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UE2:Controller internal variables (UE2Runtime)

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UE2Runtime Object >> Actor >> Controller (internal variables)

Contents

[edit] Internal variables

[edit] AcquisitionYawRate

Type: int


Default value: 20000

[edit] AdjustLoc

Type: Object.Vector

location to move to while adjusting around obstacle

[edit] bAdjusting

Type: bool

adjusting around obstacle

[edit] bAdvancedTactics

Type: bool

serpentine movement between pathnodes

[edit] bAllowedToImpactJump

Type: bool


[edit] bAllowedToTranslocate

Type: bool


[edit] bAltFire

Type: byte

Modifiers: input


[edit] bCanDoSpecial

Type: bool


[edit] bCanOpenDoors

Type: bool


[edit] bControlAnimations

Type: bool

take control of animations from pawn (don't let pawn play animations based on notifications)

[edit] bDuck

Type: byte

Modifiers: input


[edit] bEnemyAcquired

Type: bool


[edit] bEnemyInfoValid

Type: bool

false when change enemy, true when LastSeenPos etc updated

[edit] bFire

Type: byte

Modifiers: input


[edit] bGodMode

Type: bool


[edit] bHuntPlayer

Type: bool

hunting player

[edit] bIsPlayer

Type: bool

Pawn is a player or a player-bot.

[edit] bJumpOverWall

Type: bool

true when jumping to clear obstacle

[edit] bLOSflag

Type: bool

Modifiers: const

used for alternating LineOfSight traces

[edit] bNotifyApex

Type: bool

event NotifyJumpApex() when at apex of jump

[edit] bPreparingMove

Type: bool

set true while pawn sets up for a latent move

[edit] bRun

Type: byte

Modifiers: input


[edit] bSoaking

Type: bool

pause and focus on this bot if it encounters a problem

[edit] bUsePlayerHearing

Type: bool


[edit] CurrentPath

Type: ReachSpec


[edit] CurrentPathDir

Type: Object.Vector


[edit] Destination

Type: Object.Vector

location being moved toward

[edit] Enemy

Type: Pawn


[edit] FailedReachLocation

Type: Object.Vector

Modifiers: const


[edit] FailedReachTime

Type: float

Modifiers: const


[edit] FearSpots

Type: AvoidMarker

Array size: 2

avoid these spots when moving

[edit] FocalPoint

Type: Object.Vector

location being looked at

[edit] Focus

Type: Actor

actor being looked at

[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] LastFailedReach

Type: Actor

Modifiers: const

cache to avoid trying failed actorreachable more than once per frame

[edit] LastPawnWeapon

Type: class<Weapon>

used by game stats

[edit] LastRouteFind

Type: float


[edit] LastSeeingPos

Type: Object.Vector

position where I last saw enemy (auto updated if EnemyNotVisible enabled)

[edit] LastSeenPos

Type: Object.Vector

enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)

[edit] LastSeenTime

Type: float


[edit] MinHitWall

Type: float

Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics

Default value: -1.0

[edit] MonitoredPawn

Type: Pawn

used by latent function MonitorPawn()

[edit] MonitorMaxDistSq

Type: float


[edit] MonitorStartLoc

Type: Object.Vector

used by latent function MonitorPawn()

[edit] MoveTarget

Type: Actor

actor being moved toward

[edit] MoveTimer

Type: float


[edit] nextController

Type: Controller

Modifiers: const

chained Controller list

[edit] OldMessageTime

Type: float


[edit] Pawn

Type: Pawn


[edit] PawnClass

Type: class<Pawn>

class of pawn to spawn (for players)

[edit] PendingMover

Type: Mover

mover pawn is waiting for to complete its move

[edit] PlayerNum

Type: int

Modifiers: const

The player number - per-match player number.

[edit] PlayerReplicationInfo

Type: PlayerReplicationInfo


[edit] PreviousPawnClass

Type: class<Pawn>

Holds the player's previous class

[edit] RespawnPredictionTime

Type: float

how far ahead to predict respawns when looking for inventory

[edit] RouteCache

Type: Actor

Array size: 16


[edit] RouteDist

Type: float

total distance for current route

[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] Stimulus

Type: float


[edit] Target

Type: Actor


[edit] ViewX

Type: Object.Vector


[edit] ViewY

Type: Object.Vector


[edit] ViewZ

Type: Object.Vector

Viewrotation encoding for PHYS_Spider

[edit] VoiceType

Type: string

for speech

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