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UE3:PlayerController instance functions (UDK)

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UDK Object >> Actor >> Controller >> PlayerController (instance functions)

Contents

PlayerController instance functions in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
Other member categories for this class:
events, exec functions, internal variables, native functions, states

Instance functions[edit]

AcknowledgePossession[edit]

function AcknowledgePossession (Pawn P)


AddCheats[edit]

function AddCheats ()


AdjustFOV[edit]

function AdjustFOV (float DeltaTime)

AdjustFOV() FOVAngle smoothly interpolates to DesiredFOV

AimHelpDot[edit]

function float AimHelpDot (bool bInstantHit)

AimHelpDot()

Returns:

the dot product corresponding to the maximum deflection of target for which aiming help should be applied

AimingHelp[edit]

function bool AimingHelp (bool bInstantHit)


AllowTextMessage[edit]

function bool AllowTextMessage (string Msg)


AllowTTSMessageFrom[edit]

simulated private function bool AllowTTSMessageFrom (PlayerReplicationInfo PRI)


AskForPawn[edit]

reliable server function AskForPawn ()


BugItGoString[edit]

function BugItGoString (string TheLocation, string TheRotation)

This will move the player and set their rotation to the passed in values. We have this version of the BugIt family strings can be passed in from the game ?options easily

BugItWorker[edit]

function BugItWorker (Object.Vector TheLocation, Object.Rotator TheRotation)

This will move the player and set their rotation to the passed in values. This actually does the location / rotation setting. Additionally it will set you as ghost as the level may have changed since the last time you were here. And the bug may actually be inside of something.

CallServerMove[edit]

function CallServerMove (SavedMove NewMove, Object.Vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove)


CanAllPlayersPlayOnline[edit]

function bool CanAllPlayersPlayOnline ()

Validates that each local player can play online

Returns:

true if there is sufficient space, false if not

CanCommunicate[edit]

simulated private function bool CanCommunicate ()

Overridden by specific games

CanRestartPlayer[edit]

function bool CanRestartPlayer ()


CanUnpauseControllerConnected[edit]

function bool CanUnpauseControllerConnected ()

Callback that checks to see if the controller is connected before unpausing

CanUnpauseExternalUI[edit]

function bool CanUnpauseExternalUI ()

Callback that checks the external UI state before allowing unpause

CanViewUserCreatedContent[edit]

function bool CanViewUserCreatedContent ()

Checks for parental controls blocking user created content

CheckJumpOrDuck[edit]

function CheckJumpOrDuck ()


CleanOutSavedMoves[edit]

function CleanOutSavedMoves ()


CleanupPawn[edit]

function CleanupPawn ()

When the Controller is destroyed, the controlled pawn will need to be killed, but not the vehicle

CleanupPRI[edit]

function CleanupPRI ()

Overrides: Controller.CleanupPRI


ClearAckedMoves[edit]

function ClearAckedMoves ()


ClearDoubleClick[edit]

function ClearDoubleClick ()


ClearInviteDelegates[edit]

function ClearInviteDelegates ()

Clears all of the invite delegates

ClientAckGoodMove[edit]

unreliable client function ClientAckGoodMove (float TimeStamp)


ClientAdjustPosition[edit]

unreliable client function ClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase)


ClientAdminMessage[edit]

reliable client function ClientAdminMessage (string Msg)


ClientArbitratedMatchEnded[edit]

reliable client function ClientArbitratedMatchEnded ()

Called when an arbitrated match has ended and we need to disconnect

ClientCapBandwidth[edit]

reliable client function ClientCapBandwidth (int Cap)


ClientClearKismetText[edit]

reliable client final function ClientClearKismetText (Object.Vector2D MessageOffset)

Stop drawing a kismet message on the HUD

ClientControlMovieTexture[edit]

reliable client function ClientControlMovieTexture (TextureMovie MovieTexture, SeqAct_ControlMovieTexture.EMovieControlType Mode)


ClientDrawCoordinateSystem[edit]

reliable client function ClientDrawCoordinateSystem (Object.Vector AxisLoc, Object.Rotator AxisRot, float Scale, optional bool bPersistentLines)


