UE2:Pawn internal variables (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to navigation Jump to search
UT2004 Object >> Actor >> Pawn (internal variables)

Contents

Internal variables

AccelRate

Type: float

max acceleration rate

Default value: 2048.0

AirAnims

Type: name

Array size: 4


AirControl

Type: float

amount of AirControl available to the pawn

Default value: 0.05

AirSpeed

Type: float

The maximum flying speed.

Default value: 440.0

AirStillAnim

Type: name


AmbientSoundScaling

Type: float

Modifiers: globalconfig


Default value: 0.8

Anchor

Type: NavigationPoint

current nearest path;

AnimAction

Type: name


AppliedBob

Type: float


AvgPhysicsTime

Type: float

Modifiers: const

Physics updating time monitoring (for AI monitoring reaching destinations)

Default value: 0.1

BackwardStrafeBias

Type: float

bias of strafe blending in backward direction

bAmbientCreature

Type: bool

AIs will ignore me

BaseEyeHeight

Type: float

Base eye height above collision center.

Default value: 64.0

bAutoActivate

Type: bool

if true, automatically activate Powerups which have their bAutoActivate==true

Default value: True

bAutoFire

Type: bool

used for third person weapon anims/effects

bAvoidLedges

Type: bool

don't get too close to ledges

bCachedRelevant

Type: bool

network relevancy caching flag

bCanBeBaseForPawns

Type: bool

all your 'base', are belong to us

bCanClimbLadders

Type: bool


bCanDoubleJump

Type: bool


Default value: True

bCanFly

Type: bool


bCanJump

Type: bool

movement capabilities - used by AI

Default value: True

bCanPickupInventory

Type: bool

if true, will pickup inventory when touching pickup actors

bCanStrafe

Type: bool


bCanSwim

Type: bool


bCanUse

Type: bool

can this pawn Use things?

Default value: True

bCanWalk

Type: bool


Default value: True

bCanWalkOffLedges

Type: bool

Can still fall off ledges, even when walking (for Player Controlled pawns)

bCanWallDodge

Type: bool


bClientCollision

Type: bool

used on clients when temporarily turning off collision

bCountJumps

Type: bool

if true, inventory wants message whenever this pawn jumps

bCrawler

Type: bool

crawling - pitch and roll based on surface pawn is on

bDirectHitWall

Type: bool

always call pawn hitwall directly (no controller notifyhitwall)

bDoTorsoTwist

Type: bool


bDrawCorona

Type: bool


bFlyingKarma

Type: bool

Tells AI that this vehicle can be flown like PHYS_Flying even though it has karma physics

bHideRegularHUD

Type: bool


bIgnoreForces

Type: bool

if true, not affected by external forces

bIgnorePlayFiring

Type: bool

if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon)

bInitializeAnimation

Type: bool


bInvulnerableBody

Type: bool


bIsCrouched

Type: bool

Modifiers: const

set by physics to specify that pawn is currently crouched

bIsFemale

Type: bool


bIsIdle

Type: bool

true when standing still on the ground, Physics can be used for determining other states

bIsTyping

Type: bool

play typing anim if idle

bIsWalking

Type: bool

currently walking (can't jump, affects animations)

bJumpCapable

Type: bool


Default value: True

bJustLanded

Type: bool

used by eyeheight adjustment

bLandRecovery

Type: bool

used by eyeheight adjustment

BloodEffect

Type: class<Effects>


bNoCoronas

Type: bool

Modifiers: globalconfig


Default value: True

bNoJumpAdjust

Type: bool

set to tell controller not to modify velocity of a jump/fall

bNoTeamBeacon

Type: bool

never display team beacon for this pawn

bNoVelocityUpdate

Type: bool

Modifiers: const

used by C++ physics

bNoWeaponFiring

Type: bool


Bob

Type: float

Modifiers: globalconfig


Default value: 0.0060

bobtime

Type: float


bPhysicsAnimUpdate

Type: bool


bPlayedDeath

Type: bool


BreathTime

Type: float

used for getting BreathTimer() messages (for no air, etc.)

bReducedSpeed

Type: bool

Modifiers: const

used by movement natives

bReverseRun

Type: bool

Modifiers: const


bRollToDesired

Type: bool

Update roll when turning to desired rotation (normally false)

bScriptPostRender

Type: bool

if true, PostRender2D() gets called instead of native team beacon drawing code

bServerMoveSetPawnRot

Type: bool


Default value: True

bSetPCRotOnPossess

Type: bool


Default value: True

bSimGravityDisabled

Type: bool

Modifiers: const

used on network clients

bSimulateGravity

Type: bool

Modifiers: const

simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)

Default value: True

bSpecialCalcView

Type: bool

If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.

