Cogito, ergo sum
UE3:Controller (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- AIController, PlayerController
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
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Controller, the base class of players or AI.
Controllers are non-physical actors that can be attached to a pawn to control its actions. PlayerControllers are used by human players to control pawns, while AIControFllers implement the artificial intelligence for the pawns they control. Controllers take control of a pawn using their Possess() method, and relinquish control of the pawn by calling UnPossess().
Controllers receive notifications for many of the events occuring for the Pawn they are controlling. This gives the controller the opportunity to implement the behavior in response to this event, intercepting the event and superceding the Pawn's default behavior.
[edit] Constants
[edit] LATENT_MOVETOWARD
Value: 503
[edit] Properties
[edit] Structs
[edit] VisiblePortalInfo
Modifiers: native
List of destinations whose source portals are visible to this Controller
[edit] Functions
[edit] Latent functions
[edit] FinishRotation
[edit] MoveTo
[edit] MoveToDirectNonPathPos
[edit] MoveToward
[edit] WaitForLanding
[edit] Exec functions
[edit] SwitchToBestWeapon
[edit] Native functions
[edit] ActorReachable
[edit] BeyondFogDistance
[edit] CanSee
[edit] CanSeeByPoints
[edit] EndClimbLadder
[edit] FindPathTo
[edit] FindPathToIntercept
[edit] FindPathToward
[edit] FindPathTowardNearest
[edit] FindRandomDest
[edit] GetAdjustLocation
[edit] GetDestinationPosition
Retrive the final position that controller should be moving to
[edit] GetFocalPoint
Retrive the final position that controller should be looking at
[edit] GetTeamNum
Overrides: Actor.GetTeamNum
[edit] InLatentExecution
[edit] IsLocalPlayerController
[edit] LineOfSightTo
[edit] PickTarget
[edit] PickWallAdjust
[edit] PointReachable
[edit] RouteCache_AddItem
[edit] RouteCache_Empty
Route Cache Operations Allows operations on nodes in the route while modifying route (ie before emptying the cache) Should override in subclasses as needed
[edit] RouteCache_InsertItem
[edit] RouteCache_RemoveIndex
[edit] RouteCache_RemoveItem
[edit] SetAdjustLocation
[edit] SetDestinationPosition
Set Destination as absolute position or offset from base
[edit] SetFocalPoint
Set FocalPoint as absolute position or offset from base
[edit] StopLatentExecution
[edit] Events
See Controller events.
[edit] Other instance functions
See Controller instance functions.
[edit] States
[edit] Dead
Ignores: HearNoise, KilledBy, SeePlayer
[edit] Dead.IsDead
Overrides: IsDead (global)
[edit] Dead.PawnDied
Overrides: PawnDied (global)
[edit] Dead.ServerReStartPlayer
Overrides: ServerRestartPlayer (global)
[edit] RoundEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
[edit] RoundEnded.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] RoundEnded.GamePlayEndedState
Overrides: GamePlayEndedState (global)
