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UTGame.UTPawn

Extends
GamePawn
Modifiers
config ( Game ) dependson ( UTWeaponAttachment ) dependson ( UTEmitter ) dependson ( UTFamilyInfo ) native nativereplication notplaceable

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

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

Direct Known Subclasses:

UTBetrayalPawn, UTDummyPawn, UTHeroPawn, UTPawn_WeldingRobot

Constants Summary
MINTIMEBETWEENPAINSOUNDS=0.35

Variables Summary
floatAccumulateDamage
floatAccumulationTime
AnimNodeAimOffsetAimNode
PlayAnimInfoAnimRepInfo
floatAppliedBob
SoundCueArmorHitSound
UTSkeletalMeshComponentArmsMesh[2]
UTSkeletalMeshComponentArmsOverlay[2]
UTProjectileAttachedProj
floatAuraRadius
boolbArmsAttached
floatBaseTranslationOffset
boolbBlendOutTakeHitPhysics
boolbCanDoubleJump
boolbCanPlayFallingImpacts
boolbCanRagDoll
boolbClientInHeroMelee
boolbClientIsHero
boolbComponentDebug
boolbDodging
boolbDualWielding
boolbEnableFootPlacement
boolbFeigningDeath
boolbFixedView
boolbForcedFeignDeath
boolbGibbed
boolbHasHoverboard
boolbHasSlowField
boolbHeadGibbed
boolbHideOnListenServer
byteBigTeleportCount
ParticleSystemComponentBioBurnAway
floatBioBurnAwayTime
nameBioEffectName
boolbIsHoverboardAnimPawn
boolbIsInvisible
boolbIsInvulnerable
boolbIsTyping
boolbJustDroppedOrb
boolbJustLanded
boolbKilledByBio
boolbKillsAffectHead
boolbLandRecovery
boolbNoJumpAdjust
boolbNotifyStopFalling
floatBob
floatbobtime
LinearColorBodyMatColor
array<MaterialInstanceConstant>BodyMaterialInstances
floatBodyMatFadeDuration
boolbPlayingFeignDeathRecovery
boolbPostRenderOtherTeam
boolbPostRenderTraceSucceeded
boolbPuttingDownWeapon
boolbReadyToDoubleJump
boolbReceivedValidTeam
boolbRequiresDoubleJump
boolbSetupDeathLight
boolbShieldAbsorb
boolbSpawnDone
boolbSpawnIn
boolbStopDeathCamera
boolbStopOnDoubleLanding
boolbTearOffGibs
boolbUpdateEyeheight
boolbWeaponAttachmentVisible
boolbWeaponBob
boolbWinnerCam
boolbXRayEffectActive
floatCameraScale
floatCameraScaleMax
floatCameraScaleMin
floatCameraZOffset
floatClientBodyMatDuration
UTClientSideWeaponPawnClientSideWeaponPawn
rotatorCompressedBodyMatColor
floatCrouchMeshZOffset
floatCrouchTranslationOffset
LinearColorCurrentBodyMatColor
floatCurrentCameraScale
eDoubleClickDirCurrentDir
floatCurrentEmoteDuration
vector2DCurrentSkelAim
UTWeaponAttachmentCurrentWeaponAttachment
class<UTWeaponAttachment>CurrentWeaponAttachmentClass
class<UTFamilyInfo>CurrFamilyInfo
floatCustomGravityScaling
nameDamageParameterName
PointLightComponentDarkMatchLight
class<UTDamageType>DeathAnimDamageType
floatDeathTime
floatDefaultAirControl
class<UTFamilyInfo>DefaultFamily
TextureDefaultHeadPortrait
floatDefaultHeight
SkeletalMeshDefaultMesh
floatDefaultMeshScale
floatDefaultRadius
array<MaterialInterface>DefaultTeamHeadMaterials
array<Texture>DefaultTeamHeadPortrait
array<MaterialInterface>DefaultTeamMaterials
WeaponDemoWeapon
floatDesiredMeshScale
floatDodgeResetTime
floatDodgeResetTimestamp
floatDodgeSpeed
floatDodgeSpeedZ
floatDoubleJumpThreshold
DrivenWeaponPawnInfoDrivenWeaponPawn
UTAnimBlendByDrivingDrivingNode
PlayEmoteInfoEmoteRepInfo
SoundCueFallImpactSound
ForceFeedbackWaveformFallingDamageWaveForm
floatFallSpeedThreshold
AnimNodeBlendFeignDeathBlend
floatFeignDeathBodyAtRestSpeed
floatFeignDeathPhysicsBlendOutSpeed
floatFeignDeathRecoveryStartTime
floatFeignDeathStartTime
ForceFeedbackWaveformFeignDeathWaveForm
floatFireRateMultiplier
LightEnvironmentComponentFirstPersonDeathVisionLightEnvironment
SkeletalMeshComponentFirstPersonDeathVisionMesh
vectorFixedViewLoc
rotatorFixedViewRot
AnimNodeSlotFullBodyAnimSlot
GameSkelCtrl_RecoilGunRecoilNode
nameHeadBone
floatHeadHeight
floatHeadOffset
floatHeadRadius
floatHeadScale
StaticMeshComponentHeadshotNeckAttachment
floatHelmetArmor
floatHeroStartTime
class<UTVehicle>HoverboardClass
UTAnimBlendByHoverboardingHoverboardingNode
vectorHUDLocation
TextureCoordinatesIconCoords
floatJumpBob
intJumpBootCharge
floatLandBob
floatLastAuraCheckTime
DrivenWeaponPawnInfoLastDrivenWeaponPawn
floatLastEmoteTime
floatLastHoverboardTime
floatLastPainSound
floatLastPostRenderTraceTime
TakeHitInfoLastTakeHitInfo
floatLastTakeHitTimeout
nameLeftFootBone
nameLeftFootControlName
SkelControlLimbLeftHandIK
SkelControlFootPlacementLeftLegControl
GameSkelCtrl_RecoilLeftRecoilNode
DynamicLightEnvironmentComponentLightEnvironment
intLookYaw
floatMapSize
floatMaxDoubleJumpHeight
floatMaxFootPlacementDistSquared
floatMaxFootstepDistSq
floatMaxJumpSoundDistSq
intMaxLeanRoll
intMaxMultiDodge
intMaxMultiJump
floatMinHoverboardInterval
floatMinTimeBetweenEmotes
intMultiDodgeRemaining
intMultiJumpBoost
intMultiJumpRemaining
floatNextTauntTime
array<name>NoDriveBodies
vectorOldCameraPosition
floatOldLocationZ
vectorOldReplicatedVelocity
MaterialInterfaceOverlayMaterialInstance
SkeletalMeshComponentOverlayMesh
AudioComponentPawnAmbientSound
SoundCuePawnAmbientSoundCue
namePawnEffectSockets[2]
floatRagdollLifespan
floatRemainingBodyMatDuration
MaterialReplicatedBodyMaterial
nameRightFootBone
nameRightFootControlName
SkelControlLimbRightHandIK
SkelControlFootPlacementRightLegControl
GameSkelCtrl_RecoilRightRecoilNode
SkelControlSingleBoneRootRotControl
intRootYaw
floatRootYawSpeed
nameSaturationParameterName
floatSavedAimPitch
floatShieldBeltArmor
MaterialInterfaceShieldBeltMaterialInstance
class<UTDroppedItemPickup>ShieldBeltPickupClass
MaterialInterfaceShieldBeltTeamMaterialInstances[4]
floatSlopeBoostFriction
class<UTPawnSoundGroup>SoundGroupClass
LinearColorSpawnProtectionColor
SoundCueSpawnSound
array<UTProj_SpiderMineBase>SpiderChasers
floatStartDeathAnimTime
floatStartedFallingTime
floatStartFallImpactTime
intSuperHealthMax
floatTakeHitPhysicsBlendOutSpeed
array<name>TakeHitPhysicsFixedBones
nameTauntNames[6]
SoundCueTeleportSound
floatThighpadArmor
floatTimeLastTookDeathAnimDamage
AnimNodeSlotTopHalfAnimSlot
nameTorsoBoneName
array<UTBot>Trackers
CameraAnimTransCameraAnim[3]
class<Actor>TransInEffects[2]
LinearColorTranslocateColor[2]
class<Actor>TransOutEffects[2]
intTwisting
intUnfeignFailedCount
UTAnimBlendByVehicleVehicleNode
floatVestArmor
vectorWalkBob
AudioComponentWeaponAmbientSound
SoundCueWeaponAmbientSoundCue
byteWeaponOverlayFlags
nameWeaponSocket
nameWeaponSocket2
floatXRayEffectDamageMult
LightEnvironmentComponentXRayEffectLightEnvironment
floatZSmoothingRate
DeathAnim
floatDeathHipAngDamp
floatDeathHipAngSpring
floatDeathHipLinDamp
floatDeathHipLinSpring
HeroCamera
intHeroCameraPitch
floatHeroCameraScale
Swimming
floatSwimmingZOffset
floatSwimmingZOffsetSpeed
TeamBeacon
TextureSpeakingBeaconTexture
floatTeamBeaconMaxDist
floatTeamBeaconPlayerInfoMaxDist
UTPawn
floatDoubleJumpEyeHeight
intMaxYawAim
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

