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UE2:Controller internal variables (UE2Runtime)
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| Object >> Actor >> Controller (internal variables) |
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[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
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
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
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
