My program doesn't have bugs. It just develops random features.
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- [[Legacy:Interaction|Interaction]]s created from a [[Legacy:PlayerController|PlayerController]] are much simpler than those created from [[Legacy:Mutator|mutator]]s. You ...troller is always a spectator, if that makes a difference, and I check for PlayerController.Player.InteractionMaster every 2 seconds using a timer. The player is creat4 KB (545 words) - 00:17, 1 December 2004
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50 B (6 words) - 03:07, 23 December 2004
- ...|Object]] >> [[Legacy:Actor|Actor]] >> [[Legacy:Controller|Controller]] >> PlayerController (Package: Engine)}} ; bool bPendingDestroy : when true, playercontroller is being destroyed22 KB (2,672 words) - 13:53, 10 June 2006
- ==PlayerController== The PlayerController class is where the real action happens as far as human players go. This cl16 KB (2,428 words) - 21:01, 18 December 2007
- PlayerController See {{cl|PlayerController internal variables}}.8 KB (870 words) - 10:11, 17 May 2008
- PlayerController See {{cl|PlayerController properties}}.6 KB (623 words) - 10:11, 17 May 2008
- PlayerController See {{cl|PlayerController internal variables}}.8 KB (882 words) - 10:10, 17 May 2008
- PlayerController See {{cl|PlayerController internal variables}}.10 KB (1,075 words) - 10:11, 17 May 2008
- PlayerController See {{cl|PlayerController internal variables}}.10 KB (1,094 words) - 10:11, 17 May 2008
- | class = PlayerController6 KB (596 words) - 10:11, 17 May 2008
- | class = PlayerController6 KB (641 words) - 10:11, 17 May 2008
- | class = PlayerController4 KB (466 words) - 10:11, 17 May 2008
- | class = PlayerController5 KB (556 words) - 10:10, 17 May 2008
- | class = PlayerController6 KB (628 words) - 10:11, 17 May 2008
- | class = PlayerController8 KB (829 words) - 00:46, 1 September 2009
- | class = PlayerController26 KB (2,575 words) - 10:11, 17 May 2008
- | class = PlayerController15 KB (1,513 words) - 10:11, 17 May 2008
- | class = PlayerController18 KB (1,765 words) - 10:10, 17 May 2008
- | class = PlayerController20 KB (1,990 words) - 10:11, 17 May 2008
- | class = PlayerController32 KB (3,096 words) - 10:11, 17 May 2008
- | class = PlayerController when true, playercontroller is being destroyed20 KB (2,421 words) - 10:11, 17 May 2008
- | class = PlayerController when true, playercontroller is being destroyed16 KB (1,969 words) - 10:10, 17 May 2008
- | class = PlayerController when true, playercontroller is being destroyed19 KB (2,208 words) - 10:11, 17 May 2008
- | class = PlayerController Makes PlayerController hear much better (used to magnify hit sounds caused by player).24 KB (2,805 words) - 02:32, 1 September 2009
- | class = PlayerController '''Type:''' {{cl|PlayerController}}15 KB (1,765 words) - 10:11, 17 May 2008
- | class = PlayerController '''Overrides:''' {{tl|IsSpectating||PlayerController instance functions}} ''(global)''29 KB (3,181 words) - 10:11, 17 May 2008
- | class = PlayerController ===@{{tl|BaseSpectatingState||PlayerController}}===21 KB (2,201 words) - 10:11, 17 May 2008
- | class = PlayerController '''Overrides:''' {{tl|IsSpectating||PlayerController instance functions}} ''(global)''24 KB (2,596 words) - 10:10, 17 May 2008
- | class = PlayerController '''Overrides:''' {{tl|IsSpectating||PlayerController instance functions}} ''(global)''24 KB (2,583 words) - 10:11, 17 May 2008
- | class = PlayerController '''Overrides:''' {{tl|IsSpectating||PlayerController instance functions}} ''(global)''36 KB (3,979 words) - 10:11, 17 May 2008
- PlayerController ===Property group 'PlayerController'===6 KB (817 words) - 10:11, 17 May 2008
- | class = PlayerController ...matinee director track starts or stops controlling the ViewTarget of this PlayerController14 KB (1,694 words) - 03:32, 16 August 2009
