unreal.Pawn
¶
- class unreal.Pawn(outer=None, name='None')¶
Bases:
unreal.Actor
Pawn is the base class of all actors that can be possessed by players or AI. They are the physical representations of players and creatures in a level. see: https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/
C++ Source:
Module: Engine
File: Pawn.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid
(Guid): [Read-Only] The GUID for this actor.ai_controller_class
(type(Class)): [Read-Write] Default class to use when pawn is controlled by AI.allow_tick_before_begin_play
(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.always_relevant
(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).auto_destroy_when_finished
(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.auto_possess_ai
(AutoPossessAI): [Read-Write] Determines when the Pawn creates and is possessed by an AI Controller (on level start, when spawned, etc). Only possible if AIControllerClassRef is set, and ignored if AutoPossessPlayer is enabled. see: AutoPossessPlayerauto_possess_player
(AutoReceiveInput): [Read-Write] Determines which PlayerController, if any, should automatically possess the pawn when the level starts or when the pawn is spawned. see: AutoPossessAIauto_receive_input
(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.base_eye_height
(float): [Read-Write] Base eye height above collision center.block_input
(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredcan_affect_navigation_generation
(bool): [Read-Write] If set to false (default) given pawn instance will never affect navigation generation.Setting it to true will result in using regular AActor’s navigation relevancy calculation to check if this pawn instance should affect navigation generation Use SetCanAffectNavigationGeneration to change this value at runtime. Note that modifying this value at runtime will result in any navigation change only if runtime navigation generation is enabled.
can_be_damaged
(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()can_be_in_cluster
(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performancecustom_time_dilation
(float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.default_update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
enable_auto_lod_generation
(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actorfind_camera_component_when_view_target
(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.generate_overlap_events_during_level_streaming
(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaminghidden
(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()ignores_origin_shifting
(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.initial_life_span
(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.input_priority
(int32): [Read-Write] The priority of this input component when pushed in to the stack.instigator
(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.is_editor_only_actor
(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked buildslast_hit_by
(Controller): [Read-Write] Controller of the last Actor that caused us damage.min_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlynet_cull_distance_squared
(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.net_dormancy
(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.net_load_on_client
(bool): [Read-Write] This actor will be loaded on network clients during map loadnet_priority
(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_actor_begin_overlap
(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_end_overlap
(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_hit
(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.on_begin_cursor_over
(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.on_clicked
(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.on_destroyed
(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.on_end_cursor_over
(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.on_end_play
(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.on_input_touch_begin
(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.on_input_touch_end
(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.on_input_touch_enter
(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.on_input_touch_leave
(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.on_released
(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.on_take_any_damage
(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.on_take_point_damage
(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.on_take_radial_damage
(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.only_relevant_to_owner
(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.optimize_bp_component_data
(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.pivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorplayer_state
(PlayerState): [Read-Write] If Pawn is possessed by a player, points to its Player State. Needed for network play as controllers are not replicated to clients.primary_actor_tick
(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()relevant_for_level_bounds
(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevantreplay_rewindable
(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.replicate_movement
(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/replicated_movement
(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocityreplicates
(bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()root_component
(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehowspawn_collision_handling_method
(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.sprite_scale
(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
use_controller_rotation_pitch
(bool): [Read-Write] If true, this Pawn’s pitch will be updated to match the Controller’s ControlRotation pitch, if controlled by a PlayerController.use_controller_rotation_roll
(bool): [Read-Write] If true, this Pawn’s roll will be updated to match the Controller’s ControlRotation roll, if controlled by a PlayerController.use_controller_rotation_yaw
(bool): [Read-Write] If true, this Pawn’s yaw will be updated to match the Controller’s ControlRotation yaw, if controlled by a PlayerController.
- add_controller_pitch_input(val) → None¶
Add input (affecting Pitch) to the Controller’s ControlRotation, if it is a local PlayerController. This value is multiplied by the PlayerController’s InputPitchScale value. see: PlayerController::InputPitchScale
- Parameters
val (float) – Amount to add to Pitch. This value is multiplied by the PlayerController’s InputPitchScale value.
