UnrealScript Entry Points/Controller Events
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