ClientDrawKismetText[edit]

reliable client final function ClientDrawKismetText (HUD.KismetDrawTextInfo DrawTextInfo, float DisplayTime)

Start drawing a kismet message on the HUD

ClientEndOnlineGame[edit]

reliable client function ClientEndOnlineGame ()

Ends the online game using the session name in the PRI

ClientGameEnded[edit]

reliable client function ClientGameEnded (Actor EndGameFocus, bool bIsWinner)


ClientGotoState[edit]

reliable client function ClientGotoState (name NewState, optional name NewLabel)


ClientIgnoreLookInput[edit]

client reliable function ClientIgnoreLookInput (bool bIgnore)

calls IgnoreLookInput on client

ClientIgnoreMoveInput[edit]

client reliable function ClientIgnoreMoveInput (bool bIgnore)

calls IgnoreMoveInput on client

ClientInitializeDataStores[edit]

reliable client function ClientInitializeDataStores ()

Initializes this client's Player data stores after seamless map travel

ClientPlayActorFaceFXAnim[edit]

reliable client function ClientPlayActorFaceFXAnim (Actor SourceActor, FaceFXAnimSet AnimSet, string GroupName, string SeqName, SoundCue SoundCueToPlay)

plays a FaceFX anim on the specified actor for the client

ClientPlayCameraShake[edit]

unreliable client function ClientPlayCameraShake (CameraShake Shake, optional float Scale, optional bool bTryForceFeedback, optional Camera.ECameraAnimPlaySpace PlaySpace, optional Object.Rotator UserPlaySpaceRot)

Play Camera Shake

ClientRegisterForArbitration[edit]

reliable client function ClientRegisterForArbitration ()

Tells the client to register with arbitration. The client must notify the server once that is complete or it will be kicked from the match

ClientRegisterHostStatGuid[edit]

reliable client function ClientRegisterHostStatGuid (string StatGuid)

Registers the host's stat guid with the online subsystem

Parameters:

  • StatGuid - the stat guid to register

ClientReset[edit]

reliable client function ClientReset ()


ClientRestart[edit]

reliable client function ClientRestart (Pawn NewPawn)


ClientReturnToParty[edit]

reliable client function ClientReturnToParty ()

Used when a host is telling a client to return to their party host from the current session. It looks for the session named 'Party' and does a travel to it. If it's not available, it just does a "disconnect"

ClientSetCameraMode[edit]

reliable client function ClientSetCameraMode (name NewCamMode)

Replicated function to set camera style on client

Parameters:

  • NewCamMode - name defining the new camera mode

ClientSetCinematicMode[edit]

reliable client function ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)

called by the server to synchronize cinematic transitions with the client

ClientSetHostUniqueId[edit]

reliable client function ClientSetHostUniqueId (OnlineSubsystem.UniqueNetId InHostId)

Sets the host's net id for handling dropped arbitrated matches

Parameters:

  • InHostId - the host's unique net id to report the drop for

ClientSetHUD[edit]

reliable client function ClientSetHUD (class<HUDnewHUDType, class<ScoreBoardnewScoringType)


ClientSetOnlineStatus[edit]

reliable client function ClientSetOnlineStatus ()

Looks at the current game state and uses that to set the rich presence strings

Licensees should override this in their player controller derived class

ClientStartNetworkedVoice[edit]

reliable client function ClientStartNetworkedVoice ()

Tells this client that it should send voice data over the network

ClientStartOnlineGame[edit]

reliable client function ClientStartOnlineGame ()

Starts the online game using the session name in the PRI

ClientStopCameraShake[edit]

unreliable client function ClientStopCameraShake (CameraShake Shake)


ClientStopNetworkedVoice[edit]

reliable client function ClientStopNetworkedVoice ()

Tells this client that it should not send voice data over the network

ClientTravelToSession[edit]

reliable client function ClientTravelToSession (name SessionName, class<OnlineGameSearchSearchClass, byte PlatformSpecificInfo[68])

Used when a host is telling a client to go to a specific Internet session

Parameters:

