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UE2:PlayerController internal variables (U2)

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U2 Object >> Actor >> Controller >> PlayerController (internal variables)

Contents

PlayerController internal variables in other games:
UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
exec functions, instance functions, states

Internal variables

aBaseX

Type: float

Modifiers: input


aBaseY

Type: float

Modifiers: input


aBaseZ

Type: float

Modifiers: input


aForward

Type: float

Modifiers: input


AimingHelp

Type: float

Modifiers: globalconfig


aLookUp

Type: float

Modifiers: input


aMouseX

Type: float

Modifiers: input


aMouseY

Type: float

Modifiers: input


AnnouncerLevel

Type: byte

Modifiers: globalconfig

0=none, 1=no possession announcements, 2=all

AnnouncerVolume

Type: byte

Modifiers: globalconfig

1 to 4

Default value: 4

aStrafe

Type: float

Modifiers: input


aTurn

Type: float

Modifiers: input


aUp

Type: float

Modifiers: input


bAllActorsRelevant

Type: bool

Modifiers: const

used by UTTV. DO NOT SET THIS TRUE - it has a huge impact on network performance

bAlwaysLevel

Type: bool

Modifiers: globalconfig


bAlwaysMouseLook

Type: bool

Modifiers: globalconfig


Default value: True

bAutoSwitch

Type: bool

Modifiers: globalconfig

if true, switch to best weapon when out of ammo

Default value: True

bAutoTaunt

Type: bool

Modifiers: globalconfig


bBadConnectionAlert

Type: bool


bBehindView

Type: bool

Outside-the-player view.

bBlockCloseCamera

Type: bool


bCameraPositionLocked

Type: bool


bCenterView

Type: bool


bCheatFlying

Type: bool

instantly stop in flying mode

bClientDemo

Type: bool


bDoubleJump

Type: bool


bDynamicNetSpeed

Type: bool

Modifiers: globalconfig


Default value: True

bFixedCamera

Type: bool

used to fix camera in position (to view animations)

bForcePrecache

Type: bool


bFreeCamera

Type: bool

free camera when in behindview mode (for checking out player models and animations)

bFreeLook

Type: byte

Modifiers: input


bFrozen

Type: bool

set when game ends or player dies to temporarily prevent player from restarting (until cleared by timer)

bIsTyping

Type: bool


bJumpStatus

Type: bool

used in net games

bKeyboardLook

Type: bool

Modifiers: globalconfig

no snapping when true

BlendedTargetViewRotation

Type: Object.Rotator


bLook

Type: byte

Modifiers: input


bLookUpStairs

Type: bool

Modifiers: globalconfig

look up/down stairs (player)

bNeverSwitchOnPickup

Type: bool

Modifiers: globalconfig

if true, don't automatically switch to picked up weapon

bNoAutoTaunts

Type: bool

Modifiers: globalconfig


bNoMatureLanguage

Type: bool

Modifiers: globalconfig


bNoVoiceMessages

Type: bool

Modifiers: globalconfig


bNoVoiceTaunts

Type: bool

Modifiers: globalconfig


bPendingDestroy

Type: bool

when true, playercontroller is being destroyed

bPendingVote

Type: bool


bPressedJump

Type: bool


bRadarEnabled

Type: bool

Modifiers: globalconfig


Default value: True

bSetTurnRot

Type: bool


bShortConnectTimeOut

Type: bool

when true, reduces connect timeout to 15 seconds

bSnapLevel

Type: byte

Modifiers: input


bSnapToLevel

Type: bool

Modifiers: globalconfig

Snap to level eyeheight when not mouselooking

bStrafe

Type: byte

Modifiers: input


bTurn180

Type: byte

Modifiers: input


bTurnToNearest

Type: byte

Modifiers: input


bUpdatePosition

Type: bool


bUpdating

Type: bool


bValidBehindCamera

Type: bool


bVehicleBehindView

Type: bool

Modifiers: globalconfig


bViewBot

Type: bool


bXAxis

Type: byte

Modifiers: input


bYAxis

Type: byte

Modifiers: input


bZeroRoll

Type: bool


Default value: True

bZooming

Type: bool


CameraDist

Type: float

multiplier for behindview camera dist

Default value: 9.0

CameraEffects

Type: array<CameraEffect>

Modifiers: transient

A stack of camera effects.

CheatClass

Type: class<CheatManager>

class of my CheatManager

Default value: Class'Engine.CheatManager'

CheatFlyingSpeed

Type: float


CheatManager

Type: CheatManager

Modifiers: private, transient

Object within playercontroller that manages "cheat" commands

ClientCap

Type: int


ClientUpdateTime

Type: float


ConstantGlowFog

Type: Object.Vector


ConstantGlowScale

Type: float


CurrentDistanceFogEnd

Type: float


CurrentTimeStamp

Type: float


DeathFont

Type: Font

Modifiers: globalconfig


Default value: Font'HUD_Fonts.EuroExt14'

DefaultFOV

Type: float

Modifiers: globalconfig


Default value: 85.0

DemoViewer

Type: PlayerController


DemoViewPitch

Type: int


DemoViewYaw

Type: int


DesiredFOV

Type: float

Modifiers: globalconfig


Default value: 85.0

DoubleClickDir

Type: Actor.EDoubleClickDir


DrivenVehicle

Type: Vehicle


DynamicPingThreshold

Type: float

Modifiers: globalconfig


Default value: 400.0

EnemyTurnSpeed

Type: int

Modifiers: config


Default value: 45000

EntryTime

Type: float


ExactPing

Type: float


FailedPathStart

Type: Object.Vector

Modifiers: const


FixedLocation

Type: Object.Vector


FixedRotation

Type: Object.Rotator


FlashFog

Type: Object.Vector


FlashScale

Type: Object.Vector


Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

ForcePrecacheTime

Type: float


FreeMoves

Type: SavedMove

freed moves, available for buffering

GameReplicationInfo

Type: GameReplicationInfo


GroundPitch

Type: int


InputClass

Type: class<PlayerInput>

Modifiers: config

class of my PlayerInput

Default value: Class'Engine.PlayerInput'