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
functionint AbsorbDamage (out int Damage, int CurrentShieldStrength, float AbsorptionRate))
function ActivateHero ()
function ActuallyPlayFootstepSound (int FootDown))
function AddDefaultInventory ()))
function AddSpiderChaser (UTProj_SpiderMineBase NewChaser))
function AddVelocity (vector NewVelocity, vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo ))
function AdjustCameraScale (bool bMoveCameraIn))
function AdjustDamage (out int inDamage, out Vector momentum, Controller instigatedBy, Vector hitlocation, class<DamageType> damageType, optional TraceHitInfo HitInfo ))
function AngDriveDAmp (float Damp))
function AngDriveSpring (float Spring))
function ApplyWeaponOverlayFlags (byte NewFlags))
function BackDamp (float LinDamp))
function BackSpring (float LinSpring))
functionbool BecomeHero ()))
event BecomeViewTarget (PlayerController PC ))
function BeginState (Name PreviousStateName))
Dying
event BeginState (name PreviousStateName))
FeigningDeath
functionvector BotDodge (Vector Dir))
functionbool BotFire (bool bFinished))
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
Dying
functionbool CalcThirdPersonCam (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
functionbool CalcThirdPersonCam (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
FeigningDeath
functionbool CanDoubleJump ()))
functionbool CanMultiJump ()))
functionbool CanThrowWeapon ()))
FeigningDeath
function CheckGameClass ()))
functionbool CheckValidLocation (vector FeignLocation))
functionbyte ChooseFireMode ()))
function ClearBodyMatColor ()))
function ClearWeaponOverlayFlag (byte FlagToClear))
event ClearXRayEffect ()))
function ClientReStart ()))
function CreateOverlayArmsMesh ()))
function DeactivateSpawnProtection ()))
event Destroyed ()))
functionbool Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
functionbool Dodge (eDoubleClickDir DoubleClickMove))
function DoDoubleJump (bool bUpdating ))
function DoingDeathAnim ()))
functionbool DoJump (bool bUpdating ))
function DoPlayAnim (PlayAnimInfo TheAnimRepInfo ))
function DoPlayEmote (name InEmoteTag, int InPlayerID))
function DoTranslocate (vector PrevLocation))
function DoTranslocateOut (Vector PrevLocation, int TeamNum))
function DropFlag ()))
event EncroachedBy (Actor Other))
eventbool EncroachingOn (actor Other ))
eventbool EncroachingOn (Actor Other))
Dying
eventbool EncroachingOn (Actor Other))
FeigningDeath
event EndCrouch (float HeightAdjust))
function EndState (Name NextStateName))
Dying
function EndState (name NextStateName))
FeigningDeath
event EndViewTarget (PlayerController PC ))
function EnsureOverlayComponentLast ()
function FaceRotation (rotator NewRotation, float DeltaTime))
event Falling ()))
function FeignDeath ()))
function FeignDeath ()
Dying
function FeignDeath ()))
FeigningDeath
function FeignDeathDelayTimer ()))
event FellOutOfWorld (class<DamageType> dmgType))
function FindGoodEndView (PlayerController InPC, out Rotator GoodRotation))
function FireRateChanged ()))
function FiringModeUpdated (bool bViaReplication))
function FixedView (string VisibleMeshes))
function ForceRagdoll ()))
functionbool ForceSpecialAttack (Pawn EnemyPawn))
function Gasp ()))
function GetBoundingCylinder (out float CollisionRadius, out float CollisionHeight) con)
functionString GetDebugName ()))
functionfloat GetEyeHeight ()))
functionclass<UTFamilyInfoGetFamilyInfo ()))
functionname GetMaterialBelowFeet ()))
functionMaterialInterface GetOverlayMaterial ()))
functionSoundCue GetPawnAmbientSound ()))
functionVector GetPawnViewLocation ()))
functionbool GetPuttingDownWeapon ()))
function GetQuickPickCells (UTHud Hud, out array<QuickPickCell> Cells, out int CurrentWeaponIndex))
functionstring GetScreenName ()))
functionMaterialInterface GetShieldMaterialInstance (bool bTeamGame))
functionint GetShieldStrength ()))
functionvector GetTargetLocation (optional actor RequestedBy, optional bool bRequestAlternateLoc) con)
functionUTPlayerReplicationInfo GetUTPlayerReplicationInfo ()))
eventrotator GetViewRotation ()))
functionSoundCue GetWeaponAmbientSound ()))
functionVector GetWeaponStartTraceLocation (optional Weapon CurrentWeapon))
function gibbedBy (actor Other))
functionbool GiveHealth (int HealAmount, int HealMax))
function HandDamp (float LinDamp))
function HandSpring (float LinSpring))
event HeadVolumeChange (PhysicsVolume newHeadVolume))
functionbool HeroFits (UTPawn P, float NewRadius, float NewHeight)
event HoldGameObject (UTCarriedObject UTGameObj))
functionbool InCombat ()))
functionbool IsFirstPerson ()))
eventbool IsHero ()))
functionbool IsInvisible ()
functionbool IsLocationOnHead (const out ImpactInfo Impact, float AdditionalScale))
function JumpOffPawn ()))
function JumpOutOfWater (vector jumpDir))
event Landed (vector HitNormal, actor FloorActor))
event Landed (vector HitNormal, Actor FloorActor))
Dying
function LeaveABloodSplatterDecal (vector HitLoc, vector HitNorm ))
function LinDriveDAmp (float Spring, float Damp))
function LinDriveSpring (float Spring, float Damp))
function ModifyRotForDebugFreeCam (out rotator out_CamRot))
function NativePostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
functionbool NeedToTurn (vector targ))
function NotifyArmMeshChanged (UTPlayerReplicationInfo UTPRI))
function NotifyTeamChanged ()))
event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
FeigningDeath
function OnExitVehicle (UTSeqAct_ExitVehicle Action))
function OnHealDamage (SeqAct_HealDamage Action))
function OnInfiniteAmmo (UTSeqAct_InfiniteAmmo Action))
function OnPlayAnim (UTSeqAct_PlayAnim InAction ))
event OnRanOver (SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex))
function OnUseHoverboard (UTSeqAct_UseHoverboard Action))
functionbool PerformDodge (eDoubleClickDir DoubleClickMove, vector Dir, vector Cross))
function PerformEmoteCommand (EmoteInfo EInfo, int PlayerID))
functionbool PerformMeleeAttack ()))
function PlayDying (class<DamageType> DamageType, vector HitLoc))
function PlayDyingSound ()))
function PlayEmote (name InEmoteTag, int InPlayerID))
function PlayFeignDeath ()))
event PlayFootStepSound (int FootDown))
function PlayHit (float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo))
event PlayJumpingSound ()))
event PlayLandingSound ()))
function PlayTakeHitEffects ()))
function PlayTeleportEffect (bool bOut, bool bSound))
function PlayVictoryAnimation ()))
function PossessedBy (Controller C, bool bVehicleTransition))
function PostBeginPlay ()))
function PostBigTeleport ()))
event PostInitAnimTree (SkeletalMeshComponent SkelComp))
event PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir))
function PostTeleport (Teleporter OutTeleporter))
functionbool PoweredUp ()))
function QuickPick (int Quad))
functionfloat RangedAttackTime ()))
function ReattachMesh ()))
functionbool RecommendLongRangedAttack ()))
function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor))
event ReplicatedEvent (name VarName))
function ResetCharPhysState ()))
function RestorePreRagdollCollisionComponent ()
event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ))
function ServerFeignDeath ()))
function ServerFeignDeath ()
Dying
function ServerFeignDeath ()))
FeigningDeath
function ServerHoverboard ()))
function ServerPlayAnim (name AnimName, bool bLooping ))
function ServerPlayEmote (name InEmoteTag, int InPlayerID))
function SetAnimRateScale (float RateScale))
function SetArmsSkin (MaterialInterface NewMaterial))
function SetBigHead ()))
function SetBodyMatColor (LinearColor NewBodyMatColor, float NewOverlayDuration))
functionbool SetFeignEndLocation (vector HitLocation, vector FeignLocation))
function SetHandIKEnabled (bool bEnabled))
event SetHeadScale (float NewScale))
function SetHeroCam (out rotator out_CamRot))
function SetHUDLocation (vector NewHUDLocation)
function SetInfoFromFamily (class<UTFamilyInfo> Info, SkeletalMesh SkelMesh))
function SetInvisible (bool bNowInvisible))
function SetMaxStepHeight (float NewMaxStepHeight)
function SetMeshVisibility (bool bVisible))
function SetOverlayMaterial (MaterialInterface NewOverlay))
function SetOverlayVisibility (bool bVisible))
function SetPawnAmbientSound (SoundCue NewAmbientSound))
function SetPawnRBChannels (bool bRagdollMode))
function SetPuttingDownWeapon (bool bNowPuttingDownWeapon))
function SetSkin (Material NewMaterial))
function SetTeamColor ()))
function SetThirdPersonCamera (bool bNewBehindView))
event SetWalking (bool bNewIsWalking ))
function SetWeapAnimType (UTWeaponAttachment.EWeapAnimType AnimType))
function SetWeaponAmbientSound (SoundCue NewAmbientSound))
function SetWeaponAttachmentVisibility (bool bAttachmentVisible))
function SetWeaponOverlayFlag (byte FlagToSet))
function SetWeaponVisibility (bool bWeaponVisible))
function SetXRayEffect (bool bTurnOn, optional Material XRayInvisMaterial ))
functionint ShieldAbsorb (int Damage ))
functionbool ShouldGib (class<UTDamageType> UTDamageType))
function ShowCompDebug ()))
function SpawnDefaultController ()))
functionUTGib SpawnGib (class<UTGib> GibClass, name BoneName, class<UTDamageType> UTDamageType, vector HitLocation, bool bSpinGib))
function SpawnGibs (class<UTDamageType> UTDamageType, vector HitLocation))
function SpawnHeadGib (class<UTDamageType> UTDamageType, vector HitLocation))
function SpawnTransEffect (int TeamNum))
event StartCrouch (float HeightAdjust))
event StartDriving (Vehicle V))
event StartFeignDeathRecoveryAnim ()))
function StartFire (byte FireModeNum))
event StopDriving (Vehicle V))
functionbool StopFiring ()))
event StoppedFalling ()))
functionbool StopWeaponFiring ()))
event StuckFalling ()))
event StuckOnPawn (Pawn OtherPawn))
functionbool SuggestJumpVelocity (out vector JumpVelocity, vector Destination, vector Start)
function SwitchWeapon (byte NewGroup))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
event TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
Dying
function TakeDrowningDamage ()))
function TakeFallingDamage ()))
functionbool TakeHeadShot (const out ImpactInfo Impact, class<UTDamageType> HeadShotDamageType, int HeadDamage, float AdditionalScale, controller InstigatingController))
event TakeHitBlendedOut ()))
function ThrowActiveWeapon ()))
function Tick (float DeltaTime))
FeigningDeath
event Timer ()))
Dying
function ToggleMelee ()))
event TornOff ()))
functionbool TryNewCamRot (UTPlayerController PC, rotator ViewRotation, out float CamDist))
function TurnOff ()))
function TurnOffPawn ()))
event UpdateEyeHeight (float DeltaTime ))
function UpdateShadowSettings (bool bWantShadow))
functionbool VerifyBodyMaterialInstance ()))
function WeaponAttachmentChanged ()))
functionvector WeaponBob (float BobDamping, float JumpDamping))
function WeaponChanged (UTWeapon NewWeapon))
function WeaponFired (bool bViaReplication, optional vector HitLocation))
function WeaponStoppedFiring (bool bViaReplication ))
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

