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UE3:Controller properties (UT3)

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UT3 Object >> Actor >> Controller (properties)

Contents

Controller properties in other games:
UDK
Other member categories for this class:
events, instance functions

[edit] Properties

[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] bAffectedByHitEffects

Type: bool

cheat - when true, can't be affected by effects from damage (e.g. momentum transfer, hit effects, etc.)

Default value: True

[edit] bCanDoSpecial

Type: bool

are we able to traverse R_SPECIAL reach specs?

[edit] bFire

Type: byte

Modifiers: input


[edit] bForceDesiredRotation

Type: bool

Forces physics to use Controller.DesiredRotation regardless of focus etc

[edit] bForceStrafe

Type: bool


[edit] bGodMode

Type: bool

cheat - when true, can't be killed or hurt

[edit] bIsPlayer

Type: bool

Pawn is a player or a player-bot.

[edit] bLOSflag

Type: bool

Modifiers: const

used for alternating LineOfSight traces

[edit] bNotifyApex

Type: bool

event NotifyJumpApex() when at apex of jump

[edit] bNotifyFallingHitWall

Type: bool


[edit] bNotifyPostLanded

Type: bool


[edit] bPreciseDestination

Type: bool

Forces all velocity to be directed towards reaching Destination

[edit] bPreparingMove

Type: bool

set true while pawn sets up for a latent move

[edit] bSeeFriendly

Type: bool

Do visibility checks, call SeePlayer events() for pawns on same team as self. Setting to true will result in a lot more AI visibility line checks.

[edit] bSlowerZAcquire

Type: bool

acquire targets above or below more slowly than at same height

Default value: True

[edit] bSoaking

Type: bool

pause and focus on this bot if it encounters a problem

[edit] bUsePlayerHearing

Type: bool


[edit] bUsingPathLanes

Type: bool

indicates that the AI is within a lane in its CurrentPath (like a road) to avoid ramming other Pawns also using that path set by MoveToward() when it detects multiple AI pawns using the same path when this is true, serpentine movement and cutting corners are disabled

[edit] CurrentPath

Type: ReachSpec


[edit] CurrentPathDir

Type: Object.Vector


[edit] Destination

Type: Object.Vector

location being moved toward

[edit] Enemy

Type: Pawn


[edit] FailedMoveTarget

Type: Actor

used for discovering navigation failures

[edit] FailedReachLocation

Type: Object.Vector

Modifiers: const


[edit] FailedReachTime

Type: float

Modifiers: const


[edit] FocalPoint

Type: Object.Vector

location being looked at

[edit] Focus

Type: Actor

actor being looked at

[edit] GoalList

Type: Actor

Array size: 4

used by navigation AI - list of intermediate goals

[edit] GroundPitchTime

Type: float


[edit] HighJumpNodeCostModifier

Type: int

additive modifier to cost of NavigationPoints that require high jumping

[edit] InUseNodeCostMultiplier

Type: float

multiplier to cost of NavigationPoints that another Pawn is currently anchored to

[edit] LaneOffset

Type: float

the offset from the center of CurrentPath to the center of the lane in use (the Pawn's CollisionRadius defines the extent) positive values are to the Pawn's right, negative to the Pawn's left

[edit] LastFailedReach

Type: Actor

Modifiers: const

cache to avoid trying failed actorreachable more than once per frame

[edit] LastRouteFind

Type: float

time at which last route finding occured

[edit] MinHitWall

Type: float


Default value: -1.0

[edit] MoveFailureCount

Type: int


[edit] MoveTarget

Type: Actor

actor being moved toward

[edit] MoveTimer

Type: float

internal timer for latent moves, useful for setting a max duration

[edit] NextController

Type: Controller

Modifiers: const, private

chained Controller list

[edit] NextRoutePath

Type: ReachSpec


[edit] OldBasedRotation

Type: Object.Rotator

Modifiers: const

Used for reversing rejected mover base movement

[edit] Pawn

Type: Pawn


[edit] PendingMover

Type: InterpActor


[edit] PlayerNum

Type: int

Modifiers: const

The player number - per-match player number.

[edit] PlayerReplicationInfo

Type: PlayerReplicationInfo

Modifiers: repnotify


[edit] RespawnPredictionTime

Type: float


[edit] RouteCache

Type: array<NavigationPoint>

Cached list of nodes filled in by the last call to FindPathXXX

[edit] RouteDist

Type: float

total distance for current route

[edit] RouteGoal

Type: Actor

final destination for current route

[edit] ShotTarget

Type: Pawn

Target most recently aimed at

[edit] SightCounter

Type: float

Used to keep track of when to check player visibility

[edit] SightCounterInterval

Type: float

how often player visibility is checked

Default value: 0.2

[edit] StartSpot

Type: NavigationPoint

where player started the match

[edit] Target

Type: Actor

Modifiers: deprecated


[edit] ViewX

Type: Object.Vector


[edit] ViewY

Type: Object.Vector


[edit] ViewZ

Type: Object.Vector

Viewrotation encoding for PHYS_Spider

[edit] VisiblePortals

Type: array<VisiblePortalInfo>


[edit] Default values

Property Value
bHidden True
bHiddenEd True
bOnlyRelevantToOwner True
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
RotationRate
Member Value
Pitch 30000
Roll 2048
Yaw 30000

[edit] Subobjects

[edit] Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True