Mostly Harmless
UE3:PlayerController events (UT3)
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| Object >> Actor >> Controller >> PlayerController (events) |
- PlayerController events in other games:
- UDK, UT2004
- Other member categories for this class:
- exec functions, instance functions, internal variables, native functions, states
| 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] Events
[edit] AddDebugText
Add debug text for a specific actor to be displayed via DrawDebugTextList(). If the debug text is invalid then it will attempt to remove any previous entries via RemoveDebugText().
[edit] CameraLookAtFinished
The function called when a CameraLookAt action is deactivated from kismet
[edit] ClearOnlineDelegates
Unregisters all delegates previously registered with the online subsystem. Called when the player controller is being destroyed and/or replaced.
Note: in certain cases (i.e. when the channel is closed from the server's end), the player controller will no longer have a reference its ULocalPlayer object. these delegates won't be cleared, but GC should clear the references for us.
[edit] ClientAdjustMusicTrackVolume
called to adjust the volume of a Kismet played music track on the client
[edit] ClientCommitMapChange
actually performs the level transition prepared by PrepareMapChange()
[edit] ClientCrossFadeMusicTrack_PlayTrack
called to play immediately to a Kismet a new music track on the client
[edit] ClientFadeOutMusicTrack
called to fade out a Kismet played music track on the client
[edit] ClientForceGarbageCollection
forces GC at the end of the tick on the client
[edit] ClientHearSound
[edit] ClientMessage
[edit] ClientMutePlayer
Locally mutes a remote player
Parameters:
- PlayerNetId - the remote player to mute
[edit] ClientPlaySound
[edit] ClientPrepareMapChange
asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated
Parameters:
- LevelNames - the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level
- bFirst - whether this is the first item in the list (so clear the list first)
- bLast - whether this is the last item in the list (so start preparing the change after receiving it)
[edit] ClientSeamlessTravel
Should be called in place of 'ClientTravel', when seamless travel is desired
Parameters:
- URL - the URL to travel to
[edit] ClientSetBlockOnAsyncLoading
sets bRequestedBlockOnAsyncLoading which will later bring up a loading screen and then finish any async loading in progress called automatically on all clients whenever something triggers it on the server
[edit] ClientSetViewTarget
[edit] ClientUnmutePlayer
Locally unmutes a remote player
Parameters:
- PlayerNetId - the remote player to unmute
[edit] ClientWasKicked
[edit] ConditionalPause
Toggles the game's paused state if it does not match the desired pause state.
Parameters:
- bDesiredPauseState - TRUE indicates that the game should be paused.
[edit] Destroyed
Overrides: Controller.Destroyed
[edit] FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
[edit] GetFOVAngle
returns player's FOV angle
[edit] GetPlayerViewPoint
Overrides: Controller.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] GetSeamlessTravelActorList
called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)
Parameters:
- bToEntry - true if we are going from old level -> entry, false if we are going from entry -> new level
- ActorList - out) list of actors to maintain
See: also GameInfo::GetSeamlessTravelActorList() (the function that's called on servers)
[edit] InitInputSystem
[edit] InitUniquePlayerId
Used to have script initialize the unique player id. This is the id used in all network calls.
[edit] KickWarning
[edit] Kismet_ClientPlaySound
[edit] Kismet_ClientStopSound
[edit] LevelStreamingStatusChanged
[edit] LimitViewRotation
Limit the player's view rotation. (Pitch component).
[edit] NotifyDirectorControl
notification when a matinee director track starts or stops controlling the ViewTarget of this PlayerController
[edit] NotifyLanded
Overrides: Controller.NotifyLanded
[edit] NotifyLoadedWorld
called clientside when it is loaded a new world via seamless travelling
Parameters:
- WorldPackageName - the name of the world package that was loaded
- bFinalDest - whether this world is the destination map for the travel (i.e. not the transition level)
[edit] 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] Possess
Overrides: Controller.Possess
[edit] PostBeginPlay
Overrides: Controller.PostBeginPlay
[edit] PreClientTravel
[edit] PreRender
[edit] ProcessConvolveResponse
[edit] ReceivedPlayer
Called after this PlayerController's viewport/net connection is associated with this player controller.
[edit] ReceiveLocalizedMessage
[edit] RemoveDebugText
Remove debug text for the specific actor.
[edit] ReplicatedEvent
Overrides: Controller.ReplicatedEvent
Called when a variable with the property flag "RepNotify" is replicated
Parameters:
- VarName - the variable that was just replicated
[edit] Reset
Overrides: Controller.Reset
[edit] ResetCameraMode
Reset Camera Mode to default
[edit] SendClientAdjustment
[edit] ServerDestroy
tells the server to destroy the PC; primarily used by the internal netcode when the client has successfully received a new PC replicated from the server to get rid of the old one
[edit] ServerMutePlayer
Updates the server side information by adding to the mute list. Tells the player controller that owns the specified net id to also mute this PC.
Parameters:
- PlayerNetId - the remote player to mute
[edit] ServerUnmutePlayer
Updates the server side information by removing from the mute list. Tells the player controller that owns the specified net id to also unmute this PC.
Parameters:
- PlayerNetId - the remote player to unmute
[edit] SoakPause
For AI debugging
[edit] SpawnPlayerCamera
[edit] StartClientDemoRec
Called at the start of demo recording in clientside demos
[edit] 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] TeamMessage
[edit] UnPossess
Overrides: Controller.UnPossess