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

MINTIMEBETWEENPAINSOUNDS Source code

const MINTIMEBETWEENPAINSOUNDS = 0.35;
Pain


Variables Detail

AccumulateDamage Source code

var float AccumulateDamage;
Track damage accumulated during a tick - used for gibbing determination

AccumulationTime Source code

var float AccumulationTime;
Tick time for which damage is being accumulated

AimNode Source code

var AnimNodeAimOffset AimNode;

AnimRepInfo Source code

var repnotify PlayAnimInfo AnimRepInfo;
Used to replicate on emote to play.

AppliedBob Source code

var float AppliedBob;

ArmorHitSound Source code

var SoundCue ArmorHitSound;

ArmsMesh[2] Source code

var UTSkeletalMeshComponent ArmsMesh[2];

ArmsOverlay[2] Source code

var UTSkeletalMeshComponent ArmsOverlay[2];

AttachedProj Source code

var UTProjectile AttachedProj;

AuraRadius Source code

var float AuraRadius;

bArmsAttached Source code

var bool bArmsAttached;
Weapon / Firing

BaseTranslationOffset Source code

var float BaseTranslationOffset;

bBlendOutTakeHitPhysics Source code

var bool bBlendOutTakeHitPhysics;
if set, blend Mesh PhysicsWeight to 0.0 in C++ and call TakeHitBlendedOut() event when finished

bCanDoubleJump Source code

var bool bCanDoubleJump;

bCanPlayFallingImpacts Source code

var bool bCanPlayFallingImpacts;
Whether this pawn can play a falling impact. Set to false upon the fall, but getting up should reset it

bCanRagDoll Source code

var bool bCanRagDoll;
whether pawn can ragdoll (feigning or forced)

bClientInHeroMelee Source code

var bool bClientInHeroMelee;
Indicates if this pawn is performing a hero melee attack. Not replicated

bClientIsHero Source code

var bool bClientIsHero;
Indicates if this pawn is a hero. Not replicated

bComponentDebug Source code

var bool bComponentDebug;
used by eyeheight adjustment. True if pawn recovering (eyeheight increasing) after lowering from a landing

bDodging Source code

var bool bDodging;

bDualWielding Source code

var repnotify bool bDualWielding;
whether we are dual-wielding our current weapon, passed to attachment to set up second mesh/anims

bEnableFootPlacement Source code

var bool bEnableFootPlacement;

bFeigningDeath Source code

var repnotify bool bFeigningDeath;
true when in ragdoll due to feign death

bFixedView Source code

var bool bFixedView;

bForcedFeignDeath Source code

var bool bForcedFeignDeath;
true when feign death activation forced (e.g. knocked off hoverboard)

bGibbed Source code

var bool bGibbed;
whether or not we have been gibbed already

bHasHoverboard Source code

var bool bHasHoverboard;
Hoverboard

bHasSlowField Source code

var bool bHasSlowField;
AI hint - currently carrying slow field powerup

bHeadGibbed Source code

var bool bHeadGibbed;
whether or not we have been decapitated already

bHideOnListenServer Source code

var bool bHideOnListenServer;
Set when pawn died on listen server, but was hidden rather than ragdolling (for replication purposes)

BigTeleportCount Source code

var repnotify byte BigTeleportCount;
Use to replicate to clients when someone goes through a big teleportation.

BioBurnAway Source code

var ParticleSystemComponent BioBurnAway;

BioBurnAwayTime Source code

var float BioBurnAwayTime;

BioEffectName Source code

var name BioEffectName;

bIsHoverboardAnimPawn Source code

var bool bIsHoverboardAnimPawn;

bIsInvisible Source code

var repnotify bool bIsInvisible;
whether this Pawn is invisible. Affects AI and also causes shadows to be disabled

bIsInvulnerable Source code

var bool bIsInvulnerable;

bIsTyping Source code

var bool bIsTyping;

bJustDroppedOrb Source code

var bool bJustDroppedOrb;

bJustLanded Source code

var bool bJustLanded;

bKilledByBio Source code

var bool bKilledByBio;
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

bKillsAffectHead Source code

var bool bKillsAffectHead;
If true, head size will change based on ratio of kills to deaths

bLandRecovery Source code

var bool bLandRecovery;
used by eyeheight adjustment. True if pawn recently landed from a fall

bNoJumpAdjust Source code

var bool bNoJumpAdjust;

bNotifyStopFalling Source code

var bool bNotifyStopFalling;

Bob Source code

var globalconfig float Bob;
view bob properties

bobtime Source code

var float bobtime;

BodyMatColor Source code

var LinearColor BodyMatColor;
This is the color that will be applied

BodyMaterialInstances Source code

var protected array<MaterialInstanceConstant> BodyMaterialInstances;
This is the actual Material Instance that is used to affect the colors