  • SessionName - the name of the session to register
  • SearchClass - the search that should be populated with the session
  • PlatformSpecificInfo - the binary data to place in the platform specific areas

ClientUpdatePosition[edit]

function ClientUpdatePosition ()


ClientVoiceHandshakeComplete[edit]

reliable client function ClientVoiceHandshakeComplete ()

Tells the client that the server has all the information it needs and that it is ok to start sending voice packets. The server will already send voice packets when this function is called, since it is set server side and then forwarded

NOTE: This is done as an RPC instead of variable replication because ordering matters

ClientVoiceMessage[edit]

function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)


ClientWriteLeaderboardStats[edit]

reliable client function ClientWriteLeaderboardStats (class<OnlineStatsWriteOnlineStatsWriteClass)

Tells the clients to write the stats using the specified stats object

Parameters:

  • OnlineStatsWriteClass - the stats class to write with

ClientWriteOnlinePlayerScores[edit]

reliable client function ClientWriteOnlinePlayerScores (int LeaderboardId)

Writes the scores for all active players. Override this in your playercontroller class to provide custom scoring

Parameters:

  • LeaderboardId - the leaderboard the scores are being written to

CompressAccel[edit]

function int CompressAccel (int C)


DelayedPrepareMapChange[edit]

function DelayedPrepareMapChange ()

used to wait until a map change can be prepared when one was already in progress

DisableDebugAI[edit]

function DisableDebugAI ()


DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

Overrides: Controller.DisplayDebug

list important PlayerController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used

Parameters:

  • HUD - HUD with canvas to draw on
  • out_YL - Height of the current font
  • out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

DoForceFeedbackForScreenShake[edit]

simulated protected function DoForceFeedbackForScreenShake (CameraShake ShakeData, float ShakeScale)

Attempts to play force-feedback that matches the camera shake. To be implemented at a higher level (see GameFramework).

DrawDebugTextList[edit]

final simulated function DrawDebugTextList (Canvas Canvas, float RenderDelta)

Iterate through list of debug text and draw it over the associated actors in world space. Also handles culling null entries, and reducing the duration for timed debug text.

DrawHUD[edit]

function DrawHUD (HUD H)

Hook called from HUD actor. Gives access to HUD and Canvas

DualServerMove[edit]

unreliable server function DualServerMove (float TimeStamp0, Object.Vector InAccel0, byte PendingFlags, int View0, float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, byte NewFlags, byte ClientRoll, int View)


EnterStartState[edit]

function EnterStartState ()


FindVehicleToDrive[edit]

function bool FindVehicleToDrive ()

Tries to find a vehicle to drive within a limited radius. Returns true if successful

FixFOV[edit]

function FixFOV ()


ForceClearUnpauseDelegates[edit]

function ForceClearUnpauseDelegates ()

Tells the game info to forcibly remove this player's CanUnpause delegates from its list of Pausers.

Called when the player controller is being destroyed to prevent the game from being stuck in a paused state when a PC that paused the game is destroyed before the game is unpaused.

ForceDeathUpdate[edit]

function ForceDeathUpdate ()


GameHasEnded[edit]

function GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner)

Overrides: Controller.GameHasEnded


GameplayMutePlayer[edit]

function GameplayMutePlayer (OnlineSubsystem.UniqueNetId PlayerNetId)

Mutes a remote player on the server and then tells the client to mute

Parameters:

  • PlayerNetId - the remote player to mute

GameplayUnmutePlayer[edit]

function GameplayUnmutePlayer (OnlineSubsystem.UniqueNetId PlayerNetId)

Unmutes a remote player on the server and then tells the client to unmute

Parameters:

  • PlayerNetId - the remote player to unmute

GetAdjustedAimFor[edit]

function Object.Rotator GetAdjustedAimFor (Weapon W, Object.Vector StartFireLoc)

Overrides: Controller.GetAdjustedAimFor

Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.

Parameters:

  • W - weapon about to fire
  • StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
  • BaseAimRot - original aiming rotation without any modifications.

