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UE3:DemoPlayerController (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> DemoPlayerController |
Contents |
- Package:
- UTGame
- Known classes within DemoPlayerController:
- DemoKismetInputInteraction
| 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. |
DemoPlayerController Demo specific playercontroller implements physics spectating state for demoing purpose
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'DemoPlayerController'
[edit] ChangeHoldDistanceIncrement
Type: float
Default value: 50.0
[edit] ExplosionShake
Type: DemoCamMod_ScreenShake.ScreenShakeStruct
Default value:
| Member | Value | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| FOVAmplitude | 2.0 | ||||||||
| FOVFrequency | 5.0 | ||||||||
| LocAmplitude |
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| LocFrequency |
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| RotAmplitude |
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| RotFrequency |
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| TimeDuration | 1.0 |
[edit] HoldDistanceMax
Type: float
Default value: 750.0
[edit] HoldDistanceMin
Type: float
Default value: 50.0
[edit] ImpulseComponent
Type: RB_RadialImpulseComponent
Modifiers: const, editconst
Impulse component to trigger explosions
Default value: RB_RadialImpulseComponent'ImpulseComponent0'
[edit] PhysicsGrabber
Type: RB_Handle
Default value: RB_Handle'RB_Handle0'
[edit] ThrowImpulse
Type: float
Default value: 800.0
[edit] WeaponImpulse
Type: float
Add our screen shake modifier to the camera system
Default value: 600.0
[edit] Internal variables
[edit] HoldDistance
Type: float
[edit] HoldOrientation
Type: Object.Quat
[edit] LastPlayedCameraAnim
Type: CameraAnim
Modifiers: transient, protected
Ref to the last CameraAnim that was played via Kismet.
[edit] Default values
| Property | Value |
|---|---|
| CameraClass | Class'UTGame.DemoPlayerCamera' |
| Components[2] | RB_Handle'RB_Handle0' |
| Components[3] | RB_RadialImpulseComponent'ImpulseComponent0' |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: GamePlayerController.CollisionCylinder
No new values.
[edit] ImpulseComponent0
Class: Engine.RB_RadialImpulseComponent
| Property | Value |
|---|---|
| ImpulseFalloff | RIF_Linear |
| ImpulseRadius | 250.0 |
| ImpulseStrength | 2000.0 |
[edit] RB_Handle0
Class: Engine.RB_Handle
No new values.
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: GamePlayerController.Sprite
No new values.
[edit] Functions
[edit] Exec functions
[edit] NextWeapon
Overrides: PlayerController.NextWeapon
[edit] PrevWeapon
Overrides: PlayerController.PrevWeapon
[edit] StartAltFire
Overrides: PlayerController.StartAltFire
[edit] StartFire
Overrides: PlayerController.StartFire
[edit] StopAltFire
Overrides: PlayerController.StopAltFire
[edit] TogglePhysicsMode
Switch between walking physics to flying
[edit] TriggerExplosion
[edit] Events
[edit] InitInputSystem
Overrides: PlayerController.InitInputSystem
[edit] PlayerTick
Overrides: PlayerController.PlayerTick
PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers
[edit] Other instance functions
[edit] CameraShake
Overrides: PlayerController.CameraShake
FIXMELAURENT: backward compatibilty with old camera shakes. (Used by AnimNotifies).
[edit] OnDemoCameraShake
[edit] OnPlayCameraAnim
[edit] OnStopCameraAnim
[edit] PlayCameraShake
Play Camera Shake
[edit] PlayLocalizedShake
[edit] States
[edit] PhysicsSpectator
Extends: PlayerController.BaseSpectating
Ignores: NotifyBump, PhysicsVolumeChange, SwitchToBestWeapon
[edit] PhysicsSpectator.BeginState
Overrides: PlayerController.BaseSpectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] PhysicsSpectator.EndState
Overrides: PlayerController.BaseSpectating.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] PhysicsSpectator.CanRestartPlayer
Overrides: PlayerController.CanRestartPlayer (global)
[edit] PhysicsSpectator.Jump
[edit] PhysicsSpectator.ServerChangeTeam
Overrides: PlayerController.ServerChangeTeam (global)
[edit] PhysicsSpectator.ServerRestartPlayer
Overrides: Controller.ServerRestartPlayer (global)
[edit] PhysicsSpectator.ServerSuicide
Overrides: PlayerController.ServerSuicide (global)
[edit] PhysicsSpectator.TogglePhysicsMode
Overrides: TogglePhysicsMode (global)
Switch between walking physics to flying
[edit] PlayerWaiting
Start as PhysicsSpectator by default
Inherits from: PlayerController.PlayerWaiting
Modifiers: auto
