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UE3:DemoRecSpectator (UT3)
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| Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController >> DemoRecSpectator |
Contents |
| 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. |
DemoRecSpectator - spectator for demo recordings to replicate ClientMessages Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] AutoSwitchPlayerInterval
Type: float
Modifiers: config
Interval to use if bAutoSwitchPlayers is TRUE
[edit] bAutoSwitchPlayers
Type: bool
Modifiers: config
If set, automatically switches players every AutoSwitchPlayerInterval seconds
[edit] bFindPlayer
Type: bool
[edit] bLockRotationToViewTarget
Type: bool
Modifiers: config
if set, camera rotation is always forced to viewtarget rotation
[edit] MyRealViewTarget
Type: PlayerReplicationInfo
local copy of RealViewTarget as the C++ code might clear it in some cases we don't want to for demo spectators
[edit] Default values
| Property | Value |
|---|---|
| bBehindView | True |
| bDemoOwner | True |
| bSmoothClientDemo | False |
| RemoteRole | ROLE_AutonomousProxy |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTPlayerController.CollisionCylinder
No new values.
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: UTPlayerController.Sprite
No new values.
[edit] Functions
[edit] Exec functions
[edit] DemoViewNextPlayer
[edit] Pause
Overrides: PlayerController.Pause
[edit] SloMo
[edit] ViewClass
[edit] Events
[edit] GetPlayerViewPoint
Overrides: UTPlayerController.GetPlayerViewPoint
(Description copied from PlayerController.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint
Output: out_rotation, view rotation of player
[edit] PostBeginPlay
Overrides: PlayerController.PostBeginPlay
[edit] ReceivedPlayer
Overrides: UTPlayerController.ReceivedPlayer
Called after this PlayerController's viewport/net connection is associated with this player controller.
[edit] StartServerDemoRec
Overrides: PlayerController.StartServerDemoRec
Called at the start of demo recording (NOT playback), in 'serverside' demos (i.e. standalone/listen/dedicated demos) Used by DemoRecSpectator to trigger events which help synchronize some actors at the start of demo playback
[edit] Other instance functions
[edit] ClientSetRealViewTarget
[edit] InitPlayerReplicationInfo
Overrides: Controller.InitPlayerReplicationInfo
spawns and initializes the PlayerReplicationInfo for this Controller
[edit] ServerViewSelf
Overrides: UTPlayerController.ServerViewSelf
[edit] SetPause
Overrides: PlayerController.SetPause
[edit] SetViewTarget
Overrides: UTPlayerController.SetViewTarget
[edit] UpdateRotation
Overrides: UTPlayerController.UpdateRotation
[edit] States
[edit] Spectating
Inherits from: UTPlayerController.Spectating
Modifiers: auto
[edit] Spectating.BeginState
Overrides: UTPlayerController.Spectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] Spectating.GetPlayerViewPoint
Overrides: UTPlayerController.Spectating.GetPlayerViewPoint
Handle forcing behindview/etc
[edit] Spectating.PlayerTick
Overrides: UTPlayerController.PlayerTick (global)
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] Spectating.BehindView
Overrides: UTPlayerController.Spectating.BehindView
[edit] Spectating.SendInitialViewTarget
used to start out the demo view on the local player - should be called when recording, not playback
[edit] Spectating.StartFire
Overrides: UTPlayerController.Spectating.StartFire
Fire will select the next/prev objective