GetFreeMove[edit]

final function SavedMove GetFreeMove ()


GetOnlineSubsystem[edit]

simulated final function OnlineSubsystem GetOnlineSubsystem ()

Wrapper for getting reference to the OnlineSubsystem

GetRumbleScale[edit]

final function float GetRumbleScale ()

Returns the rumble scale (or 1 if none is specified)

GetSplitscreenPlayerByIndex[edit]

simulated function PlayerReplicationInfo GetSplitscreenPlayerByIndex (optional int PlayerIndex)

Returns the PRI associated with the player at the specified index.

Parameters:

  • PlayerIndex - the index [into the local player's GamePlayers array] for the player PRI to find

Returns:

the PRI associated with the player at the specified index, or None if the player is not a split-screen player or the index was out of range.

GetSplitscreenPlayerCount[edit]

simulated function int GetSplitscreenPlayerCount ()

Returns the number of split-screen players playing on this player's machine.

Returns:

the total number of players on the player's local machine, or 0 if this player isn't playing split-screen.

GetTriggerUseList[edit]

function GetTriggerUseList (float interactDistanceToCheck, float crosshairDist, float minDot, bool bUsuableOnly, out array<Triggerout_useList)

Looks at all nearby triggers, looking for any that can be interacted with.

Parameters:

  • interactDistanceToCheck - distance to search for nearby triggers
  • crosshairDist - distance from the crosshair that triggers must be, else they will be filtered out
  • minDot - minimum dot product between trigger and the camera orientation needed to make the list
  • bUsuableOnly - if true, event must return true from SequenceEvent::CheckActivate()
  • out_useList - the list of triggers found to be usuable

GetUIController[edit]

final function UIInteraction GetUIController ()

Returns the interaction that manages the UI system.

GivePawn[edit]

reliable client function GivePawn (Pawn NewPawn)


HandlePickup[edit]

function HandlePickup (Inventory Inv)

Overrides: Controller.HandlePickup


HandleWalking[edit]

function HandleWalking ()


HasSplitscreenPlayer[edit]

simulated function bool HasSplitscreenPlayer (PlayerReplicationInfo PRI)

Determines whether the PlayerReplicationInfo is associated with a split-screen player. Safe to use on client and server.

Parameters:

  • PRI - the PlayerReplicationInfo to check

Returns:

TRUE if the player associated with the PRI is a split-screen player. FALSE if not.

HearSoundFinished[edit]

simulated function HearSoundFinished (AudioComponent AC)

hooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool

IgnoreLookInput[edit]

function IgnoreLookInput (bool bNewLookInput)

Toggles look input. FALSE means look input is cleared.

IgnoreMoveInput[edit]

function IgnoreMoveInput (bool bNewMoveInput)

Toggles move input. FALSE means movement input is cleared.

IncrementNumberOfMatchesPlayed[edit]

function IncrementNumberOfMatchesPlayed ()


InviteHasEnoughSpace[edit]

function bool InviteHasEnoughSpace (OnlineGameSettings InviteSettings)

Counts the number of local players to verify there is enough space

Returns:

true if there is sufficient space, false if not

IsClosestLocalPlayerToActor[edit]

simulated function bool IsClosestLocalPlayerToActor (Actor TheActor)


IsForceFeedbackAllowed[edit]

simulated function bool IsForceFeedbackAllowed ()

Returns:

TRUE if starting a force feedback waveform is allowed; child classes should override this method to e.g. temporarily disable force feedback

IsPartyLeader[edit]

simulated function bool IsPartyLeader ()

Wrapper for determining whether a player is the party leader.

Returns:

TRUE if the player is the leader of the party; FALSE if not in a party or not the party leader.

IsPaused[edit]

final simulated function bool IsPaused ()

Returns whether the game is currently paused.

IsPrimaryPlayer[edit]

simulated function bool IsPrimaryPlayer ()

Wrapper for determining whether this player is the first player on their console.

Returns:

TRUE if this player is not using splitscreen, or is the first player in the split-screen layout.

IsSplitscreenPlayer[edit]

simulated function bool IsSplitscreenPlayer (optional out int out_SplitscreenPlayerIndex)

Determines whether this player is playing split-screen.

