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UE3:PlayerController native functions (UDK)

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UDK Object >> Actor >> Controller >> PlayerController (native functions)
PlayerController native functions in other games:
UT3
Other member categories for this class:
events, exec functions, instance functions, internal variables, states

Native functions[edit]

ClientConvolve[edit]

reliable client final private native event ClientConvolve (string C, int H)


ClientFlushLevelStreaming[edit]

reliable client native final event ClientFlushLevelStreaming ()

tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time

ClientTravel[edit]

reliable client native event ClientTravel (string URL, Actor.ETravelType TravelType, optional bool bSeamless, optional init Object.Guid MapPackageGuid)

Travel to a different map or IP address. Calls the PreClientTravel event before doing anything.

Parameters:

  • URL - a string containing the mapname (or IP address) to travel to, along with option key/value pairs
  • TravelType - specifies whether the client should append URL options used in previous travels; if TRUE is specified for the bSeamlesss parameter, this value must be TRAVEL_Relative.
  • bSeamless - indicates whether to use seamless travel (requires TravelType of TRAVEL_Relative)
  • MapPackageGuid - the GUID of the map package to travel to - this is used to find the file when it has been autodownloaded, so it is only needed for clients

ServerNotifyLoadedWorld[edit]

reliable server native final event ServerNotifyLoadedWorld (name WorldPackageName)

called to notify the server when the client has loaded a new world via seamless travelling

Parameters:

  • WorldPackageName - the name of the world package that was loaded

ServerProcessConvolve[edit]

reliable server final private native event ServerProcessConvolve (string C, int H)


ServerUpdateLevelVisibility[edit]

native reliable server final event ServerUpdateLevelVisibility (name PackageName, bool bIsVisible)

called when the client adds/removes a streamed level the server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized

Parameters:

  • PackageName - the name of the package for the level whose status changed

CheckSpeedHack[edit]

native final function bool CheckSpeedHack (float DeltaTime)


CleanUpAudioComponents[edit]

native function CleanUpAudioComponents ()

Clears out 'left-over' audio components.

ClientUpdateLevelStreamingStatus[edit]

native reliable client function ClientUpdateLevelStreamingStatus (name PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad)


ConsoleCommand[edit]

native function string ConsoleCommand (string Command, optional bool bWriteToLog)

Overrides: Actor.ConsoleCommand


CopyToClipboard[edit]

native function CopyToClipboard (string Text)


CreateTTSSoundCue[edit]

simulated private native function SoundCue CreateTTSSoundCue (string StrToSpeak, PlayerReplicationInfo PRI)

Constructs a SoundCue, performs text-to-wavedata conversion.

FindStairRotation[edit]

native(524) final function int FindStairRotation (float DeltaTime)


ForceSingleNetUpdateFor[edit]

native final function ForceSingleNetUpdateFor (Actor Target)

forces a full replication check of the specified Actor on only the client that owns this PlayerController (equivalent to setting bForceNetUpdate and bNetDirty to true, but only for that client) this function has no effect if this PC is not a remote client or if the Actor is not relevant to that client

GetDefaultURL[edit]

native final function string GetDefaultURL (string Option)


GetPlayerNetworkAddress[edit]

native final function string GetPlayerNetworkAddress ()


GetPooledAudioComponent[edit]

native function AudioComponent GetPooledAudioComponent (SoundCue ASound, Actor SourceActor, bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional Object.Vector SourceLocation)

get an audio component from the HearSound pool creates a new component if the pool is empty and MaxConcurrentHearSounds has not been exceeded the component is initialized with the values passed in, ready to call Play() on its OnAudioFinished delegate is set to this PC's HearSoundFinished() function

Parameters:

  • ASound - the sound to play
  • SourceActor - the Actor to attach the sound to (if None, attached to self)
  • bStopWhenOwnerDestroyed - whether the sound stops if SourceActor is destroyed
  • bUseLocation - optional) - whether to use the SourceLocation parameter for the sound's location (otherwise, SourceActor's location)
  • SourceLocation - optional) - if bUseLocation, the location for the sound

Returns:

the AudioComponent that was found/created

GetServerNetworkAddress[edit]

native final function string GetServerNetworkAddress ()


GetViewTarget[edit]

native function Actor GetViewTarget ()


HasClientLoadedCurrentWorld[edit]

native final function bool HasClientLoadedCurrentWorld ()

returns whether the client has completely loaded the server's current world (valid on server only)

IsControllerTiltActive[edit]

native simulated function bool IsControllerTiltActive () const

Returns:

whether or not this Controller has Tilt Turned on

IsKeyboardAvailable[edit]

native simulated function bool IsKeyboardAvailable () const

Returns:

whether or not this Controller has a keyboard available to be used

IsLocalPlayerController[edit]

native function bool IsLocalPlayerController ()

Overrides: Controller.IsLocalPlayerController

returns whether this Controller is a locally controlled PlayerController

Note: not valid until the Controller is completely spawned (i.e, unusable in Pre/PostBeginPlay())

IsMouseAvailable[edit]

native simulated function bool IsMouseAvailable () const

Returns:

whether or not this Controller has a mouse available to be used

IsPlayerMuted[edit]

native final function bool IsPlayerMuted (const out OnlineSubsystem.UniqueNetId Sender)

Native function to determine if voice data should be received from this player. Only called on the server to determine whether voice packet replication should happen for the given sender.

NOTE: This function is final because it can be called n^2 number of times in a given frame, where n is the number of players. Change/overload this function with caution as this can affect your network performance.

Parameters:

  • Sender - the player to check for mute status

Returns:

TRUE if this player is muted, FALSE otherwise

IsShowingSubtitles[edit]

native simulated function bool IsShowingSubtitles ()

This will turn return whether the subtitles are on or off

LogOutBugItAIGoToLogFile[edit]

private native function LogOutBugItAIGoToLogFile (const string InScreenShotDesc, const string InGoString, const string InLocString)


LogOutBugItGoToLogFile[edit]

private native function LogOutBugItGoToLogFile (const string InScreenShotDesc, const string InGoString, const string InLocString)


PasteFromClipboard[edit]

native function string PasteFromClipboard ()


SetAllowMatureLanguage[edit]

native function SetAllowMatureLanguage (bool bAllowMatureLanguge)

Whether or not to allow mature language *

SetControllerTiltActive[edit]

native simulated function SetControllerTiltActive (bool bActive)

sets whether or not the Tilt functionality is turned on

SetControllerTiltDesiredIfAvailable[edit]

native simulated function SetControllerTiltDesiredIfAvailable (bool bActive)

sets whether or not the the player wants to utilize the Tilt functionality

SetNetSpeed[edit]

native final function SetNetSpeed (int NewSpeed)


SetOnlyUseControllerTiltInput[edit]

native simulated function SetOnlyUseControllerTiltInput (bool bActive)

sets whether or not to ONLY use the tilt input controls

SetUseTiltForwardAndBack[edit]

native simulated function SetUseTiltForwardAndBack (bool bActive)

sets whether or not to use the tilt forward and back input controls

SetViewTarget[edit]

native function SetViewTarget (Actor NewViewTarget, optional Camera.ViewTargetTransitionParams TransitionParams)


UpdateURL[edit]

native(546) final function UpdateURL (string NewOption, string NewValue, bool bSave1Default)