bSpecialCrosshair

Type: bool


bSpecialHUD

Type: bool


bStationary

Type: bool

pawn can't move

bSteadyFiring

Type: bool

used for third person weapon anims/effects

bStopAtLedges

Type: bool

if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all

bSuperSize

Type: bool

hack for Leviathan

bThumped

Type: bool


bTryToUncrouch

Type: bool

Modifiers: const

when auto-crouch during movement, continually try to uncrouch

bUpAndOut

Type: bool

used by swimming

bUpdateEyeheight

Type: bool

if true, UpdateEyeheight will get called every tick

bUpdatingDisplay

Type: bool

to avoid infinite recursion through inventory setdisplay

bUseCompressedPosition

Type: bool

use compressed position in networking - true unless want to replicate roll, or very high velocities

Default value: True

bWaitForAnim

Type: bool

true if the pawn is playing an important non-looping animation (eg. landing/dodge) and doesn't feel like being interrupted

bWantsToCrouch

Type: bool

if true crouched (physics will automatically reduce collision height to CrouchHeight)

bWarping

Type: bool

Set when travelling through warpzone (so shouldn't telefrag)

bWasCrouched

Type: bool


bWasOnGround

Type: bool


bWasWalking

Type: bool


bWaterStepup

Type: bool

used by get out of water physics code

bWeaponBob

Type: bool

Modifiers: globalconfig


Default value: True

ConstantAcceleration

Type: Object.Vector

acceleration added to pawn when falling

Controller

Type: Controller


ControllerClass

Type: class<AIController>

default class to use when pawn is controlled by AI (can be modified by an AIScript)

Default value: Class'Engine.AIController'

CrouchAnims

Type: name

Array size: 4


CrouchedPct

Type: float

pct. of running speed that crouched walking speed is

Default value: 0.5

CrouchHeight

Type: float

CollisionHeight when crouching

Default value: 40.0

CrouchRadius

Type: float

CollisionRadius when crouching

Default value: 34.0

CrouchTurnLeftAnim

Type: name


CrouchTurnRightAnim

Type: name


DamageScaling

Type: float


Default value: 1.0

DelayedDamageInstigatorController

Type: Controller


DesiredSpeed

Type: float


Default value: 1.0

DestinationOffset

Type: float

used to vary destination over NavigationPoints

DodgeAnims

Type: name

Array size: 4


DodgeSpeedFactor

Type: float

dodge speed moved here so animation knows the diff between a jump and a dodge

DodgeSpeedZ

Type: float


DoubleJumpAnims

Type: name

Array size: 4


DrivenVehicle

Type: Vehicle


EyeHeight

Type: float

Current eye height, adjusted for bobbing and stairs.

Default value: 54.0

FindAnchorFailedTime

Type: float

last time a FindPath() attempt failed to find an anchor.

FlashCount

Type: byte


Floor

Type: Object.Vector

Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)

FootRot

Type: int

Modifiers: const

torso twisting/looking stuff

FootStill

Type: bool

Modifiers: const


FootTurning

Type: bool

Modifiers: const


ForwardStrafeBias

Type: float

bias of strafe blending in forward direction

GroundSpeed

Type: float

The maximum ground speed.

Default value: 440.0

HeadBone

Type: name


HeadHeight

Type: float

Distance from base of neck to center of head - used for headshot calculation

Default value: 6.0

HeadRadius

Type: float

Squared radius of the head of the pawn that is vulnerable to headshots

Default value: 9.0

HeadScale

Type: float


Default value: 1.0

HeadVolume

Type: PhysicsVolume

physics volume of head

Health

Type: int

Modifiers: travel

Health: 100 = normal maximum

Default value: 100

HealthMax

Type: float


Default value: 100.0

HitDamageType

Type: class<DamageType>

damage type of last hit (for playing hit/death anims)

HitFxTicker

Type: int

Modifiers: transient


IdleChatAnim

Type: name


IdleCrouchAnim

Type: name


IdleRestAnim

Type: name


IdleSwimAnim

Type: name


IdleTime

Type: float


IdleWeaponAnim

Type: name

WeaponAttachment code will set this one

ImpactVelocity

Type: Object.Vector

velocity added while falling (bot tries to correct for it)

JumpZ

Type: float

vertical acceleration w/ jump

Default value: 420.0

LadderSpeed

Type: float

Ladder climbing speed

Default value: 200.0

LandAnims

Type: name

Array size: 4


LandBob

Type: float


LandMovementState

Type: name

PlayerControllerState to use when moving on land or air

Default value: 'PlayerWalking'

LastAnchor

Type: NavigationPoint

Modifiers: const

recent nearest path

LastHitBy

Type: Controller

give kill credit to this guy if hit momentum causes pawn to fall to his death

LastLocTime

Type: float

Modifiers: const


LastPainSound

Type: float


LastPainTime

Type: float

last time pawn played a takehit animation (updated in PlayHit())