Parameters:

  • out_SplitscreenPlayerIndex - receives the index [into the player's local GamePlayers array] for this player, if playing splitscreen. .

Returns:

TRUE if this player is playing splitscreen.

LongClientAdjustPosition[edit]

unreliable client function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)


MoveAutonomous[edit]

function MoveAutonomous (float DeltaTime, byte CompressedFlags, Object.Vector newAccel, Object.Rotator DeltaRot)


MoveLog[edit]

function MoveLog (name FunctionName, string Message, float TimeStamp, optional Object.Vector NewLoc, optional Object.Vector NewVel)

Use this for Debugging Move replication For FunctionName, use GetFuncName()

NotifyChangedWeapon[edit]

function NotifyChangedWeapon (Weapon PreviousWeapon, Weapon NewWeapon)

Overrides: Controller.NotifyChangedWeapon


NotifyInviteFailed[edit]

function NotifyInviteFailed ()

Override to display a message to the user

NotifyNotAllPlayersCanJoinInvite[edit]

function NotifyNotAllPlayersCanJoinInvite ()

Override to display a message to the user

NotifyNotEnoughSpaceInInvite[edit]

function NotifyNotEnoughSpaceInInvite ()

Override to display a message to the user

NotifyTakeHit[edit]

function NotifyTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit

Notification from pawn that it has received damage via TakeDamage().

OldServerMove[edit]

unreliable server function OldServerMove (float OldTimeStamp, byte OldAccelX, byte OldAccelY, byte OldAccelZ, byte OldMoveFlags)


OnArbitrationRegisterComplete[edit]

function OnArbitrationRegisterComplete (name SessionName, bool bWasSuccessful)

Delegate that is notified when registration is complete. Forwards the call to the server so that it can finalize processing

Parameters:

  • SessionName - the name of the session this is for
  • bWasSuccessful - whether registration worked or not

OnCameraShake[edit]

function OnCameraShake (SeqAct_CameraShake inAction)

Scripting hook for camera shakes.

OnConsoleCommand[edit]

function OnConsoleCommand (SeqAct_ConsoleCommand inAction)

Kismet hook to trigger console events

OnControllerChanged[edit]

function OnControllerChanged (int ControllerId, bool bIsConnected)

Attempts to pause/unpause the game when a controller becomes disconnected/connected

Parameters:

  • ControllerId - the id of the controller that changed
  • bIsConnected - whether the controller is connected or not

OnDestroy[edit]

simulated function OnDestroy (SeqAct_Destroy Action)

Overrides: Actor.OnDestroy

If this actor is not already scheduled for destruction, destroy it now.

OnDestroyForInviteComplete[edit]

function OnDestroyForInviteComplete (name SessionName, bool bWasSuccessful)

Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted

Parameters:

  • SessionName - the name of the session being ended
  • bWasSuccessful - whether the end completed ok or not

OnDrawText[edit]

function OnDrawText (SeqAct_DrawText inAction)


OnEndForInviteComplete[edit]

function OnEndForInviteComplete (name SessionName, bool bWasSuccessful)

Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted

Parameters:

  • SessionName - the name of the session being ended
  • bWasSuccessful - whether the end completed ok or not

OnExternalUIChanged[edit]

function OnExternalUIChanged (bool bIsOpening)

Attempts to pause/unpause the game when the UI opens/closes. Note: pausing only happens in standalone mode

Parameters:

  • bIsOpening - whether the UI is opening or closing

OnFlyThroughHasEnded[edit]

simulated function OnFlyThroughHasEnded (SeqAct_FlyThroughHasEnded InAction)

This is used to notify the PlayerController that a fly through has ended and then quit if we are doing a Sentinel run *

OnForceFeedback[edit]

function OnForceFeedback (SeqAct_ForceFeedback Action)

Kismet interface for playing/stopping force feedback.

OnGameInviteAccepted[edit]

function OnGameInviteAccepted (const out OnlineGameSearch.OnlineGameSearchResult InviteResult)

Delegate called when the user accepts a game invite externally. This allows the game code a chance to clean up before joining the game via AcceptGameInvite() call.

