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UE2:Controller internal variables (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller (internal variables) |
- Controller internal variables in other games:
- U2, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- functions, instance functions
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Internal variables
[edit] ActorRangeCounter
Type: float
NEW (mib) counter for checking for ActorRangeTransition events
[edit] AdjustLoc
Type: Object.Vector
[edit] AimRotation
Type: Object.Rotator
[edit] AudioRadiusModifier
Type: float
gets used if obstructed with slow occlusion.
Default value: 0.5
[edit] AudioVolumeModifier
Type: float
Default value: 0.35
[edit] bAdjusting
Type: bool
Modifiers: const
[edit] bAltFire
Type: byte
Modifiers: input
[edit] bControlAnimations
Type: bool
take control of animations from pawn (don't let pawn play animations based on notifications)
[edit] bDuck
Type: byte
Modifiers: private, input
!!mdf-tbd: make public/protected again?
[edit] bEnemyAcquired
Type: bool
[edit] bFire
Type: byte
Modifiers: input
[edit] bGodMode
Type: bool
[edit] bIsBot
Type: bool
NEW (mdf) Pawn is a player-bot.
[edit] bIsPlayer
Type: bool
Pawn is a player or a player-bot.
[edit] bJump
Type: byte
Modifiers: input
[edit] bLeanForward
Type: byte
Modifiers: input
[edit] bLeanLeft
Type: byte
Modifiers: input
[edit] bLeanRight
Type: byte
Modifiers: input
[edit] bLeanUp
Type: byte
Modifiers: input
[edit] bLOSflag
Type: bool
Modifiers: const
[edit] bNoTact
Type: bool
[edit] bPlayerCanFire
Type: bool
Default value: True
[edit] bPreparingMove
Type: bool
set true while pawn sets up for a latent move
[edit] bRun
Type: byte
Modifiers: private, input
[edit] bShouldPossess
Type: bool
[edit] bSlowAudioOcclusion
Type: bool
whether to use slow or fast audio occlusion.
Default value: True
[edit] bSpecialJump
Type: bool
[edit] bTacticalDir
Type: bool
used during movement between pathnodes
[edit] ControllerEnemy
Type: Pawn
Modifiers: const
[edit] ControllerTarget
Type: Actor
Modifiers: const
[edit] CosMinFacingTargetAngle
Type: float
NEW (mdf) min angle between NPC's rotation and line to enemy for firing
Default value: 0.984
[edit] CurrentCoverSpot
Type: CoverSpot
NEW (mdf) NPC's current cover spot (if set).
[edit] CurrentPath
Type: ReachSpec
[edit] CurrentPathDir
Type: Object.Vector
NEW (mdf) serpentine support
[edit] DefaultMoveSpeed
Type: float
NEW (mdf)
Default value: 1.0
[edit] Destination
Type: Object.Vector
set by Movement natives
[edit] FallWaitTime
Type: float
used to countdown MaxWaitTime (if non-zero when WaitForLanding called)
[edit] FearLocations
Type: array<TFearLocationInfo>
NEW (mdf) locations an NPC is afraid of
[edit] FinishRotationThreshold
Type: float
Modifiers: const
NEW (mdf) support threshold with FinishRotation
[edit] FocalPoint
Type: Object.Vector
set by Movement natives
[edit] Focus
Type: Actor
[edit] FovAngle
Type: float
X field of view angle in degrees, usually 90.
Default value: 90.0
[edit] GoalList
Type: Actor
Array size: 4
used by navigation AI - list of intermediate goals
[edit] GroundPitchTime
Type: float
[edit] Handedness
Type: float
Modifiers: globalconfig
[edit] home
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
[edit] InRangeActor
Type: Actor
actor whose distance we're checking
[edit] InRangebSendInitialEvent
Type: bool
send an event the first time the range is tested
[edit] InRangeDistance
Type: float
distance at which actor goes in / out of range
[edit] LastEnemyDetectedLocation
Type: Object.Vector
Modifiers: private
[edit] LastEnemyDetectedTime
Type: float
Modifiers: private
[edit] LastEnemyDetectionLocation
Type: Object.Vector
Modifiers: private
[edit] LastEnemySeeingLocation
Type: Object.Vector
Modifiers: private
position where I last saw enemy
[edit] LastEnemySeenLocation
Type: Object.Vector
Modifiers: private
enemy position when I last saw enemy
[edit] LastEnemySeenTime
Type: float
Modifiers: private
[edit] LastInRangeResult
Type: int
[edit] LastRange
Type: int
last range (1..Ranges.Num, 0 means not set
[edit] LastRangeEnemy
Type: Pawn
last enemy used for range check
[edit] LeapCounter
Type: float
NEW (mdf) counter for checking for Enemy[Not]InMeleeRange events
[edit] MeleeCounter
Type: float
NEW (mdf) counter for checking for Enemy[Not]InMeleeRange events
[edit] MinHitWall
Type: float
Minimum HitNormal dot Velocity.Normal to get a HitWall from the physics
Default value: -1.0
[edit] MoveAtFinalDestinationDistance
Type: float
Modifiers: const
set by Movement natives during call to MoveToActor
[edit] MoveFinalDestinationActor
Type: Actor
Modifiers: const
set by Movement natives during call to MoveToActor
[edit] MoveResult
Type: EMoveResult
Modifiers: const
set by Movement natives during call to MoveToXXX
[edit] MoveTarget
Type: Actor
set by movement natives
[edit] MoveTimer
Type: float
[edit] nextController
Type: Controller
Modifiers: const
[edit] OldMessageTime
Type: float
[edit] Pawn
Type: Pawn
[edit] PawnClass
class of pawn to spawn (for players)
[edit] PendingMover
Type: Mover
mover pawn is waiting for to complete its move
[edit] PlayerReplicationInfo
Type: PlayerReplicationInfo
[edit] RangeCounter
Type: float
NEW (mdf) counter for checking for EnemyInRange events
[edit] Ranges
NEW (mdf) optional list of important ranges to check in engine (calls EnemyRangeTransition if threshold crossed)
[edit] RouteCache
Type: Actor
Array size: 16
[edit] RouteDist
Type: float
[edit] RouteGoal
Type: Actor
final destination for current route
[edit] SightCounter
Type: float
Used to keep track of when to check player visibility
[edit] StartSpot
Type: NavigationPoint
[edit] StrafeTimer
Type: float
C++ timer used if using ST_Basic strafing while moving towards destination (call UpdateTactics)
[edit] TacticalMoveType
Type: Actor.ETacticalMoveType
Modifiers: private, const
used during movement towards destination (MoveToPoint not supported currently)
[edit] ViewX
Type: Object.Vector
[edit] ViewY
Type: Object.Vector
[edit] ViewZ
Type: Object.Vector
Viewrotation encoding for PHYS_Spider
[edit] VoicePitch
Type: byte
for speech
[edit] VoiceType
Type: string
for speech