- add_controller_roll_input(val) → None¶
Add input (affecting Roll) to the Controller’s ControlRotation, if it is a local PlayerController. This value is multiplied by the PlayerController’s InputRollScale value. see: PlayerController::InputRollScale
- Parameters
val (float) – Amount to add to Roll. This value is multiplied by the PlayerController’s InputRollScale value.
- add_controller_yaw_input(val) → None¶
Add input (affecting Yaw) to the Controller’s ControlRotation, if it is a local PlayerController. This value is multiplied by the PlayerController’s InputYawScale value. see: PlayerController::InputYawScale
- Parameters
val (float) – Amount to add to Yaw. This value is multiplied by the PlayerController’s InputYawScale value.
- add_look_up_input(val)¶
deprecated: ‘add_look_up_input’ was renamed to ‘add_controller_pitch_input’.
- add_movement_input(world_direction, scale_value=1.0, force=False) → None¶
Add movement input along the given world direction vector (usually normalized) scaled by ‘ScaleValue’. If ScaleValue < 0, movement will be in the opposite direction. Base Pawn classes won’t automatically apply movement, it’s up to the user to do so in a Tick event. Subclasses such as Character and DefaultPawn automatically handle this input and move. see: GetPendingMovementInputVector(), GetLastMovementInputVector(), ConsumeMovementInputVector()
- Parameters
world_direction (Vector) – Direction in world space to apply input
scale_value (float) – Scale to apply to input. This can be used for analog input, ie a value of 0.5 applies half the normal value, while -1.0 would reverse the direction.
force (bool) – If true always add the input, ignoring the result of IsMoveInputIgnored().
- add_pitch_input(val)¶
deprecated: ‘add_pitch_input’ was renamed to ‘add_controller_pitch_input’.
- add_roll_input(val)¶
deprecated: ‘add_roll_input’ was renamed to ‘add_controller_roll_input’.
- add_turn_input(val)¶
deprecated: ‘add_turn_input’ was renamed to ‘add_controller_yaw_input’.
- add_yaw_input(val)¶
deprecated: ‘add_yaw_input’ was renamed to ‘add_controller_yaw_input’.
- property ai_controller_class¶
[Read-Write] Default class to use when pawn is controlled by AI.
[Read-Only] If set to false (default) given pawn instance will never affect navigation generation. Setting it to true will result in using regular AActor’s navigation relevancy calculation to check if this pawn instance should affect navigation generation Use SetCanAffectNavigationGeneration to change this value at runtime. Note that modifying this value at runtime will result in any navigation change only if runtime navigation generation is enabled.
- Type
(bool)
- consume_movement_input_vector() → Vector¶
Returns the pending input vector and resets it to zero. This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames. Copies the pending input vector to the saved input vector (GetLastMovementInputVector()).
- Returns
The pending input vector.
- Return type
- property controller_class¶
‘controller_class’ was renamed to ‘ai_controller_class’.
- Type
deprecated
- detach_from_controller_pending_destroy() → None¶
Call this function to detach safely pawn from its controller, knowing that we will be destroyed soon.
- get_base_aim_rotation() → Rotator¶
Return the aim rotation for the Pawn. If we have a controller, by default we aim at the player’s ‘eyes’ direction that is by default the Pawn rotation for AI, and camera (crosshair) rotation for human players.
- Returns
- Return type
- get_control_rotation() → Rotator¶
Get the rotation of the Controller, often the ‘view’ rotation of this Pawn.
- Returns
- Return type
- get_controller() → Controller¶
Returns controller for this actor.