BodyMatFadeDuration Source code

var float BodyMatFadeDuration;
How long will it take for the current Body Material to fade out

bPlayingFeignDeathRecovery Source code

var bool bPlayingFeignDeathRecovery;
true while playing feign death recovery animation

bPostRenderOtherTeam Source code

var bool bPostRenderOtherTeam;
If true, call postrenderfor() even if on different team

bPostRenderTraceSucceeded Source code

var bool bPostRenderTraceSucceeded;
true is last trace test check for drawing postrender beacon succeeded

bPuttingDownWeapon Source code

var protected repnotify bool bPuttingDownWeapon;
set when pawn is putting away its current weapon, for playing 3p animations - access with Set/GetPuttingDownWeapon()

bReadyToDoubleJump Source code

var bool bReadyToDoubleJump;

bReceivedValidTeam Source code

var bool bReceivedValidTeam;
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

bRequiresDoubleJump Source code

var bool bRequiresDoubleJump;

bSetupDeathLight Source code

var bool bSetupDeathLight;
True when the FirstPersonDeathVisionMesh has been initialized

bShieldAbsorb Source code

var bool bShieldAbsorb;

bSpawnDone Source code

var bool bSpawnDone;

bSpawnIn Source code

var bool bSpawnIn;

bStopDeathCamera Source code

var bool bStopDeathCamera;
Stop death camera using OldCameraPosition if true

bStopOnDoubleLanding Source code

var bool bStopOnDoubleLanding;

bTearOffGibs Source code

var bool bTearOffGibs;

bUpdateEyeheight Source code

var bool bUpdateEyeheight;

bWeaponAttachmentVisible Source code

var bool bWeaponAttachmentVisible;
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

bWeaponBob Source code

var globalconfig bool bWeaponBob;
if true, UpdateEyeheight will get called every tick

bWinnerCam Source code

var bool bWinnerCam;
If true, use end of match "Hero" camera

bXRayEffectActive Source code

var bool bXRayEffectActive;
True if XRay effect is current

CameraScale Source code

var float CameraScale;

CameraScaleMax Source code

var float CameraScaleMax;
multiplier to default camera distance

CameraScaleMin Source code

var float CameraScaleMin;
multiplier to default camera distance

CameraZOffset Source code

var float CameraZOffset;
used to smoothly adjust camera z offset in third person

ClientBodyMatDuration Source code

var repnotify float ClientBodyMatDuration;
This variable is used for replication of the value to remove clients

ClientSideWeaponPawn Source code

var UTClientSideWeaponPawn ClientSideWeaponPawn;
reference WeaponPawn spawned on non-owning clients for code that checks for DrivenVehicle

CompressedBodyMatColor Source code

var repnotify rotator CompressedBodyMatColor;
Replicate BodyMatColor as rotator to save bandwidth

CrouchMeshZOffset Source code

var float CrouchMeshZOffset;

CrouchTranslationOffset Source code

var float CrouchTranslationOffset;

CurrentBodyMatColor Source code

var LinearColor CurrentBodyMatColor;
This is the current Body Material Color with any fading applied in

CurrentCameraScale Source code

var float CurrentCameraScale;

CurrentDir Source code

var eDoubleClickDir CurrentDir;

CurrentEmoteDuration Source code

var float CurrentEmoteDuration;
Duration of current emote

CurrentSkelAim Source code

var vector2D CurrentSkelAim;
2D vector indicating aim direction relative to Pawn rotation. +/-1.0 indicating 180 degrees.

CurrentWeaponAttachment Source code

var UTWeaponAttachment CurrentWeaponAttachment;
This holds the local copy of the current attachment. This "attachment" actor will exist independantly on all clients

CurrentWeaponAttachmentClass Source code

var repnotify class<UTWeaponAttachment> CurrentWeaponAttachmentClass;
Holds the class type of the current weapon attachment. Replicated to all clients.

CurrFamilyInfo Source code

var class<UTFamilyInfo> CurrFamilyInfo;
This pawn's current family info

CustomGravityScaling Source code

var float CustomGravityScaling;
Custom gravity support

DamageParameterName Source code

var name DamageParameterName;
material parameter containing damage overlay color

DarkMatchLight Source code

var PointLightComponent DarkMatchLight;
Darkmatch Hack

DeathAnimDamageType Source code

var class<UTDamageType> DeathAnimDamageType;
Type of damage that started the death anim

DeathTime Source code

var float DeathTime;

DefaultAirControl Source code

var float DefaultAirControl;
how much pawn should lean into turns

DefaultFamily Source code

var class<UTFamilyInfo> DefaultFamily;
default mesh, materials, and family when custom character mesh has not yet been constructed

DefaultHeadPortrait Source code

var Texture DefaultHeadPortrait;

DefaultHeight Source code

var float DefaultHeight;
standing collision size

DefaultMesh Source code

var SkeletalMesh DefaultMesh;

DefaultMeshScale Source code

var float DefaultMeshScale;
Mesh scaling default

DefaultRadius Source code

var float DefaultRadius;
standing collision size

DefaultTeamHeadMaterials Source code

var array<MaterialInterface> DefaultTeamHeadMaterials;

DefaultTeamHeadPortrait Source code

var array<Texture> DefaultTeamHeadPortrait;

DefaultTeamMaterials Source code

var array<MaterialInterface> DefaultTeamMaterials;

DemoWeapon Source code

var repnotify Weapon DemoWeapon;
Used to syncrhonize the players weapon at the start of serverside demo playback

DesiredMeshScale Source code

var float DesiredMeshScale;
currently desired scale of the hero (switches between crouched and default)

DodgeResetTime Source code

var float DodgeResetTime;

DodgeResetTimestamp Source code

var float DodgeResetTimestamp;

DodgeSpeed Source code

var float DodgeSpeed;
set by suggestjumpvelocity()

DodgeSpeedZ Source code

var float DodgeSpeedZ;

DoubleJumpThreshold Source code

var float DoubleJumpThreshold;

DrivenWeaponPawn Source code

var repnotify DrivenWeaponPawnInfo DrivenWeaponPawn;

DrivingNode Source code

var UTAnimBlendByDriving DrivingNode;
Node used for blending between driving and non-driving state.

EmoteRepInfo Source code

var repnotify PlayEmoteInfo EmoteRepInfo;
Used to replicate on emote to play.

FallImpactSound Source code

var SoundCue FallImpactSound;
sound to be played by Falling Impact

FallingDamageWaveForm Source code

var ForceFeedbackWaveform FallingDamageWaveForm;
Controller vibration for taking falling damage.

FallSpeedThreshold Source code

var float FallSpeedThreshold;
Speed change that must be realized to trigger a fall sound

FeignDeathBlend Source code

var AnimNodeBlend FeignDeathBlend;
anim node used for feign death recovery animations

FeignDeathBodyAtRestSpeed Source code

var float FeignDeathBodyAtRestSpeed;
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)

FeignDeathPhysicsBlendOutSpeed Source code

var float FeignDeathPhysicsBlendOutSpeed;
speed at which physics is blended out when bPlayingFeignDeathRecovery is true (amount subtracted from PhysicsWeight per second)

FeignDeathRecoveryStartTime Source code

var float FeignDeathRecoveryStartTime;
When feign death recovery started. Used to pull feign death camera into body during recovery

FeignDeathStartTime Source code

var float FeignDeathStartTime;
when we entered feign death; used to increase FeignDeathBodyAtRestSpeed over time so we get up in a reasonable amount of time

FeignDeathWaveForm Source code

var ForceFeedbackWaveform FeignDeathWaveForm;
Controller vibration for feigning death.

FireRateMultiplier Source code

var repnotify float FireRateMultiplier;

FirstPersonDeathVisionLightEnvironment Source code

var LightEnvironmentComponent FirstPersonDeathVisionLightEnvironment;
Light environment for FirstPersonDeathVisionMesh

FirstPersonDeathVisionMesh Source code

var SkeletalMeshComponent 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)

FixedViewLoc Source code

var vector FixedViewLoc;
Camera related properties

FixedViewRot Source code

var rotator FixedViewRot;

FullBodyAnimSlot Source code

var AnimNodeSlot FullBodyAnimSlot;
Slot node used for playing full body anims.