- | class = PlayerController {{code|exec event '''SetProgressMessage''' ({{tl|EProgressMessageType||PlayerController}} '''MessageType''', [[string]] '''Message''', optional [[st5 KB (568 words) - 10:11, 17 May 2008
- | class = PlayerController ...client function '''ClientSetProgressMessage''' ({{tl|EProgressMessageType||PlayerController}} '''MessageType''', [[string]] '''Message''', optional [[st39 KB (4,259 words) - 03:33, 16 August 2009
- | class = PlayerController when true, playercontroller is being destroyed15 KB (1,810 words) - 03:33, 16 August 2009
- | class = PlayerController returns whether this Controller is a locally controlled PlayerController9 KB (1,070 words) - 03:34, 16 August 2009
- | class = PlayerController '''Overrides:''' {{tl|IsSpectating||PlayerController instance functions}} ''(global)''24 KB (2,727 words) - 03:35, 16 August 2009
- PlayerController ===Property group 'PlayerController'===8 KB (945 words) - 06:42, 14 May 2014
- | class = PlayerController ...le client event '''ClientSetProgressMessage''' ({{tl|EProgressMessageType||PlayerController}} '''MessageType''', [[string]] '''Message''', optional [[st17 KB (2,030 words) - 06:44, 17 January 2010
- | class = PlayerController7 KB (835 words) - 06:44, 17 January 2010
- | class = PlayerController playercontroller class to provide custom scoring46 KB (5,176 words) - 06:44, 17 January 2010
- | class = PlayerController when true, playercontroller is being destroyed15 KB (1,801 words) - 12:47, 6 November 2009
- | class = PlayerController ...replication check of the specified Actor on only the client that owns this PlayerController10 KB (1,202 words) - 06:44, 17 January 2010
- | class = PlayerController '''Overrides:''' {{tl|IsSpectating||PlayerController events}} ''(global)''24 KB (2,734 words) - 12:47, 6 November 2009
Page text matches
- {{code|function {{cl|PlayerController}} '''getPC''' ()}} Return a PlayerController associated with this user. This method might return3 KB (332 words) - 10:11, 17 May 2008
- {{code|function {{cl|PlayerController}} '''getPC''' ()}} Return a PlayerController associated with this user. This method might return2 KB (238 words) - 10:11, 17 May 2008
- ; BecomeViewTarget() : Called by PlayerController when this actor becomes its ViewTarget.38 KB (5,274 words) - 21:14, 6 April 2016
- ; bool CheckMaxEffectDistance ([[Legacy:PlayerController|PlayerController]] P, vector SpawnLocation) [simulated] : ...oller]] PC, bool bBehindViewChanged) : Called by [[Legacy:PlayerController|PlayerController]] on its current ViewTarget when its ViewTarget and/or bBehindView change.10 KB (1,248 words) - 09:41, 26 May 2006
- ...wrote a wild mutator which displays Debug info for all pawns, even if your PlayerController doesn't own it - [[Legacy:Mod_Ideas/DevTools|Mod_Ideas/DevTools]] All you h2 KB (285 words) - 20:34, 8 September 2003
- var PlayerController ownerViewer;4 KB (428 words) - 09:34, 4 September 2004
- | +- [[Legacy:PlayerController|PlayerController]]19 KB (2,280 words) - 05:05, 19 May 2007
- * [[Legacy:PlayerController|PlayerController]] – Controllers for player characters4 KB (513 words) - 16:43, 7 December 2005
- simulated function ClientKDriverEnter(PlayerController pc) PlayerController(RepDriver.Controller).bBehindView = bUseBehindView;8 KB (910 words) - 17:25, 17 November 2007
- ; bool AdminLogin ([[Legacy:PlayerController|PlayerController]] P, string Password) : Attempts to log player in as an admin. Returns true ; bool AdminLogout ([[Legacy:PlayerController|PlayerController]] P) : Attempts to log player out of admin. Returns true if successful, fal5 KB (628 words) - 04:58, 29 September 2004
- function AttachIt (PlayerController Other) // at least I think the PalyerController is the main "player" in UE2 And this is in a your PlayerPawn (I assume it's the PlayerController in UE2):7 KB (1,213 words) - 15:34, 14 April 2006
