaultTeamHeadMaterials(1)=MaterialInstanceConstant'CH_IronGuard_Male.Materials.MI_CH_IronG_MHead01_VBlue' DefaultTeamHeadPortrait(0)=Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_Red' DefaultTeamHeadPortrait(1)=Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_Blue' DefaultMeshScale=1.075000 TauntNames(0)="TauntA" TauntNames(1)="TauntB" TauntNames(2)="TauntC" TauntNames(3)="TauntD" TauntNames(4)="TauntE" TauntNames(5)="TauntF" DefaultRadius=21.000000 DefaultHeight=44.000000 MaxStepHeight=26.000000 MaxJumpHeight=49.000000 WalkableFloorZ=0.780000 bCanCrouch=True bCanSwim=True bCanClimbLadders=True bCanStrafe=True bCanPickupInventory=True bMuffledHearing=True bRunPhysicsWithNoController=True CrouchHeight=29.000000 CrouchRadius=21.000000 SightRadius=12000.000000 Buoyancy=0.990000 MeleeRange=20.000000 GroundSpeed=440.000000 WaterSpeed=220.000000 AirSpeed=440.000000 JumpZ=322.000000 AirControl=0.350000 WalkingPct=0.400000 CrouchedPct=0.400000 MaxFallSpeed=1250.000000 AIMaxFallSpeedFactor=1.100000 BaseEyeHeight=38.000000 EyeHeight=38.000000 UnderWaterTime=20.000000 ControllerClass=Class'UTGame.UTBot' Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent ObjName=WPawnSkeletalMeshComponent Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human' MinDistFactorForKinematicUpdate=0.200000 bUpdateSkelWhenNotRendered=False bIgnoreControllersWhenNotRendered=True bHasPhysicsAssetInstance=True bEnableFullAnimWeightBodies=True bOverrideAttachmentOwnerVisibility=True bChartDistanceFactor=True bCacheAnimSequenceNodes=False LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTPawn:MyLightEnvironment' bOwnerNoSee=True bUseAsOccluder=False BlockRigidBody=True RBChannel=RBCC_Untitled3 RBCollideWithChannels=(Untitled3=True) RBDominanceGroup=20 Translation=(X=0.000000,Y=0.000000,Z=8.000000) Scale=1.075000 Name="WPawnSkeletalMeshComponent" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object Mesh=WPawnSkeletalMeshComponent 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 AlwaysRelevantDistanceSquared=1960000.000000 ViewPitchMin=-18000.000000 ViewPitchMax=18000.000000 InventoryManagerClass=Class'UTGame.UTInventoryManager' 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)=MyLightEnvironment Components(3)=WPawnSkeletalMeshComponent Components(4)=AmbientSoundComponent Components(5)=AmbientSoundComponent2 bReplicateRigidBodyLocation=True bPhysRigidBodyOutOfWorldCheck=True CollisionComponent=CollisionCylinder MinDistForNetRBCorrection=5.000000 Name="Default__UTPawn" ObjectArchetype=GamePawn'GameFramework.Default__GamePawn' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |