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UE3:Controller properties (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller (properties) |
- Controller properties in other games:
- UDK
- Other member categories for this class:
- events, instance functions
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[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 |
|
[edit] Subobjects
[edit] Sprite
Class: Engine.SpriteComponent
| Property | Value |
|---|---|
| AlwaysLoadOnClient | False |
| AlwaysLoadOnServer | False |
| HiddenGame | True |