NOTE: There must be space for all signed in players to join the game. All players must also have permission to play online too.

Parameters:

  • InviteResult - the search/settings for the game we're to join

OnInviteJoinComplete[edit]

function OnInviteJoinComplete (name SessionName, bool bWasSuccessful)

Once the join completes, use the platform specific connection information to connect to it

Parameters:

  • SessionName - the name of the session that was joined
  • bWasSuccessful - whether the join worked or not

OnJoinTravelToSessionComplete[edit]

function OnJoinTravelToSessionComplete (name SessionName, bool bWasSuccessful)

Called when the join for the travel destination has completed

Parameters:

  • SessionName - the name of the session the event is for
  • bWasSuccessful - whether it worked or not

OnRegisterHostStatGuidComplete[edit]

function OnRegisterHostStatGuidComplete (bool bWasSuccessful)

Called once the host registration has completed. Sends the host this clients stat guid

Parameters:

  • bWasSuccessful - true if the registration worked, false otherwise

OnSetCameraTarget[edit]

simulated function OnSetCameraTarget (SeqAct_SetCameraTarget inAction)


OnSetSoundMode[edit]

function OnSetSoundMode (SeqAct_SetSoundMode Action)

A trivial way to handle the SetSoundMode kismet action

OnToggleCinematicMode[edit]

function OnToggleCinematicMode (SeqAct_ToggleCinematicMode Action)

Handles switching the player in/out of cinematic mode.

OnToggleHUD[edit]

simulated function OnToggleHUD (SeqAct_ToggleHUD inAction)


OnToggleInput[edit]

function OnToggleInput (SeqAct_ToggleInput inAction)


PauseRumbleForAllPlayers[edit]

function PauseRumbleForAllPlayers (optional bool bShouldPauseRumble)

Pause force-feedback for all local players.

Parameters:

  • bShouldPauseRumble - indicates whether force-feedback should be paused or unpaused.

PawnDied[edit]

function PawnDied (Pawn P)

Overrides: Controller.PawnDied


PerformedUseAction[edit]

function bool PerformedUseAction ()

return true if player the Use action was handled

PlayBeepSound[edit]

function PlayBeepSound ()


PlayerMove[edit]

function PlayerMove (float DeltaTime)


PostControllerIdChange[edit]

function PostControllerIdChange ()

Notification that the ControllerId for this PC's LocalPlayer has been changed. Re-register all player data stores and any delegates that require a ControllerId.

PreControllerIdChange[edit]

function PreControllerIdChange ()

Notification that the ControllerId for this PC LocalPlayer is about to change. Provides the PC a chance to cleanup anything that was associated with the old ControllerId. When this method is called, LocalPlayer.ControllerId is still the old value.

ProcessDrive[edit]

function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)


ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector newAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)


ProcessViewRotation[edit]

function ProcessViewRotation (float DeltaTime, out Object.Rotator out_ViewRotation, Object.Rotator DeltaRot)

Processes the player's ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController

Parameters:

  • DeltaTime - time since last frame
  • ViewRotation - current player ViewRotation
  • DeltaRot - player input added to ViewRotation

RegisterCustomPlayerDataStores[edit]

simulated protected function RegisterCustomPlayerDataStores ()

Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered.

RegisterOnlineDelegates[edit]

function RegisterOnlineDelegates ()

Registers any handlers for delegates in the OnlineSubsystem. Called when a player is being created and/or ControllerId is changing.

RegisterPlayerDataStores[edit]

simulated final function RegisterPlayerDataStores ()

Register all player data stores.

RegisterStandardPlayerDataStores[edit]

simulated protected function RegisterStandardPlayerDataStores ()

Register any player data stores which do not require special initialization.

ReloadProfileSettings[edit]

simulated function ReloadProfileSettings ()

Refetches this player's profile settings.

