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Class DefaultPawn

DefaultPawn implements a simple Pawn with spherical collision and built-in flying movement.

Inheritance
System.Object
UObject
Actor
Pawn
DefaultPawn
SpectatorPawn
Inherited Members
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.Engine
Assembly: UE4DotNet.dll
Syntax
public class DefaultPawn : Pawn
Remarks

@see UFloatingPawnMovement

Properties

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bAddDefaultMovementBindings

Declaration
public bool bAddDefaultMovementBindings { get; }
Property Value
Type Description
System.Boolean
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BaseLookUpRate

Base lookup rate, in deg/sec. Other scaling may affect final lookup rate.

Declaration
public float BaseLookUpRate { get; }
Property Value
Type Description
System.Single
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BaseTurnRate

Base turn rate, in deg/sec. Other scaling may affect final turn rate.

Declaration
public float BaseTurnRate { get; }
Property Value
Type Description
System.Single
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CollisionComponent

DefaultPawn collision component

Declaration
public SphereComponent CollisionComponent { get; }
Property Value
Type Description
SphereComponent
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static DefaultPawn DefaultObject { get; }
Property Value
Type Description
DefaultPawn
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MeshComponent

The mesh associated with this Pawn.

Declaration
public StaticMeshComponent MeshComponent { get; }
Property Value
Type Description
StaticMeshComponent
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MovementComponent

DefaultPawn movement component

Declaration
public PawnMovementComponent MovementComponent { get; }
Property Value
Type Description
PawnMovementComponent
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StaticClass

Get UE4 Class

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

Methods

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LookUpAtRate(Single)

Called via input to look up at a given rate (or down if Rate is negative).

Declaration
public void LookUpAtRate(float Rate)
Parameters
Type Name Description
System.Single Rate
Remarks

@param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate

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MoveForward(Single)

Input callback to move forward in local space (or backward if Val is negative).

Declaration
public void MoveForward(float Val)
Parameters
Type Name Description
System.Single Val
Remarks

@param Val Amount of movement in the forward direction (or backward if negative). @see APawn::AddMovementInput()

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MoveRight(Single)

Input callback to strafe right in local space (or left if Val is negative).

Declaration
public void MoveRight(float Val)
Parameters
Type Name Description
System.Single Val
Remarks

@param Val Amount of movement in the right direction (or left if negative). @see APawn::AddMovementInput()

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MoveUp_World(Single)

Input callback to move up in world space (or down if Val is negative).

Declaration
public void MoveUp_World(float Val)
Parameters
Type Name Description
System.Single Val
Remarks

@param Val Amount of movement in the world up direction (or down if negative). @see APawn::AddMovementInput()

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New(UObject, Name)

Spawn an object of this class

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

Called via input to turn at a given rate.

Declaration
public void TurnAtRate(float Rate)
Parameters
Type Name Description
System.Single Rate
Remarks

@param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate

Operators

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Implicit(IntPtr to DefaultPawn)

Convert from IntPtr to UObject

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