- An [[Legacy:Object|Object]] within the [[Legacy:PlayerController|PlayerController]] class that allows players to login as server administrators and perform v ...eded with the word "admin". This is coded within [[Legacy:PlayerController|PlayerController]].2 KB (335 words) - 14:19, 15 October 2004
- | +- [[Legacy:PlayerController|PlayerController]]9 KB (963 words) - 18:53, 24 May 2007
- ; ClientKDriverEnter( [[Legacy:PlayerController|PlayerController]] PC ) (simulated) : ; ClientKDriverLeave( [[Legacy:PlayerController|PlayerController]] PC) (simulated) :7 KB (741 words) - 19:12, 8 April 2006
- // Disconnect PlayerController from Driver and connect to SVehicle. if ( PlayerController( C ) != None )12 KB (1,464 words) - 04:51, 20 February 2006
- if ( PlayerController( Rider.Controller ) != None ) PlayerController( Rider.Controller ).bBehindView = true;67 KB (8,400 words) - 21:20, 3 February 2006
- OnAdminReply (string Reply) : Called by [[Legacy:PlayerController|PlayerController]].1 KB (162 words) - 05:35, 26 May 2003
- local PlayerController pc; Then the PlayerController class is set to PlayerDriving so the car acts like a car. Then the functio7 KB (958 words) - 00:14, 15 November 2007
- local PlayerController PC; local PlayerController PC;50 KB (7,997 words) - 10:52, 18 November 2007
- ...ll three of these are declared to be "<tt>within [[Legacy:PlayerController|PlayerController]]</tt>" and extend object. Since they aren't actors, their functions and v11 KB (1,688 words) - 01:32, 25 October 2007
- ...in the level will not receive the Destroyed() event, with the exception of PlayerController and Pawn actors.14 KB (2,234 words) - 17:13, 21 December 2012
- ...r|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:PlayerController|PlayerController]] >> Camera (Package: Engine)}}575 B (64 words) - 09:56, 6 October 2003
- ...do it more than once. A good example is found in [[Legacy:PlayerController|PlayerController]]'s '''''Dead''''' state:34 KB (5,823 words) - 09:32, 7 April 2006
- ...ts. Before we go any further lets recap on a few of the attributes of the PlayerController. ...the player. The pawn class occupied by the player makes callbacks to the PlayerController in use to determine what should happen when the player attempts to make the8 KB (1,242 words) - 00:02, 18 September 2006
- <uscript>PlayerController.Player.interactionMaster.AddInteraction( PlayerController.Player);11 KB (1,595 words) - 22:43, 29 April 2021
- [[Legacy:Interaction|Interaction]]s created from a [[Legacy:PlayerController|PlayerController]] are much simpler than those created from [[Legacy:Mutator|mutator]]s. You ...troller is always a spectator, if that makes a difference, and I check for PlayerController.Player.InteractionMaster every 2 seconds using a timer. The player is creat4 KB (545 words) - 00:17, 1 December 2004
- local PlayerController PC; PC = PlayerController(Owner);2 KB (221 words) - 16:53, 25 January 2004
- ...ortant: [[Legacy:AIController|AIController]] and [[Legacy:PlayerController|PlayerController]]. [[Legacy:Controller Overview|Controller Overview]] covers this in more d +- Engine.[[Legacy:PlayerController|PlayerController]]13 KB (1,700 words) - 09:30, 28 March 2007
- ...easily create new commands to alias to, unless things like PlayerInput or PlayerController, which doesn't really seem good for a little Mutator to grab two keys.20 KB (3,507 words) - 03:46, 5 August 2003
- ...an example function, called within a subclass of [[Legacy:PlayerController|PlayerController]], that creats this order, and tells the pawn to execute it. if(c.IsA('PlayerController'))16 KB (2,378 words) - 03:28, 19 January 2009
- ...efault value for this is not set although Engine.[[Legacy:PlayerController|PlayerController]] (UnrealGame.[[Legacy:DeathMatch|DeathMatch]] specifies xGame.[[Legacy:XPl ...n this is the class you need to replace. The default value set within the PlayerController class is Engine.[[Legacy:CheatManager|CheatManager]].6 KB (872 words) - 14:29, 7 December 2005