LastDistanceFogColor

Type: Object.Color


LastDistanceFogEnd

Type: float


LastDistanceFogStart

Type: float


LastPingUpdate

Type: float


LastPlaySound

Type: float


LastPlaySpeech

Type: float


LastUpdateTime

Type: float


LastViewTargetActor

Type: Actor


LastViewTargetActualDistance

Type: float


LastViewTargetHitLocation

Type: Object.Vector


LastViewTargetHitNormal

Type: Object.Vector


LastViewTargetLocation

Type: Object.Vector


LastViewTargetRotation

Type: Object.Rotator


LastViewTargetTime

Type: float


LastViewTargetTraceDistance

Type: float


LastZone

Type: int


LoadingMusic

Type: array<string>


Default value, index 0: "DutyCallsA"

Default value, index 1: "DutyCallsB"

Default value, index 2: "m09f_outro"

Default value, index 3: "marsh_outro"

Default value, index 4: "PA_AVALONB_Music"

Default value, index 5: "PA_SHORT_Music"

Default value, index 6: "PAHELL"

Default value, index 7: "PDHELL2"

LocalMessageClass

Type: class<LocalMessage>


Default value: Class'Engine.LocalMessage'

MaxResponseTime

Type: float

Modifiers: globalconfig

how long server will wait for client move update before setting position

Default value: 0.7

MaxTimeMargin

Type: float

Modifiers: globalconfig


Default value: 0.35

MessageFont

Type: Font

Modifiers: globalconfig


Default value: Font'HUD_Fonts.EuroExt14'

Misc1

Type: int


Misc2

Type: int


NextSpeedChange

Type: float


NextTeamChangeTime

Type: float


NoPauseMessage

Type: string

Modifiers: localized


Default value: "Game is not pauseable"

OldCameraLoc

Type: Object.Vector

used in behindview calculations

OldCameraRot

Type: Object.Rotator


OldClientWeapon

Type: Weapon


OldFloor

Type: Object.Vector


OldPing

Type: float


OrthoZoom

Type: float

Orthogonal/map view zoom factor.

Default value: 40000.0

OwnCamera

Type: string

Modifiers: localized


Default value: "Now viewing from own camera"

PassengerNumber

Type: int


Default value: -1

PendingMove

Type: SavedMove


Player

Type: Player

Modifiers: const


PlayerInput

Type: PlayerInput

Modifiers: transient

Object within playercontroller that manages player input.

PlayerSecurity

Type: Security

Used for Cheat Protection

ProgressColor

Type: Object.Color

Array size: 4


ProgressMessage

Type: string

Array size: 4


ProgressTimeOut

Type: float


Default value: 8.0

QuickSaveString

Type: string

Modifiers: localized


Default value: "Quick Saving"

RealViewTarget

Type: Controller

Modifiers: const


RenderWorldToCamera

Type: Object.Matrix


RendMap

Type: int


RocketLockSound

Type: Sound


SavedMoves

Type: SavedMove

buffered moves pending position updates

SavedPhysics

Type: Actor.EPhysics

for saving old physics temporarily

ServerOnlyStates

Type: array<name>


ServerTimeStamp

Type: float


ShakeDuration

Type: float


ShakeMagX

Type: float


ShakeMagY

Type: float


ShakeOffset

Type: Object.Vector

current magnitude to offset camera from shake

ShakePeriodX

Type: float

Modifiers: const


Default value: 31.0

ShakePeriodY

Type: float

Modifiers: const


Default value: 29.0

ShakeTime

Type: float


ShowFlags

Type: int


Song

Type: string


SpectateSpeed

Type: float


Default value: 600.0

StatsPassword

Type: string

Modifiers: globalconfig


StatsUsername

Type: string

Modifiers: globalconfig


TargetEyeHeight

Type: float


TargetViewRotation

Type: Object.Rotator


TargetWeaponViewOffset

Type: Object.Vector


TempTurretRotation

Type: Object.Rotator


TimeMargin

Type: float


TimeSinceLastFogChange

Type: float


Transition

Type: Actor.EMusicTransition


TurnRot180

Type: Object.Rotator


TurnTarget

Type: Pawn


UIAlpha

Type: byte

Modifiers: globalconfig


Default value: 255

UseDistance

Type: float

Max distance at which an actor can be used

Default value: 350.0

UseFixedVisibility

Type: bool


UseLatency

Type: float

Max time before a new trace must be used to find the use target

Default value: 0.1

UseProjector

Type: Projector

Used to show which items are usable.

UseTarget

Type: Actor

Actor currently in view to be used

ViewingFrom

Type: string

Modifiers: localized


Default value: "Now viewing from"

ViewTarget

Type: Actor

Modifiers: const


VoteFailedMsg

Type: string

Modifiers: localized


Default value: "Vote Failed: Please wait for the current vote to expire, then try again."

WaitDelay

Type: float

Delay time until can restart

WeaponUpdate

Type: int


ZoomLevel

Type: float