RealDocs

50 results for "pawn"

class
APawn Engine

APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.

function
APawn::PawnClientRestart Engine

Called on the owning client of a player-controlled pawn when it is restarted (usually after possession).

function
APawn::PawnMakeNoise Engine

Broadcasts a noise event to nearby AIControllers that have hearing enabled, sending them a HearNoise notification if the sound is within their hearing threshold.

function
APawn::PawnStartFire Engine

Called by the PlayerController when the player presses a fire input.

property
APawn::AIControllerClass Engine

The controller class to instantiate when this pawn is automatically possessed by AI.

function
APawn::AddControllerPitchInput Engine

Adds pitch rotation to the owning PlayerController's ControlRotation.

function
APawn::AddControllerRollInput Engine

Adds roll rotation to the owning PlayerController's ControlRotation.

function
APawn::AddControllerYawInput Engine

Adds yaw rotation to the owning PlayerController's ControlRotation, used to turn the camera or pawn left and right.

function
APawn::AddMovementInput Engine

Accumulates a world-space movement direction into the pawn's input vector.

property
APawn::AutoPossessAI Engine

Controls when this pawn automatically spawns and is possessed by an AI controller.

property
APawn::AutoPossessPlayer Engine

Specifies which local player (if any) automatically possesses this pawn when the level starts or the pawn is spawned.

property
APawn::BaseEyeHeight Engine

The height of the pawn's eye position above the collision center, in unreal units.

function
APawn::BecomeViewTarget Engine

Called when this pawn becomes the view target of a PlayerController.

function
APawn::BeginPlay Engine

Called when the game starts or when the pawn is spawned into the world.

function
APawn::CanBeBaseForCharacter Engine

Returns whether this pawn can act as a standing surface (movement base) for another pawn or character.

function
APawn::ConsumeMovementInputVector Engine

Returns the accumulated pending movement input and resets it to zero, copying it to the last input vector.

property
APawn::Controller Engine

The controller currently possessing this pawn.

function
APawn::Destroyed Engine

Called when this pawn is destroyed.

function
APawn::DetachFromControllerPendingDestroy Engine

Safely unpossesses the pawn from its controller in preparation for imminent destruction.

function
APawn::DisableInput Engine

Prevents this pawn from processing player input.

function
APawn::DispatchRestart Engine

Wrapper that calls Restart() and, when appropriate, PawnClientRestart().

function
APawn::DisplayDebug Engine

Draws pawn-specific debug information to the screen when the ShowDebug command is active.

function
APawn::EnableInput Engine

Re-enables input processing for this pawn after it was disabled.

function
APawn::EndPlay Engine

Called when the pawn is removed from the world or when the game ends.

function
APawn::EndViewTarget Engine

Called when this pawn stops being the view target of a PlayerController.

function
APawn::FaceRotation Engine

Updates the pawn's actor rotation to match the controller's ControlRotation, gated by the bUseControllerRotationPitch/Yaw/Roll flags.

function
APawn::GetActorEyesViewPoint Engine

Returns the world-space location and rotation of the pawn's eye point, used by the engine for line-of-sight checks, AI perception, and camera queries.

function
APawn::GetBaseAimRotation Engine

Returns the aim rotation for the pawn.

function
APawn::GetControlRotation Engine

Returns the rotation of this pawn's controller, which typically represents the player's look direction or the AI's facing direction.

function
APawn::GetController Engine

Returns the controller currently possessing this pawn, or null if unpossessed.

function
APawn::GetDefaultHalfHeight Engine

Returns the half-height of the default collision shape for this pawn, scaled by the root component's world scale.

function
APawn::GetGravityDirection Engine

Returns the current gravity direction vector for this pawn.

function
APawn::GetGravityTransform Engine

Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.

function
APawn::GetHumanReadableName Engine

Returns a debug-friendly name for this pawn.

function
APawn::GetLastMovementInputVector Engine

Returns the movement input vector from the most recently completed movement update.

function
APawn::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.

function
APawn::GetLocalViewingPlayerController Engine

Returns the local PlayerController that has this pawn as its ViewTarget, whether it is controlling or spectating.

function
APawn::GetMoveGoalReachTest Engine

Part of the `INavAgentInterface`.

function
APawn::GetMovementBase Engine

Returns the `UPrimitiveComponent` the pawn is standing on, attached to, or otherwise using as a movement base.

function
APawn::GetMovementBaseActor Engine

Returns the owning Actor of the movement base component the pawn is currently standing on or attached to.

function
APawn::GetMovementComponent Engine

Returns the pawn's movement component, if it has one.

function
APawn::GetNavAgentLocation Engine

Returns the pawn's location as seen by the navigation system — the actor location offset downward by BaseEyeHeight.

function
APawn::GetNavAgentPropertiesRef Engine

Returns the nav agent properties (agent radius, height, step height, etc.

function
APawn::GetNetConnection Engine

Returns the net connection associated with this pawn, resolved by walking up through the owning PlayerController.

function
APawn::GetNetOwner Engine

Returns the actor that owns this pawn for network relevancy and replication purposes.

function
APawn::GetNetOwningPlayer Engine

Returns the UPlayer that owns this pawn for network purposes.

function
APawn::GetNetOwningPlayerAnyRole Engine

Variant of GetNetOwningPlayer() that returns the owning UPlayer regardless of the actor's net role.

function
APawn::GetOverrideInputComponentClass Engine

Returns the InputComponent subclass that should be created for this pawn instead of the project's default, as set by the OverrideInputComponentClass property.

function
APawn::GetPawnNoiseEmitterComponent Engine

Returns the PawnNoiseEmitterComponent for this pawn, if one exists.

function
APawn::GetPawnViewLocation Engine

Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.