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UE2:Controller (U2)

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U2 Object >> Actor >> Controller

Contents

Package: 
Engine
Direct subclasses:
AIController, PlayerController
This class in other games:
U2XMP, UDK, UE2Runtime, UT2003, UT2004, UT3

Controller, the base class of players or AI.

Controllers are non-physical actors that can be attached to a pawn to control its actions. PlayerControllers are used by human players to control pawns, while AIControFllers implement the artificial intelligence for the pawns they control. Controllers take control of a pawn using their Possess() method, and relinquish control of the pawn by calling UnPossess().

Controllers receive notifications for many of the events occuring for the Pawn they are controlling. This gives the controller the opportunity to implement the behavior in response to this event, intercepting the event and superceding the Pawn's default behavior.

This is a built-in Unreal class and it shouldn't be modified.

[edit] Constants

[edit] LATENT_MOVETOWARD

Value: 503

LatentAction number for Movetoward() latent function

[edit] Properties

[edit] Property group 'Controller'

[edit] PlayerReplicationInfoClass

Type: class<PlayerReplicationInfo>


Default value: Class'Engine.PlayerReplicationInfo'

[edit] Internal variables

See Controller internal variables.

[edit] Default values

Property Value
bHidden True
bHiddenEd True
RotationRate
Member Value
Pitch 3072
Roll 2048
Yaw 30000

[edit] Enums

[edit] EAttitude

ATTITUDE_Enemy 
considered an enemy
ATTITUDE_Neutral 
not considered a friend or enemy (but could go either way)
ATTITUDE_Friend 
considered a friend
ATTITUDE_None 
used for invalid situations (attitude to self, Pawn not set etc.)

[edit] Functions

See Controller functions.

[edit] States

[edit] Dead

Ignores: HearNoise, KilledBy, SeeEnemy

[edit] Dead.PawnDied

function PawnDied (Pawn P)

Overrides: PawnDied (global)


[edit] Dead.ServerReStartPlayer

function ServerReStartPlayer ()

Overrides: ServerReStartPlayer (global)


[edit] GameEnded

Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeeEnemy, TakeDamage

[edit] GameEnded.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


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