LastRealViewer

Type: PlayerController


LastStartSpot

Type: PlayerStart

used to avoid spawn camping

LastStartTime

Type: float


LastValidAnchorTime

Type: float

last time a valid anchor was found

LastViewer

Type: Actor


LowGoreBlood

Type: class<Effects>


MaxDesiredSpeed

Type: float


Default value: 1.0

MaxFallSpeed

Type: float

max speed pawn can land without taking damage (also limits what paths AI can use)

Default value: 1200.0

MaxRotation

Type: float

minimum dot product of movement direction and rotation vector, ignored if 0

MeleeRange

Type: float

Max range for melee attack (not including collision radii)

MenuName

Type: string

Modifiers: localized


MinFlySpeed

Type: float


MovementAnims

Type: name

Array size: 4

Forward, Back, Left, Right

MovementBlendStartTime

Type: float

used for delaying the start of run blending

NavigationPointRange

Type: float

extra slack to have "reached" a NavigationPoint

NetRelevancyTime

Type: float


NextPathRadius

Type: float

radius of next path in route

noise1loudness

Type: float

Modifiers: const


noise1other

Type: Pawn

Modifiers: const


noise1spot

Type: Object.Vector

Modifiers: const


noise1time

Type: float

Modifiers: const


Default value: -10.0

noise2loudness

Type: float

Modifiers: const


noise2other

Type: Pawn

Modifiers: const


noise2spot

Type: Object.Vector

Modifiers: const


noise2time

Type: float

Modifiers: const


Default value: -10.0

OldAcceleration

Type: Object.Vector


OldAnimDir

Type: int

Modifiers: const


OldPhysics

Type: Actor.EPhysics


OldRotYaw

Type: float

used for determining if pawn is turning

OldVelocity

Type: Object.Vector

Modifiers: const


OldZ

Type: float

Old Z Location - used for eyeheight smoothing

OnLadder

Type: LadderVolume

ladder currently being climbed

OwnerName

Type: string

Name of owning player (for save games, coop)

PawnPosition

Type: Object.CompressedPosition

Modifiers: transient


PendingWeapon

Type: Weapon

Will become weapon once current weapon is put down

PlayerReplicationInfo

Type: PlayerReplicationInfo


ReducedDamageType

Type: class<DamageType>

which damagetype this creature is protected from (used by AI)

RootBone

Type: name


SelectedItem

Type: Powerups

Modifiers: travel

currently selected inventory item

SerpentineDir

Type: Object.Vector

serpentine direction

SerpentineDist

Type: float


SerpentineTime

Type: float

how long to stay straight before strafing again

Shadow

Type: Projector


SmoothViewPitch

Type: int


SmoothViewYaw

Type: int


SoundDampening

Type: float


Default value: 1.0

SpawnTime

Type: float


SpineBone1

Type: name


SpineBone2

Type: name


SplashTime

Type: float

time of last splash

SuperHealthMax

Type: float


Default value: 199.0

SwimAnims

Type: name

Array size: 4

0=forward, 1=backwards, 2=left, 3=right

TakeHitLocation

Type: Object.Vector

location of last hit (for playing hit/death anims)

TakeoffAnims

Type: name

Array size: 4


TakeoffStillAnim

Type: name


TauntAnimNames

Type: string

Array size: 16

Modifiers: localized

Text description

TauntAnims

Type: array<name>

Array of names of taunt anim that can be played by this character. First 4 assumed to be orders.

TearOffMomentum

Type: Object.Vector

momentum to apply when torn off (bTearOff == true)

TurnDir

Type: int

Modifiers: const


TurnLeftAnim

Type: name


TurnRightAnim

Type: name

turning anims when standing in place (scaled by turn speed)

UncrouchTime

Type: float

Modifiers: const

when auto-crouch during movement, continually try to uncrouch once this decrements to zero

UnderWaterTime

Type: float

how much time pawn can go without air (in seconds)

ViewPitch

Type: byte

Modifiers: const

jjs - something to replicate so we can see which way remote clients are looking

Visibility

Type: byte

How visible is the pawn? 0=invisible, 128=normal, 255=highly visible

Default value: 128

WalkAnims

Type: name

Array size: 4


WalkBob

Type: Object.Vector


WalkingPct

Type: float

pct. of running speed that walking speed is

Default value: 0.5

WaterMovementState

Type: name

PlayerControllerState to use when moving in water

Default value: 'PlayerSwimming'

WaterSpeed

Type: float

The maximum swimming speed.

Default value: 300.0

Weapon

Type: Weapon

Modifiers: travel

The pawn's current weapon.