GunRecoilNode Source code

var GameSkelCtrl_Recoil GunRecoilNode;

HeadBone Source code

var name HeadBone;

HeadHeight Source code

var float HeadHeight;

HeadOffset Source code

var float HeadOffset;
These values are used for determining headshots

HeadRadius Source code

var float HeadRadius;

HeadScale Source code

var repnotify float HeadScale;

HeadshotNeckAttachment Source code

var protected StaticMeshComponent HeadshotNeckAttachment;
We need to save a reference to the headshot neck attachment for the case of: Headshot then gibbed so we can hide this

HelmetArmor Source code

var float HelmetArmor;

HeroStartTime Source code

var float HeroStartTime;
Shown on HUD if superhero

HoverboardClass Source code

var class<UTVehicle> HoverboardClass;
type of vehicle spawned when activating the hoverboard

HoverboardingNode Source code

var UTAnimBlendByHoverboarding HoverboardingNode;
Node used for various hoverboarding actions.

HUDLocation Source code

var vector HUDLocation;
HUD Icon

IconCoords Source code

var TextureCoordinates IconCoords;

JumpBob Source code

var float JumpBob;

JumpBootCharge Source code

var int JumpBootCharge;
Mirrors the # of charges available to jump boots

LandBob Source code

var float LandBob;

LastAuraCheckTime Source code

var float LastAuraCheckTime;

LastDrivenWeaponPawn Source code

var repnotify DrivenWeaponPawnInfo LastDrivenWeaponPawn;

LastEmoteTime Source code

var float LastEmoteTime;
Last time emote was played.

LastHoverboardTime Source code

var float LastHoverboardTime;

LastPainSound Source code

var float LastPainSound;

LastPostRenderTraceTime Source code

var float LastPostRenderTraceTime;
Last time trace test check for drawing postrender beacon was performed

LastTakeHitInfo Source code

var repnotify TakeHitInfo LastTakeHitInfo;

LastTakeHitTimeout Source code

var float LastTakeHitTimeout;
stop considering LastTakeHitInfo for replication when world time passes this (so we don't replicate out-of-date hits when pawns become relevant)

LeftFootBone Source code

var name LeftFootBone;
Foot placement IK system

LeftFootControlName Source code

var name LeftFootControlName;

LeftHandIK Source code

var SkelControlLimb LeftHandIK;
cached references to skeletal control for hand IK

LeftLegControl Source code

var SkelControlFootPlacement LeftLegControl;
cached references to skeletal controllers for foot placement

LeftRecoilNode Source code

var GameSkelCtrl_Recoil LeftRecoilNode;

LightEnvironment Source code

var DynamicLightEnvironmentComponent LightEnvironment;
The pawn's light environment

LookYaw Source code

var int LookYaw;

MapSize Source code

var float MapSize;

MaxDoubleJumpHeight Source code

var float MaxDoubleJumpHeight;

MaxFootPlacementDistSquared Source code

var float MaxFootPlacementDistSquared;
if the pawn is farther than this away from the viewer, foot placement is skipped

MaxFootstepDistSq Source code

var float MaxFootstepDistSq;
Max distance from listener to play footstep sounds

MaxJumpSoundDistSq Source code

var float MaxJumpSoundDistSq;
Max distance from listener to play jump/land sounds

MaxLeanRoll Source code

var int MaxLeanRoll;

MaxMultiDodge Source code

var int MaxMultiDodge;

MaxMultiJump Source code

var int MaxMultiJump;

MinHoverboardInterval Source code

var float MinHoverboardInterval;

MinTimeBetweenEmotes Source code

var float MinTimeBetweenEmotes;
Controls how often you can send an emote.

MultiDodgeRemaining Source code

var int MultiDodgeRemaining;

MultiJumpBoost Source code

var int MultiJumpBoost;

MultiJumpRemaining Source code

var int MultiJumpRemaining;

NextTauntTime Source code

var float NextTauntTime;
Used to limit voice taunt frequency

NoDriveBodies Source code

var array<name> NoDriveBodies;
Array of bodies that should not have joint drive applied.

OldCameraPosition Source code

var vector OldCameraPosition;
OldCameraPosition saved when dead for use if fall below killz

OldLocationZ Source code

var float OldLocationZ;

OldReplicatedVelocity Source code

var vector OldReplicatedVelocity;
Previous replicated velocity - used for leaning on clients

OverlayMaterialInstance Source code

var protected repnotify MaterialInterface OverlayMaterialInstance;
material that is overlayed on the pawn via a separate slightly larger scaled version of the pawn's mesh

OverlayMesh Source code

var protected SkeletalMeshComponent OverlayMesh;
mesh for overlay - should not be added to Components array in defaultproperties

PawnAmbientSound Source code

var protected AudioComponent PawnAmbientSound;
pawn ambient sound (for powerups and such)

PawnAmbientSoundCue Source code

var protected repnotify SoundCue PawnAmbientSoundCue;
ambient cue played on PawnAmbientSound component; automatically replicated and played on clients. Access via SetPawnAmbientSound() / GetPawnAmbientSound()

PawnEffectSockets[2] Source code

var name PawnEffectSockets[2];
Socket to find the feet

RagdollLifespan Source code

var float RagdollLifespan;

RemainingBodyMatDuration Source code

var float RemainingBodyMatDuration;
how much time is left on this material

ReplicatedBodyMaterial Source code

var repnotify Material ReplicatedBodyMaterial;
Skin swapping support

RightFootBone Source code

var name RightFootBone;
Foot placement IK system

RightFootControlName Source code

var name RightFootControlName;

RightHandIK Source code

var SkelControlLimb RightHandIK;

RightLegControl Source code

var SkelControlFootPlacement RightLegControl;
cached references to skeletal controllers for foot placement

RightRecoilNode Source code

var GameSkelCtrl_Recoil RightRecoilNode;

RootRotControl Source code

var SkelControlSingleBone RootRotControl;

RootYaw Source code

var int RootYaw;
Current yaw of the mesh root. This essentially lags behind the actual Pawn rotation yaw.

RootYawSpeed Source code

var float RootYawSpeed;
Output - how quickly RootYaw is changing (unreal rot units per second).

SaturationParameterName Source code

var name SaturationParameterName;
material parameter containing color saturation multiplier (for reducing to account for zoom)

SavedAimPitch Source code

var float SavedAimPitch;
Used for smoothing client aiming pitch

ShieldBeltArmor Source code

var float ShieldBeltArmor;
Armor

ShieldBeltMaterialInstance Source code

var MaterialInterface ShieldBeltMaterialInstance;
The default overlay to use when not in a team game

ShieldBeltPickupClass Source code

var class<UTDroppedItemPickup> ShieldBeltPickupClass;
class to spawn if shield belt is stolen; should be set by pickup that adds ShieldBeltArmor

ShieldBeltTeamMaterialInstances[4] Source code

var MaterialInterface ShieldBeltTeamMaterialInstances[4];
A collection of overlays to use in team games

SlopeBoostFriction Source code

var float SlopeBoostFriction;

SoundGroupClass Source code

var class<UTPawnSoundGroup> SoundGroupClass;

SpawnProtectionColor Source code

var LinearColor SpawnProtectionColor;
This is the color that will be applied when a pawn is first spawned in and is covered by protection

SpawnSound Source code

var SoundCue SpawnSound;
sound played when initially spawning in

SpiderChasers Source code

var array<UTProj_SpiderMineBase> SpiderChasers;
List of spidermines chasing me - used for aiming help vs spidermines on console

StartDeathAnimTime Source code

var float StartDeathAnimTime;
World time that we started the death animation

StartedFallingTime Source code

var float StartedFallingTime;
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

StartFallImpactTime Source code

var float StartFallImpactTime;
time above bool was set to true (for time out)

SuperHealthMax Source code

var int SuperHealthMax;

TakeHitPhysicsBlendOutSpeed Source code

var float TakeHitPhysicsBlendOutSpeed;
speed at which physics is blended out when bBlendOutTakeHitPhysics is true (amount subtracted from PhysicsWeight per second)

TakeHitPhysicsFixedBones Source code

var array<name> TakeHitPhysicsFixedBones;
bones to set fixed when doing the physics take hit effects

TauntNames[6] Source code

var name TauntNames[6];

TeleportSound Source code

var SoundCue TeleportSound;
sound played when we teleport

ThighpadArmor Source code

var float ThighpadArmor;

TimeLastTookDeathAnimDamage Source code

var float TimeLastTookDeathAnimDamage;
Time that we took damage of type DeathAnimDamageType.

TopHalfAnimSlot Source code

var AnimNodeSlot TopHalfAnimSlot;
Slot node used for playing animations only on the top half.