- .../>stripped down version of Tanus'. Finally the UnitPress() function in the playercontroller still needs tweaked.<br /> var PlayerController PlayerOwner;10 KB (1,156 words) - 16:55, 21 January 2005
- ...y CameraEffect object can be added as often to a [[Legacy:PlayerController|PlayerController]]'s CameraEffects array as you want without breaking anything. ...ects is to find an existing CameraEffect of the desired class in the local PlayerController's CameraEffects array and use that. If there isn't any, just fetch one from4 KB (398 words) - 18:07, 13 January 2005
- PlayerController37 KB (1,854 words) - 16:01, 10 January 2005
- ...lBreak]]. When Touch() is called, the triggering [[Legacy:PlayerController|PlayerController]]'s viewpoint will be changed to an outside view as defined in the actor's2 KB (281 words) - 11:01, 18 November 2007
- Object within [[Legacy:PlayerController|PlayerController]] that defines "cheat" commands.1 KB (131 words) - 08:27, 10 June 2004
- ...rol|AccessControl]] and [[Legacy:Mutator|Mutator]]s; spawns the PlayerPawn/PlayerController or rejects player, sets player name, spectator, admin login, other stuff: ## If bDelayedStart is true, the PlayerController enters the PlayerWaiting state.3 KB (440 words) - 18:46, 15 October 2010
- local PlayerController PC; PC=PlayerController(x.Controller);4 KB (467 words) - 21:45, 4 August 2003
- function PerformMove(PlayerController PC, vector Accel, float DeltaTime) { local PlayerController PC;12 KB (1,235 words) - 05:28, 19 November 2007
- ...lets add another chalange. So I said to myself "Don't subclass Gameinfo or PlayerController or Pawn" and... I didn't :) It was quite a trick for me because I was used7 KB (1,310 words) - 13:42, 27 August 2004
- ; StandalonePlayer (PlayerController) :5 KB (567 words) - 13:57, 2 December 2005
- ...''''' - but unfortunately it's a more annoying because you need a specific PlayerController to send it to.12 KB (2,041 words) - 09:39, 6 November 2006
- Tested only with "Object", "Actor" and "Playercontroller": ...tors with parameters, ignores method bodies. I found a "event function" in PlayerController - wtf ? Still - I changed grammar to match them too.13 KB (2,400 words) - 18:16, 29 October 2003
- This is defined in TUCPlayer (extends PlayerController) so as far as I can see it should work. It hits Static meshes correctly so22 KB (3,439 words) - 19:17, 20 September 2004
- PlayerController(C).ClientMessage("Seed Mode activated"); PlayerController(C).ClientMessage("Seed Mode deactivated");11 KB (1,085 words) - 16:34, 15 April 2006
- '''Wormbo:''' PlayerController already uses the concept of extending states within the sme class with Base7 KB (969 words) - 09:56, 24 April 2006
- * the local [[Legacy:PlayerController|PlayerController]] '''VerteX''' well, i subclassed CheatManager, hooked it up so it modifies PlayerController and sets the game's cheat manager to MyCheatManager, then i tried my cheat4 KB (593 words) - 03:29, 18 October 2008
- The only accessable consolecommands (Level.ConsoleCommand and PlayerController.ConsoleCommand) only have some basic working commands, and no feedback if a ...ions on a server, I don't have a viewport (Player instance) and spawning a PlayerController doesn't give me a viewport.15 KB (2,477 words) - 02:28, 3 March 2004
- PlayerController(Instigator.Controller).ClientPlaySound(LockOnSound); PlayerController(Instigator.Controller).ClientPlaySound(LockBrokenSound);13 KB (1,142 words) - 23:47, 25 October 2007
- * bShowInventory in AdvancedPawn (WHY not playercontroller? argh) causes the weapon-info to be displayed in HUD, and has nothing to do ...the command line the user used to connect with. Expects a return type of PlayerController.13 KB (2,154 words) - 10:53, 29 November 2009