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UE3:PlayerController (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> PlayerController |
- Package:
- Engine
- Known classes within PlayerController:
- CheatManager, DebugCameraInput, ForceFeedbackManager, PlayerInput, UTCheatManager
- Direct subclasses:
- Admin, DebugCameraController, GamePlayerController
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
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PlayerController
PlayerControllers are used by human players to control pawns.
This is a built-in Unreal class and it shouldn't be modified. for the change in Possess().
[edit] Constants
[edit] MAXPOSITIONERRORSQUARED
Value: 3.0
MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play
[edit] MAXNEARZEROVELOCITYSQUARED
Value: 9.0
MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play
[edit] MAXVEHICLEPOSITIONERRORSQUARED
Value: 900.0
MAXVEHICLEPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play when driving a vehicle
[edit] CLIENTADJUSTUPDATECOST
Value: 180.0
CLIENTADJUSTUPDATECOST is the bandwidth cost in bytes of sending a client adjustment update. 180 is greater than the actual cost, but represents a tweaked value reserving enough bandwidth for other updates sent to the client. Increase this value to reduce client adjustment update frequency, or if the amount of data sent in the clientadjustment() call increases
[edit] MAXCLIENTUPDATEINTERVAL
Value: 0.25
MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.
[edit] Properties
[edit] Property group 'Camera'
[edit] PlayerCamera
Type: Camera
Modifiers: editinline
Camera associated with this Player Controller
[edit] Property group 'PlayerController'
[edit] PlayerInput
Type: PlayerInput
Modifiers: transient, editinline
Object within playercontroller that manages player input.
[edit] Internal variables
See PlayerController internal variables.
[edit] Default values
| Property | Value |
|---|---|
| bCanDoSpecial | True |
| bIsPlayer | True |
| CollisionComponent | CylinderComponent'CollisionCylinder' |
| Components[1] | CylinderComponent'CollisionCylinder' |
| NetPriority | 3.0 |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: Controller.Sprite
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Enums
[edit] EInputMatchAction
How to match an input action
- IMA_GreaterThan
- IMA_LessThan
[edit] EInputTypes
Type of inputs the matching code recognizes
- IT_XAxis
- IT_YAxis
[edit] EProgressMessageType
Different types of progress messages
- PMT_Clear
- Clears existing progress messages
- PMT_Information
- No change in connection status - simply update the text being displayed
- PMT_AdminMessage
- Message from the server admin
- PMT_DownloadProgress
- Updates the amount remaining on a package download
- PMT_ConnectionFailure
- Indicates that the connection to the server was lost
- PMT_SocketFailure
- Indicates that an unrecoverable error was encountered by an open network socket. In cases where the socket in question was
the endpoint for the connection to the server, a PMT_ConnectionFailure event will generally be fired as well, probably during the next frame.
[edit] Structs
[edit] ClientAdjustment
Modifiers: native
- float TimeStamp
- Actor.EPhysics newPhysics
- Object.Vector NewLoc
- Object.Vector NewVel
- Actor NewBase
- Object.Vector NewFloor
- byte bAckGoodMove
[edit] DebugTextInfo
Modifiers: native
List of actors and debug text to draw,
See: AddDebugText(), RemoveDebugText(), and DrawDebugTextList()
- Actor SrcActor
- Actor to draw DebugText over
- Object.Vector SrcActorOffset
- Offset from SrcActor.Location to apply
- Object.Vector SrcActorDesiredOffset
- Desired offset to interpolate to
- string DebugText
- Text to display
- float TimeRemaining
- Time remaining for the debug text, -1.f == infinite
- float Duration
- Duration used to lerp desired offset
- Object.Color TextColor
- Text color
[edit] InputEntry
Modifiers: native
Individual entry to input matching sequences
- EInputTypes Type
- Type of input to match
- float Value
- Min value required to consider as a valid match
- float TimeDelta
- Max amount of time since last match before sequence resets
- EInputMatchAction Action
- What type of match is this?
[edit] InputMatchRequest
Modifiers: native
Contains information to match a series of a inputs and call the given function upon a match. Processed by PlayerInput, defined in the PlayerController.
- array<InputEntry> Inputs
- Number of inputs to match, in sequence
- Actor MatchActor
- Actor to call below functions on
- name MatchFuncName
- Name of function to call upon successful match
- delegate<InputMatchDelegate> MatchDelegate
- name FailedFuncName
- Name of function to call upon a failed partial match
- name RequestName
- Name of this input request, mainly for debugging
- int MatchIdx
- Current index into Inputs that is being matched
- float LastMatchTime
- Last time an input entry in Inputs was matched
[edit] Delegates
[edit] CanUnpause
Callback the server uses to determine if the unpause can happen
[edit] InputMatchDelegate
[edit] Functions
[edit] Static native functions
[edit] GetPlayerControllerFromNetId
Returns the player controller associated with this net id
Parameters:
- PlayerNetId - the id to search for
Returns:
- the player controller if found, otherwise none
[edit] Other static functions
[edit] GetPartyGameTypeName
Returns the party game info name for this game
[edit] GetPartyMapName
Returns the party map name for this game
[edit] Exec functions
See PlayerController exec functions.
[edit] Native functions
See PlayerController native functions.
[edit] Events
[edit] Other instance functions
See PlayerController instance functions.