TorsoBoneName Source code

var name TorsoBoneName;
name of the torso bone for playing impacts

Trackers Source code

var array<UTBot> Trackers;

TransCameraAnim[3] Source code

var CameraAnim TransCameraAnim[3];
camera anim played when spawned/teleported

TransInEffects[2] Source code

var class<Actor> TransInEffects[2];

TranslocateColor[2] Source code

var LinearColor TranslocateColor[2];

TransOutEffects[2] Source code

var class<Actor> TransOutEffects[2];

Twisting Source code

var int Twisting;
Maximum allowable boosted health

UnfeignFailedCount Source code

var int UnfeignFailedCount;
count of failed unfeign attempts - kill pawn if too many

VehicleNode Source code

var UTAnimBlendByVehicle VehicleNode;
Node used for blending between different types of vehicle.

VestArmor Source code

var float VestArmor;

WalkBob Source code

var vector WalkBob;

WeaponAmbientSound Source code

var protected AudioComponent WeaponAmbientSound;
separate replicated ambient sound for weapon firing - access via SetWeaponAmbientSound() / GetWeaponAmbientSound()

WeaponAmbientSoundCue Source code

var protected repnotify SoundCue WeaponAmbientSoundCue;

WeaponOverlayFlags Source code

var repnotify byte WeaponOverlayFlags;
Use SetWeaponOverlayFlag() / ClearWeaponOverlayFlag to adjust

WeaponSocket Source code

var name WeaponSocket;
WeaponSocket contains the name of the socket used for attaching weapons to this pawn.

WeaponSocket2 Source code

var name WeaponSocket2;
WeaponSocket contains the name of the socket used for attaching weapons to this pawn.

XRayEffectDamageMult Source code

var float XRayEffectDamageMult;
Damage multiplier for when XRay effect is Active

XRayEffectLightEnvironment Source code

var LightEnvironmentComponent XRayEffectLightEnvironment;

ZSmoothingRate Source code

var const float ZSmoothingRate;

DeathAnim

DeathHipAngDamp Source code

var(DeathAnim) float DeathHipAngDamp;

DeathHipAngSpring Source code

var(DeathAnim) float DeathHipAngSpring;

DeathHipLinDamp Source code

var(DeathAnim) float DeathHipLinDamp;

DeathHipLinSpring Source code

var(DeathAnim) float DeathHipLinSpring;

HeroCamera

HeroCameraPitch Source code

var(HeroCamera) int HeroCameraPitch;
Used for end of match "Hero" camera

HeroCameraScale Source code

var(HeroCamera) float HeroCameraScale;
Used for end of match "Hero" camera

Swimming

SwimmingZOffset Source code

var(Swimming) float SwimmingZOffset;
Translation applied to skeletalmesh when swimming

SwimmingZOffsetSpeed Source code

var(Swimming) float SwimmingZOffsetSpeed;
Speed to apply swimming z translation.

TeamBeacon

SpeakingBeaconTexture Source code

var(TeamBeacon) Texture SpeakingBeaconTexture;

TeamBeaconMaxDist Source code

var(TeamBeacon) float TeamBeaconMaxDist;
Team beacons

TeamBeaconPlayerInfoMaxDist Source code

var(TeamBeacon) float TeamBeaconPlayerInfoMaxDist;

UTPawn

DoubleJumpEyeHeight Source code

var(UTPawn) float DoubleJumpEyeHeight;

MaxYawAim Source code

var(UTPawn) int MaxYawAim;
How far RootYaw differs from Rotation.Yaw before it is rotated to catch up.


Structures Detail

DrivenWeaponPawnInfo Source code

struct DrivenWeaponPawnInfo
{
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 in
PRI:
ref to PRI since our PlayerReplicationInfo variable will be None while in a vehicle
SeatIndex:
seat of that vehicle

PlayAnimInfo Source code

struct PlayAnimInfo
{
var name AnimName;
var bool bLooping;
var bool bNewData;
};
Struct used for communicating info to play an emote from server to clients.

PlayEmoteInfo Source code

struct PlayEmoteInfo
{
var bool bNewData;
var int EmoteID;
var name EmoteTag;
};
Struct used for communicating info to play an emote from server to clients.

QuickPickCell Source code

struct QuickPickCell
{
var bool bDrawCell;
var Texture2D Icon;
var TextureCoordinates IconCoords;
var float Weight;
};


TakeHitInfo Source code

struct TakeHitInfo
{
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 damage
DamageType:
the damage type we were hit with
HitBone:
the bone that was hit on our Mesh (if any)
HitLocation:
the location of the hit
Momentum:
how much momentum was imparted


Functions Detail

AbsorbDamage Source code

function int AbsorbDamage ( out int Damage, int CurrentShieldStrength, float AbsorptionRate) )
AbsorbDamage() reduce damage and remove shields based on the absorption rate. returns the remaining armor strength.

ActivateHero Source code

simulated function ActivateHero ( )

ActuallyPlayFootstepSound Source code

simulated function ActuallyPlayFootstepSound ( int FootDown) )
Handles actual playing of sound. Separated from PlayFootstepSound so we can ignore footstep sound notifies in first person.

AddDefaultInventory Source code

function AddDefaultInventory ( ) )

AddSpiderChaser Source code

function AddSpiderChaser ( UTProj_SpiderMineBase NewChaser) )
Add a new spidermine to the list of spidermines currently chasing me. Used for aiming help on console

AddVelocity Source code

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

AdjustCameraScale Source code

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

AdjustDamage Source code

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

AngDriveDAmp Source code

exec function AngDriveDAmp ( float Damp) )

AngDriveSpring Source code

exec function AngDriveSpring ( float Spring) )

ApplyWeaponOverlayFlags Source code

simulated function ApplyWeaponOverlayFlags ( byte NewFlags) )
This function is a pass-through to the weapon/weapon attachment that is used to set the various overlays

BackDamp Source code

exec function BackDamp ( float LinDamp) )

BackSpring Source code

exec function BackSpring ( float LinSpring) )

BecomeHero Source code

function bool BecomeHero ( ) )

BecomeViewTarget Source code

simulated event BecomeViewTarget ( PlayerController PC ) )

BeginState Dying Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState FeigningDeath Source code

simulated event BeginState ( name PreviousStateName) )

BotDodge Source code

function vector BotDodge ( Vector Dir) )

BotFire Source code

function bool BotFire ( bool bFinished) )

CalcCamera Source code

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

CalcCamera Dying Source code

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

CalcThirdPersonCam Source code

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

CalcThirdPersonCam FeigningDeath Source code

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

CanDoubleJump Source code

function bool CanDoubleJump ( ) )

CanMultiJump Source code

function bool CanMultiJump ( ) )

CanThrowWeapon FeigningDeath Source code

simulated function bool CanThrowWeapon ( ) )

CheckGameClass Source code

simulated function CheckGameClass ( ) )
customize based on gameclass

CheckValidLocation Source code

simulated function bool CheckValidLocation ( vector FeignLocation) )
Make sure location pawn ended up at out of feign death is valid (not through a wall)

ChooseFireMode Source code

function byte ChooseFireMode ( ) )

ClearBodyMatColor Source code

simulated function ClearBodyMatColor ( ) )

ClearWeaponOverlayFlag Source code

function ClearWeaponOverlayFlag ( byte FlagToClear) )

ClearXRayEffect Source code

simulated event ClearXRayEffect ( ) )

ClientReStart Source code

simulated function ClientReStart ( ) )

CreateOverlayArmsMesh Source code

simulated function CreateOverlayArmsMesh ( ) )

DeactivateSpawnProtection Source code

function DeactivateSpawnProtection ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

Died Source code

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

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )

Dodge Source code

function bool Dodge ( eDoubleClickDir DoubleClickMove) )

DoDoubleJump Source code

function DoDoubleJump ( bool bUpdating ) )

DoingDeathAnim Source code

simulated function DoingDeathAnim ( ) )

DoJump Source code

function bool DoJump ( bool bUpdating ) )

DoPlayAnim Source code

reliable server function DoPlayAnim ( PlayAnimInfo TheAnimRepInfo ) )

DoPlayEmote Source code

simulated function DoPlayEmote ( name InEmoteTag, int InPlayerID) )
Play an emote given a category and index within that category.

DoTranslocate Source code

function DoTranslocate ( vector PrevLocation) )

DoTranslocateOut Source code

function DoTranslocateOut ( Vector PrevLocation, int TeamNum) )

DropFlag Source code

function DropFlag ( ) )

EncroachedBy Source code

event EncroachedBy ( Actor Other) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

EncroachingOn Dying Source code

event bool EncroachingOn ( Actor Other) )

EncroachingOn FeigningDeath Source code

event bool EncroachingOn ( 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) )

EndState FeigningDeath Source code

simulated function EndState ( name NextStateName) )

EndViewTarget Source code

simulated event EndViewTarget ( PlayerController PC ) )

EnsureOverlayComponentLast Source code

native function EnsureOverlayComponentLast ( )
Util that makes sure the overlay component is last in the AllComponents array.