ReplicateMove[edit]

function ReplicateMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)


ResetFOV[edit]

function ResetFOV ()


ResetPlayerMovementInput[edit]

function ResetPlayerMovementInput ()

reset input to defaults

ResetTimeMargin[edit]

function ResetTimeMargin ()


Restart[edit]

function Restart (bool bVehicleTransition)

Overrides: Controller.Restart


SeamlessTravelFrom[edit]

function SeamlessTravelFrom (PlayerController OldPC)

called when seamless travelling and the specified PC is being replaced by this one copy over data that should persist (not called if PlayerControllerClass is the same for the from and to gametypes)

SeamlessTravelTo[edit]

function SeamlessTravelTo (PlayerController NewPC)

called when seamless travelling and we are being replaced by the specified PC clean up any persistent state (post process chains on LocalPlayers, for example) (not called if PlayerControllerClass is the same for the from and to gametypes)

Sentinel_PostAcquireTravelTheWorldPoints[edit]

function Sentinel_PostAcquireTravelTheWorldPoints ()

This function is called after we acquire the travel points right before we start traveling.

Sentinel_PreAcquireTravelTheWorldPoints[edit]

function Sentinel_PreAcquireTravelTheWorldPoints ()

This function is called before we acquire the travel points.

Sentinel_SetupForGamebasedTravelTheWorld[edit]

function Sentinel_SetupForGamebasedTravelTheWorld ()

This is a function which is called when sentinel is able to start TravelTheWorld. This allows the specific game to do things such as turning off UI/HUD and to not enter some default starting the game state.

ServerAcknowledgePossession[edit]

reliable server function ServerAcknowledgePossession (Pawn P)


ServerCamera[edit]

reliable server function ServerCamera (name NewMode)


ServerCauseEvent[edit]

unreliable server function ServerCauseEvent (name EventName)

Attempts to match the name passed in to a SeqEvent_Console object and then activate it.

Parameters:

  • eventName - name of the event to cause

ServerChangeName[edit]

reliable server function ServerChangeName (coerce string S)


ServerChangeTeam[edit]

reliable server function ServerChangeTeam (int N)


ServerDrive[edit]

unreliable server function ServerDrive (float InForward, float InStrafe, float aUp, bool InJump, int View)


ServerGivePawn[edit]

function ServerGivePawn ()

Overrides: Controller.ServerGivePawn


ServerMove[edit]

unreliable server function ServerMove (float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, byte MoveFlags, byte ClientRoll, int View)


ServerMutate[edit]

reliable server function ServerMutate (string MutateString)


ServerPause[edit]

reliable server function ServerPause ()


ServerRegisterClientStatGuid[edit]

reliable server function ServerRegisterClientStatGuid (string StatGuid)

Registers the client's stat guid with the online subsystem

Parameters:

  • StatGuid - the stat guid to register

ServerRegisteredForArbitration[edit]

reliable server function ServerRegisteredForArbitration (bool bWasSuccessful)

Notifies the server that the arbitration registration is complete

Parameters:

  • bWasSuccessful - whether the registration with arbitration worked

ServerRestartGame[edit]

reliable server function ServerRestartGame ()


ServerSay[edit]

unreliable server function ServerSay (string Msg)


ServerSetNetSpeed[edit]

reliable server function ServerSetNetSpeed (int NewSpeed)

sets NetSpeed on the server, so it won't send the client more than this many bytes

ServerSetSpectatorLocation[edit]

unreliable server function ServerSetSpectatorLocation (Object.Vector NewLoc)

when spectating, tells server where the client is (client is authoritative on location when spectating)

ServerShortTimeout[edit]

reliable server function ServerShortTimeout ()


ServerSpeech[edit]

reliable server function ServerSpeech (name Type, int Index, string Callsign)


ServerSuicide[edit]

reliable server function ServerSuicide ()


ServerTeamSay[edit]

unreliable server function ServerTeamSay (string Msg)


ServerThrowWeapon[edit]

reliable server function ServerThrowWeapon ()


ServerUpdatePing[edit]

unreliable server function ServerUpdatePing (int NewPing)


ServerUse[edit]

unreliable server function ServerUse ()

Player pressed UseKey

ServerUTrace[edit]

reliable server function ServerUTrace ()


ServerVerifyViewTarget[edit]

reliable server function ServerVerifyViewTarget ()


ServerViewNextPlayer[edit]

unreliable server function ServerViewNextPlayer ()


ServerViewPrevPlayer[edit]

unreliable server function ServerViewPrevPlayer ()


ServerViewSelf[edit]

unreliable server function ServerViewSelf (optional Camera.ViewTargetTransitionParams TransitionParams)


SetCameraMode[edit]

function SetCameraMode (name NewCamMode)

Set new camera mode

Parameters:

  • NewCamMode - new camera mode.

