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Class EQSTestingPawn

this class is abstract even though it's perfectly functional on its own.

Inheritance
System.Object
UObject
Actor
Pawn
Character
EQSTestingPawn
Inherited Members
Character.K2_OnEndCrouch
Character.K2_OnMovementModeChanged
Character.K2_OnStartCrouch
Character.K2_UpdateCustomMovement
Character.OnLanded
Character.OnLaunched
Character.CanJumpInternal
Character.OnJumped
Character.OnWalkingOffLedge
Character.CacheInitialMeshOffset(Vector, Rotator)
Character.CanJump()
Character.Crouch(Boolean)
Character.GetAnimRootMotionTranslationScale()
Character.GetBaseRotationOffsetRotator()
Character.GetBaseTranslationOffset()
Character.GetCurrentMontage()
Character.IsJumpProvidingForce()
Character.IsPlayingNetworkedRootMotionMontage()
Character.IsPlayingRootMotion()
Character.Jump()
Character.LaunchCharacter(Vector, Boolean, Boolean)
Character.PlayAnimMontage(AnimMontage, Single, Name)
Character.StopAnimMontage(AnimMontage)
Character.StopJumping()
Character.UnCrouch(Boolean)
Character.Mesh
Character.CharacterMovement
Character.CapsuleComponent
Character.ArrowComponent
Character.BasedMovement
Character.ReplicatedBasedMovement
Character.AnimRootMotionTranslationScale
Character.BaseTranslationOffset
Character.BaseRotationOffset
Character.ReplicatedServerLastTransformUpdateTimeStamp
Character.ReplayLastTransformUpdateTimeStamp
Character.ReplicatedMovementMode
Character.bInBaseReplication
Character.CrouchedEyeHeight
Character.bIsCrouched
Character.bProxyIsJumpForceApplied
Character.bPressedJump
Character.bClientUpdating
Character.bClientWasFalling
Character.bClientResimulateRootMotion
Character.bClientResimulateRootMotionSources
Character.bSimGravityDisabled
Character.bClientCheckEncroachmentOnNetUpdate
Character.bServerMoveIgnoreRootMotion
Character.bWasJumping
Character.JumpKeyHoldTime
Character.JumpForceTimeRemaining
Character.ProxyJumpForceStartedTime
Character.JumpMaxHoldTime
Character.JumpMaxCount
Character.JumpCurrentCount
Character.SavedRootMotion
Character.ClientRootMotionParams
Character.RepRootMotion
Pawn.ReceivePossessed
Pawn.ReceiveUnpossessed
Pawn.AddControllerPitchInput(Single)
Pawn.AddControllerRollInput(Single)
Pawn.AddControllerYawInput(Single)
Pawn.AddMovementInput(Vector, Single, Boolean)
Pawn.ConsumeMovementInputVector()
Pawn.DetachFromControllerPendingDestroy()
Pawn.GetBaseAimRotation()
Pawn.GetController()
Pawn.GetControlRotation()
Pawn.GetLastMovementInputVector()
Pawn.GetMovementBaseActor(Pawn)
Pawn.GetMovementComponent()
Pawn.GetNavAgentLocation()
Pawn.GetPendingMovementInputVector()
Pawn.IsControlled()
Pawn.IsLocallyControlled()
Pawn.IsMoveInputIgnored()
Pawn.IsPlayerControlled()
Pawn.K2_GetMovementInputVector()
Pawn.LaunchPawn(Vector, Boolean, Boolean)
Pawn.PawnMakeNoise(Single, Vector, Boolean, Actor)
Pawn.SetCanAffectNavigationGeneration(Boolean, Boolean)
Pawn.SpawnDefaultController()
Pawn.bUseControllerRotationPitch
Pawn.bUseControllerRotationYaw
Pawn.bUseControllerRotationRoll
Pawn.bCanAffectNavigationGeneration
Pawn.BaseEyeHeight
Pawn.AutoPossessPlayer
Pawn.RemoteViewPitch
Pawn.AIControllerClass
Pawn.PlayerState
Pawn.LastHitBy
Pawn.Controller
Pawn.ControlInputVector
Pawn.LastControlInputVector
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.AIModule
Assembly: UE4DotNet.dll
Syntax
public class EQSTestingPawn : Character
Remarks

The reason is to stop it from showing as valid player pawn type when configuring project's game mode.

Properties

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bDrawFailedItems

Declaration
public bool bDrawFailedItems { get; set; }
Property Value
Type Description
System.Boolean
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bDrawLabels

Declaration
public bool bDrawLabels { get; set; }
Property Value
Type Description
System.Boolean
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bReRunQueryOnlyOnFinishedMove

Declaration
public bool bReRunQueryOnlyOnFinishedMove { get; set; }
Property Value
Type Description
System.Boolean
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bShouldBeVisibleInGame

Declaration
public bool bShouldBeVisibleInGame { get; set; }
Property Value
Type Description
System.Boolean
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bTickDuringGame

Declaration
public bool bTickDuringGame { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static EQSTestingPawn DefaultObject { get; }
Property Value
Type Description
EQSTestingPawn
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EdRenderComp

Editor Preview

Declaration
public EQSRenderingComponent EdRenderComp { get; set; }
Property Value
Type Description
EQSRenderingComponent
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NavAgentProperties

Nav Agent Properties

Declaration
public NavAgentProperties NavAgentProperties { get; set; }
Property Value
Type Description
NavAgentProperties
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QueryingMode

Querying Mode

Declaration
public byte QueryingMode { get; set; }
Property Value
Type Description
System.Byte
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QueryTemplate

Query Template

Declaration
public EnvQuery QueryTemplate { get; set; }
Property Value
Type Description
EnvQuery
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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StepToDebugDraw

Step to Debug Draw

Declaration
public int StepToDebugDraw { get; set; }
Property Value
Type Description
System.Int32
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TimeLimitPerStep

Time Limit Per Step

Declaration
public float TimeLimitPerStep { get; set; }
Property Value
Type Description
System.Single

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static EQSTestingPawn New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
EQSTestingPawn

Operators

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Implicit(IntPtr to EQSTestingPawn)

Convert from IntPtr to UObject

Declaration
public static implicit operator EQSTestingPawn(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
EQSTestingPawn
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