FaceRotation Source code

simulated function FaceRotation ( rotator NewRotation, float DeltaTime) )

Falling Source code

event Falling ( ) )

FeignDeath Source code

exec simulated function FeignDeath ( ) )

FeignDeath Dying Source code

exec simulated function FeignDeath ( )

FeignDeath FeigningDeath Source code

exec simulated function FeignDeath ( ) )

FeignDeathDelayTimer Source code

function FeignDeathDelayTimer ( ) )
prevents player from getting out of feign death until the body has come to rest

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )

FindGoodEndView Source code

simulated function FindGoodEndView ( PlayerController InPC, out Rotator GoodRotation) )
Used by PlayerController.FindGoodView() in RoundEnded State

FireRateChanged Source code

simulated function FireRateChanged ( ) )
called when FireRateMultiplier is changed to update weapon timers

FiringModeUpdated Source code

simulated function FiringModeUpdated ( bool bViaReplication) )

FixedView Source code

exec function FixedView ( string VisibleMeshes) )

ForceRagdoll Source code

function ForceRagdoll ( ) )
force the player to ragdoll, automatically getting up when the body comes to rest (basically, force activate the feign death code)

ForceSpecialAttack Source code

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

Gasp Source code

function Gasp ( ) )

GetBoundingCylinder Source code

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

GetDebugName Source code

function String GetDebugName ( ) )
Overridden to return the actual player name from this Pawn's PlayerReplicationInfo (PRI) if available.

GetEyeHeight Source code

simulated function float GetEyeHeight ( ) )

GetFamilyInfo Source code

simulated function class<UTFamilyInfo> GetFamilyInfo ( ) )
This will determine and then return the FamilyInfo for this pawn

GetMaterialBelowFeet Source code

simulated function name GetMaterialBelowFeet ( ) )

GetOverlayMaterial Source code

simulated function MaterialInterface GetOverlayMaterial ( ) )
This function allows you to access the overlay material stack.
@returns the requested material instance

GetPawnAmbientSound Source code

simulated function SoundCue GetPawnAmbientSound ( ) )

GetPawnViewLocation Source code

simulated function Vector GetPawnViewLocation ( ) )

GetPuttingDownWeapon Source code

simulated function bool GetPuttingDownWeapon ( ) )

@return the value of bPuttingDownWeapon

GetQuickPickCells Source code

simulated function GetQuickPickCells ( UTHud Hud, out array<QuickPickCell> Cells, out int CurrentWeaponIndex) )

GetScreenName Source code

simulated function string GetScreenName ( ) )

GetShieldMaterialInstance Source code

simulated function MaterialInterface GetShieldMaterialInstance ( bool bTeamGame) )
@Returns the material to use for an overlay

GetShieldStrength Source code

function int GetShieldStrength ( ) )
GetShieldStrength() returns total armor value currently held by this pawn (not including helmet).

GetTargetLocation Source code

native simulated const function vector GetTargetLocation ( optional actor RequestedBy, optional bool bRequestAlternateLoc) con )

GetUTPlayerReplicationInfo Source code

simulated function UTPlayerReplicationInfo GetUTPlayerReplicationInfo ( ) )
Accessor to make sure we always get a valid UTPRI

GetViewRotation Source code

simulated event rotator GetViewRotation ( ) )

GetWeaponAmbientSound Source code

simulated function SoundCue GetWeaponAmbientSound ( ) )

GetWeaponStartTraceLocation Source code

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

gibbedBy Source code

function gibbedBy ( actor Other) )

GiveHealth Source code

function bool GiveHealth ( int HealAmount, int HealMax) )

HandDamp Source code

exec function HandDamp ( float LinDamp) )

HandSpring Source code

exec function HandSpring ( float LinSpring) )

HeadVolumeChange Source code

event HeadVolumeChange ( PhysicsVolume newHeadVolume) )

HeroFits Source code

final native function bool HeroFits ( UTPawn P, float NewRadius, float NewHeight )
/ * Hero system stubs

HoldGameObject Source code

simulated event HoldGameObject ( UTCarriedObject UTGameObj) )
HoldGameObject() Attach GameObject to mesh.
@param GameObj : Game object to hold

InCombat Source code

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

IsFirstPerson Source code

simulated function bool IsFirstPerson ( ) )

IsHero Source code

simulated event bool IsHero ( ) )

IsInvisible Source code

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

IsLocationOnHead Source code

function bool IsLocationOnHead ( const out ImpactInfo Impact, float AdditionalScale) )

JumpOffPawn Source code

function JumpOffPawn ( ) )

JumpOutOfWater Source code

function JumpOutOfWater ( vector jumpDir) )

Landed Source code

event Landed ( vector HitNormal, actor FloorActor) )

Landed Dying Source code

simulated event Landed ( vector HitNormal, Actor FloorActor) )

LeaveABloodSplatterDecal Source code

simulated function LeaveABloodSplatterDecal ( vector HitLoc, vector HitNorm ) )
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.

LinDriveDAmp Source code

exec function LinDriveDAmp ( float Spring, float Damp) )

LinDriveSpring Source code

exec function LinDriveSpring ( float Spring, float Damp) )

ModifyRotForDebugFreeCam Source code

simulated function ModifyRotForDebugFreeCam ( out rotator out_CamRot) )

NativePostRenderFor Source code

simulated native function NativePostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir )

NeedToTurn Source code

function bool NeedToTurn ( vector targ) )

NotifyArmMeshChanged Source code

simulated function NotifyArmMeshChanged ( UTPlayerReplicationInfo UTPRI) )
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)

NotifyTeamChanged Source code

simulated function NotifyTeamChanged ( ) )

OnAnimEnd FeigningDeath Source code

simulated event OnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )

OnExitVehicle Source code

function OnExitVehicle ( UTSeqAct_ExitVehicle Action) )
Kismet hook for kicking a Pawn out of a vehicle

OnHealDamage Source code

function OnHealDamage ( SeqAct_HealDamage Action) )

OnInfiniteAmmo Source code

function OnInfiniteAmmo ( UTSeqAct_InfiniteAmmo Action) )
Kismet hook for enabling/disabling infinite ammo for this Pawn

OnPlayAnim Source code

function OnPlayAnim ( UTSeqAct_PlayAnim InAction ) )

OnRanOver Source code

event OnRanOver ( SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex) )
Called when an SVehicle wheel physically contacts this Pawn. We kill it!

OnUseHoverboard Source code

function OnUseHoverboard ( UTSeqAct_UseHoverboard Action) )

PerformDodge Source code

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

PerformEmoteCommand Source code

function PerformEmoteCommand ( EmoteInfo EInfo, int PlayerID) )
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

PerformMeleeAttack Source code

function bool PerformMeleeAttack ( ) )

PlayDying Source code

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

PlayDyingSound Source code

function PlayDyingSound ( ) )

PlayEmote Source code

exec simulated function PlayEmote ( name InEmoteTag, int InPlayerID) )

PlayFeignDeath Source code

simulated function PlayFeignDeath ( ) )

PlayFootStepSound Source code

simulated event PlayFootStepSound ( int FootDown) )

PlayHit Source code

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

PlayJumpingSound Source code

event PlayJumpingSound ( ) )

PlayLandingSound Source code

event PlayLandingSound ( ) )

PlayTakeHitEffects Source code

simulated function PlayTakeHitEffects ( ) )
plays clientside hit effects using the data in LastTakeHitInfo

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound) )

PlayVictoryAnimation Source code

function PlayVictoryAnimation ( ) )

PossessedBy Source code

function PossessedBy ( Controller C, bool bVehicleTransition) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostBigTeleport Source code

simulated function PostBigTeleport ( ) )
Called when teleporting using either a teleporter or a translocator

PostInitAnimTree Source code

simulated event PostInitAnimTree ( SkeletalMeshComponent SkelComp) )

PostRenderFor Source code

simulated event PostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) )
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)

PostTeleport Source code

simulated function PostTeleport ( Teleporter OutTeleporter) )

PoweredUp Source code

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

QuickPick Source code

simulated function QuickPick ( int Quad) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

ReattachMesh Source code

simulated function ReattachMesh ( ) )
reattaches the mesh component, because settings were updated

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

RenderMapIcon Source code

simulated function RenderMapIcon ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor) )

ReplicatedEvent Source code

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

ResetCharPhysState Source code

simulated function ResetCharPhysState ( ) )

RestorePreRagdollCollisionComponent Source code

native function RestorePreRagdollCollisionComponent ( )

RigidBodyCollision Source code

simulated event RigidBodyCollision ( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ) )

ServerFeignDeath Source code

reliable server function ServerFeignDeath ( ) )

ServerFeignDeath Dying Source code

reliable server function ServerFeignDeath ( )

ServerFeignDeath FeigningDeath Source code

reliable server function ServerFeignDeath ( ) )

ServerHoverboard Source code

reliable server function ServerHoverboard ( ) )

ServerPlayAnim Source code

reliable server function ServerPlayAnim ( name AnimName, bool bLooping ) )

ServerPlayEmote Source code

reliable server function ServerPlayEmote ( name InEmoteTag, int InPlayerID) )

SetAnimRateScale Source code

simulated function SetAnimRateScale ( float RateScale) )
Util for scaling running anims etc.