SetCinematicMode[edit]

function SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsButtons)

Server/SP only function for changing whether the player is in cinematic mode. Updates values of various state variables, then replicates the call to the client to sync the current cinematic mode.

Parameters:

  • bInCinematicMode - specify TRUE if the player is entering cinematic mode; FALSE if the player is leaving cinematic mode.
  • bHidePlayer - specify TRUE to hide the player's pawn (only relevant if bInCinematicMode is TRUE)
  • bAffectsHUD - specify TRUE if we should show/hide the HUD to match the value of bCinematicMode
  • bAffectsMovement - specify TRUE to disable movement in cinematic mode, enable it when leaving
  • bAffectsTurning - specify TRUE to disable turning in cinematic mode or enable it when leaving
  • bAffectsButtons - specify TRUE to disable button input in cinematic mode or enable it when leaving.

SetFOV[edit]

function SetFOV (float NewFOV)


SetPause[edit]

function bool SetPause (bool bPause, optional delegate<CanUnpauseCanUnpauseDelegate)


SetPlayerDataProvider[edit]

simulated function SetPlayerDataProvider (PlayerDataProvider DataProvider)

Hooks up the PlayerDataProvider for this player to the PlayerOwner data store.

Parameters:

  • DataProvider - the PlayerDataProvider to associate with this player.

SetRumbleScale[edit]

final function SetRumbleScale (float ScaleBy)

Scales the amount the rumble will play on the gamepad

Parameters:

  • ScaleBy - The amount to scale the waveforms by

SetViewTargetWithBlend[edit]

final function SetViewTargetWithBlend (Actor NewViewTarget, optional float BlendTime, optional Camera.EViewTargetBlendFunction BlendFunc, optional float BlendExp)

Wrapper to SetViewTarget with useful defaults

ShortClientAdjustPosition[edit]

unreliable client function ShortClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase)


SpawnCoverReplicator[edit]

function CoverReplicator SpawnCoverReplicator ()

spawns MyCoverReplicator and tells it to replicate any changes that have already occurred

SpawnDefaultHUD[edit]

function SpawnDefaultHUD ()


SpeakTTS[edit]

simulated function SpeakTTS (coerce string S, optional PlayerReplicationInfo PRI)


TriggerInteracted[edit]

function bool TriggerInteracted ()

Examines the nearby enviroment and generates a priority sorted list of interactable actors, and then attempts to activate each of them until either one was successfully activated, or no more actors are available.

UnregisterPlayerDataStores[edit]

simulated function UnregisterPlayerDataStores ()

Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.

UnregisterStandardPlayerDataStores[edit]

simulated function UnregisterStandardPlayerDataStores ()

Unregisters all player data stores that remain after unregistering all player data stores that require custom unregister logic.

UpdatePing[edit]

final function UpdatePing (float TimeStamp)


UpdateRotation[edit]

function UpdateRotation (float DeltaTime)


UpdateStateFromAdjustment[edit]

function UpdateStateFromAdjustment (name NewState)

Called by LongClientAdjustPosition()

Parameters:

  • NewState - is the state recommended by the server

UsingFirstPersonCamera[edit]

function bool UsingFirstPersonCamera ()

return whether viewing in first person mode

VeryShortClientAdjustPosition[edit]

unreliable client function VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase)


ViewAPlayer[edit]

function ViewAPlayer (int dir)

View next active player in PRIArray.

Parameters:

  • dir - is the direction to go in the array

ViewShake[edit]

function ViewShake (float DeltaTime)

Updates any camera view shaking that is going on