44 results for "pawn" in function
Called on the owning client of a player-controlled pawn when it is restarted (usually after possession).
Broadcasts a noise event to nearby AIControllers that have hearing enabled, sending them a HearNoise notification if the sound is within their hearing threshold.
Called by the PlayerController when the player presses a fire input.
Adds pitch rotation to the owning PlayerController's ControlRotation.
Adds roll rotation to the owning PlayerController's ControlRotation.
Adds yaw rotation to the owning PlayerController's ControlRotation, used to turn the camera or pawn left and right.
Accumulates a world-space movement direction into the pawn's input vector.
Called when this pawn becomes the view target of a PlayerController.
Called when the game starts or when the pawn is spawned into the world.
Returns whether this pawn can act as a standing surface (movement base) for another pawn or character.
Returns the accumulated pending movement input and resets it to zero, copying it to the last input vector.
Called when this pawn is destroyed.
Safely unpossesses the pawn from its controller in preparation for imminent destruction.
Prevents this pawn from processing player input.
Wrapper that calls Restart() and, when appropriate, PawnClientRestart().
Draws pawn-specific debug information to the screen when the ShowDebug command is active.
Re-enables input processing for this pawn after it was disabled.
Called when the pawn is removed from the world or when the game ends.
Called when this pawn stops being the view target of a PlayerController.
Updates the pawn's actor rotation to match the controller's ControlRotation, gated by the bUseControllerRotationPitch/Yaw/Roll flags.
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.
Returns the aim rotation for the pawn.
Returns the rotation of this pawn's controller, which typically represents the player's look direction or the AI's facing direction.
Returns the controller currently possessing this pawn, or null if unpossessed.
Returns the half-height of the default collision shape for this pawn, scaled by the root component's world scale.
Returns the current gravity direction vector for this pawn.
Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.
Returns a debug-friendly name for this pawn.
Returns the movement input vector from the most recently completed movement update.
Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.
Returns the local PlayerController that has this pawn as its ViewTarget, whether it is controlling or spectating.
Part of the `INavAgentInterface`.
Returns the `UPrimitiveComponent` the pawn is standing on, attached to, or otherwise using as a movement base.
Returns the owning Actor of the movement base component the pawn is currently standing on or attached to.
Returns the pawn's movement component, if it has one.
Returns the pawn's location as seen by the navigation system — the actor location offset downward by BaseEyeHeight.
Returns the nav agent properties (agent radius, height, step height, etc.
Returns the net connection associated with this pawn, resolved by walking up through the owning PlayerController.
Returns the actor that owns this pawn for network relevancy and replication purposes.
Returns the UPlayer that owns this pawn for network purposes.
Variant of GetNetOwningPlayer() that returns the owning UPlayer regardless of the actor's net role.
Returns the InputComponent subclass that should be created for this pawn instead of the project's default, as set by the OverrideInputComponentClass property.
Returns the PawnNoiseEmitterComponent for this pawn, if one exists.
Returns the world-space location of the pawn's eyes, offset upward from the collision center by BaseEyeHeight.