SetArmsSkin Source code

simulated protected function SetArmsSkin ( MaterialInterface NewMaterial) )

SetBigHead Source code

function SetBigHead ( ) )
Called by Bighead mutator when spawned, and also if bKillsAffectHead when kill someone

SetBodyMatColor Source code

simulated function SetBodyMatColor ( LinearColor NewBodyMatColor, float NewOverlayDuration) )

SetFeignEndLocation Source code

simulated function bool SetFeignEndLocation ( vector HitLocation, vector FeignLocation) )

SetHandIKEnabled Source code

simulated function SetHandIKEnabled ( bool bEnabled) )
Enable or disable IK that keeps hands on IK bones.

SetHeadScale Source code

simulated event SetHeadScale ( float NewScale) )

SetHeroCam Source code

simulated function SetHeroCam ( out rotator out_CamRot) )

SetHUDLocation Source code

simulated native function SetHUDLocation ( vector NewHUDLocation )
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

SetInfoFromFamily Source code

simulated function SetInfoFromFamily ( class<UTFamilyInfo> Info, SkeletalMesh SkelMesh) )
Set various properties for this UTPawn based on

SetInvisible Source code

simulated function SetInvisible ( bool bNowInvisible) )

SetMaxStepHeight Source code

final native function SetMaxStepHeight ( float NewMaxStepHeight )

SetMeshVisibility Source code

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

SetOverlayMaterial Source code

simulated function SetOverlayMaterial ( MaterialInterface NewOverlay) )
Apply a given overlay material to the overlay mesh. @Param NewOverlay The material to overlay

SetOverlayVisibility Source code

simulated function SetOverlayVisibility ( bool bVisible) )

SetPawnAmbientSound Source code

simulated function SetPawnAmbientSound ( SoundCue NewAmbientSound) )
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

SetPawnRBChannels Source code

simulated function SetPawnRBChannels ( bool bRagdollMode) )

SetPuttingDownWeapon Source code

simulated function SetPuttingDownWeapon ( bool bNowPuttingDownWeapon) )
sets the value of bPuttingDownWeapon and plays any appropriate animations for the change

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )
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

SetTeamColor Source code

simulated function SetTeamColor ( ) )
When a pawn's team is set or replicated, SetTeamColor is called. By default, this will setup any required material parameters.

SetThirdPersonCamera Source code

simulated function SetThirdPersonCamera ( bool bNewBehindView) )

SetWalking Source code

event SetWalking ( bool bNewIsWalking ) )
UTPawns not allowed to set bIsWalking true

SetWeapAnimType Source code

simulated function SetWeapAnimType ( UTWeaponAttachment.EWeapAnimType AnimType) )
Change the type of weapon animation we are playing.

SetWeaponAmbientSound Source code

simulated function SetWeaponAmbientSound ( SoundCue NewAmbientSound) )
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

SetWeaponAttachmentVisibility Source code

simulated function SetWeaponAttachmentVisibility ( bool bAttachmentVisible) )

SetWeaponOverlayFlag Source code

function SetWeaponOverlayFlag ( byte FlagToSet) )

SetWeaponVisibility Source code

simulated function SetWeaponVisibility ( bool bWeaponVisible) )

SetXRayEffect Source code

simulated function SetXRayEffect ( bool bTurnOn, optional Material XRayInvisMaterial ) )

ShieldAbsorb Source code

function int ShieldAbsorb ( int Damage ) )
ShieldAbsorb() returns the resultant amount of damage after shields have absorbed what they can

ShouldGib Source code

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

@return whether or not we should gib due to damage from the passed in damagetype

ShowCompDebug Source code

exec function ShowCompDebug ( ) )

SpawnDefaultController Source code

function SpawnDefaultController ( ) )

SpawnGib Source code

simulated function UTGib SpawnGib ( class<UTGib> GibClass, name BoneName, class<UTDamageType> UTDamageType, vector HitLocation, bool bSpinGib) )

SpawnGibs Source code

simulated function SpawnGibs ( class<UTDamageType> UTDamageType, vector HitLocation) )
spawns gibs and hides the pawn's mesh

SpawnHeadGib Source code

simulated function SpawnHeadGib ( class<UTDamageType> UTDamageType, vector HitLocation) )
spawn a special gib for this pawn's head and sets it as the ViewTarget for any players that were viewing this pawn

SpawnTransEffect Source code

function SpawnTransEffect ( int TeamNum) )

StartCrouch Source code

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

StartDriving Source code

simulated event StartDriving ( Vehicle V) )

StartFeignDeathRecoveryAnim Source code

simulated event StartFeignDeathRecoveryAnim ( ) )
called when bPlayingFeignDeathRecovery and interpolating our Mesh's PhysicsWeight to 0 has completed starts the recovery anim playing

StartFire Source code

simulated function StartFire ( byte FireModeNum) )

StopDriving Source code

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

StopFiring Source code

function bool StopFiring ( ) )

StoppedFalling Source code

event StoppedFalling ( ) )

StopWeaponFiring Source code

function bool StopWeaponFiring ( ) )

StuckFalling Source code

event StuckFalling ( ) )
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

StuckOnPawn Source code

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

SuggestJumpVelocity Source code

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

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) )
We override TakeDamage and allow the weapon to modify it @See Pawn.TakeDamage

TakeDamage Dying Source code

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

TakeDrowningDamage Source code

function TakeDrowningDamage ( ) )

TakeFallingDamage Source code

simulated function TakeFallingDamage ( ) )

TakeHeadShot Source code

function bool TakeHeadShot ( const out ImpactInfo Impact, class<UTDamageType> HeadShotDamageType, int HeadDamage, float AdditionalScale, controller InstigatingController) )
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.

TakeHitBlendedOut Source code

simulated event TakeHitBlendedOut ( ) )
called when bBlendOutTakeHitPhysics is true and our Mesh's PhysicsWeight has reached 0.0

ThrowActiveWeapon Source code

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

Tick FeigningDeath Source code

simulated function Tick ( float DeltaTime) )

Timer Dying Source code

event Timer ( ) )

ToggleMelee Source code

simulated function ToggleMelee ( ) )

TornOff Source code

simulated event TornOff ( ) )

TryNewCamRot Source code

simulated function bool TryNewCamRot ( UTPlayerController PC, rotator ViewRotation, out float CamDist) )

TurnOff Source code

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

TurnOffPawn Source code

simulated function TurnOffPawn ( ) )

UpdateEyeHeight Source code

event UpdateEyeHeight ( float DeltaTime ) )

UpdateShadowSettings Source code

simulated function UpdateShadowSettings ( bool bWantShadow) )

VerifyBodyMaterialInstance Source code

simulated function bool VerifyBodyMaterialInstance ( ) )
This function will verify that the BodyMaterialInstance variable is setup and ready to go. This is a key component for the BodyMat overlay system

WeaponAttachmentChanged Source code

simulated function WeaponAttachmentChanged ( ) )
Called when there is a need to change the weapon attachment (either via replication or locally if controlled.

WeaponBob Source code

simulated function vector WeaponBob ( float BobDamping, float JumpDamping) )

WeaponChanged Source code

simulated function WeaponChanged ( UTWeapon NewWeapon) )
Called when a weapon is changed and is responsible for making sure the new weapon respects the current pawn's states/etc.

WeaponFired Source code

simulated function WeaponFired ( bool bViaReplication, optional vector HitLocation) )
Called when a pawn's weapon has fired and is responsibile for delegating the creation 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.

WeaponStoppedFiring Source code

simulated function WeaponStoppedFiring ( bool bViaReplication ) )


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'
}

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Creation time: sk 18-3-2018 10:00:54.538 - Created with UnCodeX