Contents
- 1 Entry Points: Engine.Controller
- 1.1 event MayFall()
- 1.2 event AIHearSound ()
- 1.3 event SoakStop()
- 1.4 event LongFall()
- 1.5 event bool NotifyPhysicsVolumeChange()
- 1.6 event bool NotifyHeadVolumeChange()
- 1.7 event bool NotifyLanded()
- 1.8 event bool NotifyHitWall()
- 1.9 event bool NotifyBump()
- 1.10 event NotifyHitMover()
- 1.11 event NotifyJumpApex()
- 1.12 event NotifyMissedJump()
- 1.13 event bool AllowDetourTo()
- 1.14 simulated event RenderOverlays()
- 1.15 event PrepareForMove()
- 1.16 event float Desireability()
- 1.17 event SetupSpecialPathAbilities()
- 1.18 event HearNoise()
- 1.19 event SeePlayer()
- 1.20 event SeeMonster()
- 1.21 event EnemyNotVisible()
- 1.22 event MonitoredPawnAlert()
- 2 Back to Parent
- 3 Comments?
Entry Points: Engine.Controller
event MayFall()
//return true if allowed to fall - called by engine when pawn is about to fall
event AIHearSound ()
event SoakStop()
event LongFall()
// called when latent function WaitForLanding() doesn't return after 4 seconds
event bool NotifyPhysicsVolumeChange()
// notifications of pawn events (from C++). if return true, then pawn won't get notified
event bool NotifyHeadVolumeChange()
// notifications of pawn events (from C++). if return true, then pawn won't get notified
event bool NotifyLanded()
// notifications of pawn events (from C++). if return true, then pawn won't get notified
event bool NotifyHitWall()
// notifications of pawn events (from C++). if return true, then pawn won't get notified
event bool NotifyBump()
// notifications of pawn events (from C++). if return true, then pawn won't get notified
event NotifyHitMover()
event NotifyJumpApex()
event NotifyMissedJump()
event bool AllowDetourTo()
simulated event RenderOverlays()
event PrepareForMove()
event float Desireability()
event SetupSpecialPathAbilities()
// called before start of navigation network traversal to allow setup of transient navigation flags
event HearNoise()
event SeePlayer()
// called when a player (bIsPlayer==true) pawn is seen
event SeeMonster()
// called when a non-player (bIsPlayer==false) pawn is seen