- Returns
- Return type
- get_last_movement_input_vector() → Vector¶
Return the last input vector in world space that was processed by ConsumeMovementInputVector(), which is usually done by the Pawn or PawnMovementComponent. Any user that needs to know about the input that last affected movement should use this function. For example an animation update would want to use this, since by default the order of updates in a frame is: PlayerController (device input) -> MovementComponent -> Pawn -> Mesh (animations) see: AddMovementInput(), GetPendingMovementInputVector(), ConsumeMovementInputVector()
- Returns
The last input vector in world space that was processed by ConsumeMovementInputVector().
- Return type
- classmethod get_movement_base_actor(pawn) → Actor¶
Gets the owning actor of the Movement Base Component on which the pawn is standing.
- get_movement_component() → PawnMovementComponent¶
Return our PawnMovementComponent, if we have one.
- Returns
- Return type
- get_movement_input_vector() → Vector¶
(Deprecated) Return the input vector in world space. deprecated: GetMovementInputVector has been deprecated, use either GetPendingMovementInputVector or GetLastMovementInputVector
- Returns
- Return type
Basically retrieved pawn’s location on navmesh
- Returns
- Return type
- get_pending_movement_input_vector() → Vector¶
Return the pending input vector in world space. This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it, Usually only a PawnMovementComponent will want to read this value, or the Pawn itself if it is responsible for movement. see: AddMovementInput(), GetLastMovementInputVector(), ConsumeMovementInputVector()
- Returns
The pending input vector in world space.
- Return type
- is_locally_controlled() → bool¶
Returns true if controlled by a local (not network) Controller.
- Returns
- Return type
- is_move_input_ignored() → bool¶
Helper to see if move input is ignored. If our controller is a PlayerController, checks Controller->IsMoveInputIgnored().
- Returns
- Return type
- is_pawn_controlled() → bool¶
Check if this actor is currently being controlled at all (the actor has a valid Controller)
- Returns
- Return type
- is_player_controlled() → bool¶
Returns true if controlled by a human player (possessed by a PlayerController).
- Returns
- Return type
- property last_hit_by¶
[Read-Only] Controller of the last Actor that caused us damage.
- Type
- launch_pawn(launch_velocity, xy_override, z_override) → None¶
Launch Pawn deprecated: Use Character.LaunchCharacter instead
- pawn_make_noise(loudness, noise_location, use_noise_maker_location=True, noise_maker=None) → None¶
Inform AIControllers that you’ve made a noise they might hear (they are sent a HearNoise message if they have bHearNoises==true) The instigator of this sound is the pawn which is used to call MakeNoise.
- Parameters
loudness (float) – is the relative loudness of this noise (range 0.0 to 1.0). Directly affects the hearing range specified by the AI’s HearingThreshold.
noise_location (Vector) – Position of noise source. If zero vector, use the actor’s location.
use_noise_maker_location (bool) – If true, use the location of the NoiseMaker rather than NoiseLocation. If false, use NoiseLocation.
noise_maker (Actor) – Which actor is the source of the noise. Not to be confused with the Noise Instigator, which is responsible for the noise (and is the pawn on which this function is called). If not specified, the pawn instigating the noise will be used as the NoiseMaker
- property player_replication_info¶
‘player_replication_info’ was renamed to ‘player_state’.
- Type
deprecated
- property player_state¶
[Read-Only] If Pawn is possessed by a player, points to its Player State. Needed for network play as controllers are not replicated to clients.
- Type
- receive_possessed(new_controller) → None¶
Event called when the Pawn is possessed by a Controller (normally only occurs on the server/standalone).
- Parameters
new_controller (Controller) –
- receive_unpossessed(old_controller) → None¶
Event called when the Pawn is no longer possessed by a Controller.
- Parameters
old_controller (Controller) –
Use SetCanAffectNavigationGeneration to change this value at runtime. Note that calling this function at runtime will result in any navigation change only if runtime navigation generation is enabled.
- property use_controller_rotation_pitch¶
[Read-Write] If true, this Pawn’s pitch will be updated to match the Controller’s ControlRotation pitch, if controlled by a PlayerController.
- Type
(bool)