unreal.DefaultPawn

class unreal.DefaultPawn(outer=None, name='None')

Bases: unreal.Pawn

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

C++ Source:

  • Module: Engine
  • File: DefaultPawn.h

Editor Properties: (see get_editor_property/set_editor_property)

  • add_default_movement_bindings (bool): [Read-Write] If true, adds default input bindings for movement and camera look.
  • 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 AIControllerClass is set, and ignored if AutoPossessPlayer is enabled. AutoPossessPlayer:
  • auto_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. AutoPossessAI:
  • auto_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.
  • base_look_up_rate (float): [Read-Only] Base lookup rate, in deg/sec. Other scaling may affect final lookup rate.
  • base_turn_rate (float): [Read-Only] Base turn rate, in deg/sec. Other scaling may affect final turn rate.
  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered
  • can_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. https://www.unrealengine.com/blog/damage-in-ue4: 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 performance
  • collision_component (SphereComponent): [Read-Only] DefaultPawn collision component
  • custom_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.
  • 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 Actor
  • find_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 events when spawned as part of level streaming. You might enable this is in the case where a streaming level loads around an actor and you want overlaps to trigger.
  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. 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 builds
  • last_hit_by (Controller): [Read-Write] Controller of the last Actor that caused us damage.
  • mesh_component (StaticMeshComponent): [Read-Only] The mesh associated with this Pawn.
  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently
  • movement_component (PawnMovementComponent): [Read-Only] DefaultPawn movement component
  • net_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 load
  • net_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 replicate
  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime
  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority
  • on_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. 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. 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. 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 editor
  • player_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. https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/: 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 IsLevelBoundsRelevant
  • replay_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. SetReplicates(): https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/:
  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity
  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines 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 somehow
  • spawn_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.
  • 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_default_movement_bindings

(bool) – [Read-Only] If true, adds default input bindings for movement and camera look.

base_look_up_rate

(float) – [Read-Only] Base lookup rate, in deg/sec. Other scaling may affect final lookup rate.

base_turn_rate

(float) – [Read-Only] Base turn rate, in deg/sec. Other scaling may affect final turn rate.

collision_component

(SphereComponent) – [Read-Only] DefaultPawn collision component

default_pawn_movement

deprecated – ‘default_pawn_movement’ was renamed to ‘movement_component’.

look_up_at_rate(rate) → None

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

Parameters:rate (float) – This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
mesh_component

(StaticMeshComponent) – [Read-Only] The mesh associated with this Pawn.

move_forward(val) → None

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

Parameters:val (float) – Amount of movement in the forward direction (or backward if negative).
move_right(val) → None

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

Parameters:val (float) – Amount of movement in the right direction (or left if negative).
move_up_world(val) → None

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

Parameters:val (float) – Amount of movement in the world up direction (or down if negative).
movement_component

(PawnMovementComponent) – [Read-Only] DefaultPawn movement component

turn_at_rate(rate) → None

Called via input to turn at a given rate.

Parameters:rate (float) – This is a normalized rate, i.e. 1.0 means 100% of desired turn rate