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UE3:PlayerController instance functions (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> PlayerController (instance functions) |
- PlayerController instance functions in other games:
- U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- events, exec 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] Instance functions
[edit] AcknowledgePossession
[edit] AddCheats
[edit] AdjustFOV
AdjustFOV() FOVAngle smoothly interpolates to DesiredFOV
[edit] AimHelpDot
AimHelpDot()
Returns:
- the dot product corresponding to the maximum deflection of target for which aiming help should be applied
[edit] AimingHelp
[edit] AllowTextMessage
[edit] AskForPawn
[edit] CallServerMove
[edit] CameraShake
Camera Shake Plays camera shake effect
Parameters:
- Duration - Duration in seconds of shake
- newRotAmplitude - view rotation amplitude (pitch,yaw,roll)
- newRotFrequency - frequency of rotation shake
- newLocAmplitude - relative view offset amplitude (x,y,z)
- newLocFrequency - frequency of view offset shake
- newFOVAmplitude - fov shake amplitude
- newFOVFrequency - fov shake frequency
[edit] CanAllPlayersPlayOnline
Validates that each local player can play online
Returns:
- true if there is sufficient space, false if not
[edit] CanRestartPlayer
[edit] CanUnpauseControllerConnected
Callback that checks to see if the controller is connected before unpausing
[edit] CanUnpauseExternalUI
Callback that checks the external UI state before allowing unpause
[edit] CanViewUserCreatedContent
Checks for parental controls blocking user created content
[edit] CheckJumpOrDuck
[edit] CleanOutSavedMoves
[edit] CleanupPRI
Overrides: Controller.CleanupPRI
[edit] ClearAckedMoves
[edit] ClearDoubleClick
[edit] ClearInviteDelegates
Clears all of the invite delegates
[edit] ClientAckGoodMove
[edit] ClientAdjustPosition
[edit] ClientArbitratedMatchEnded
Called when an arbitrated match has ended and we need to disconnect
[edit] ClientCapBandwidth
[edit] ClientClearProgressMessages
[edit] ClientDrawCoordinateSystem
[edit] ClientGameEnded
[edit] ClientGotoState
[edit] ClientIgnoreLookInput
calls IgnoreLookInput on client
[edit] ClientIgnoreMoveInput
calls IgnoreMoveInput on client
[edit] ClientInitializeDataStores
Initializes this client's Player data stores after seamless map travel
[edit] ClientPlayActorFaceFXAnim
plays a FaceFX anim on the specified actor for the client
[edit] ClientPlayForceFeedbackWaveform
Tells the client to play a waveform for the specified damage type
Parameters:
- FFWaveform - The forcefeedback waveform to play
[edit] 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
[edit] ClientRegisterHostStatGuid
Registers the host's stat guid with the online subsystem
Parameters:
- StatGuid - the stat guid to register
[edit] ClientReset
[edit] ClientRestart
[edit] ClientSetCameraMode
Replicated function to set camera style on client
Parameters:
- NewCamMode - name defining the new camera mode
[edit] ClientSetCinematicMode
called by the server to synchronize cinematic transitions with the client
[edit] ClientSetHostUniqueId
Sets the host's net id for handling dropped arbitrated matches
Parameters:
- InHostId - the host's unique net id to report the drop for
[edit] ClientSetHUD
[edit] 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
[edit] ClientSetProgressMessage
[edit] ClientSetProgressTime
[edit] ClientStartNetworkedVoice
Tells this client that it should send voice data over the network
[edit] ClientStopForceFeedbackWaveform
Tells the client to stop any waveform that is playing. Note if the optional parameter is passed in, then the waveform is only stopped if it matches
Parameters:
- FFWaveform - The forcefeedback waveform to stop
[edit] ClientStopNetworkedVoice
Tells this client that it should not send voice data over the network
[edit] ClientTravelTimeExpired
this is called when the GameInfo's MaxClientTravelTime is set and that time has expired without this player making it to the new level
[edit] ClientUpdatePosition
[edit] ClientVoiceMessage
[edit] ClientWriteArbitrationEndGameData
Called on the client to have them commit their arbitration results
[edit] ClientWriteOnlinePlayerScores
Writes the scores for all active players. Override this in your playercontroller class to provide custom scoring
[edit] CompressAccel
[edit] ConvolveTimeout
[edit] DelayedClientSetViewTarget
Used to prevent RPC spamming when viewtarget hasn't been replicated yet
[edit] DelayedPrepareMapChange
used to wait until a map change can be prepared when one was already in progress
[edit] DemoPlaybackNotify
[edit] DemoSetHUD
[edit] DemoSyncPawn
[edit] DisplayDebug
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.
[edit] DrawDebugTextList
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.
[edit] DrawHUD
Hook called from HUD actor. Gives access to HUD and Canvas
[edit] DualServerMove
[edit] EnableDebugCamera
Switch controller to debug camera without locking gameplay and with locking
local player controller input
[edit] EnterStartState
[edit] FindVehicleToDrive
Tries to find a vehicle to drive within a limited radius. Returns true if successful
[edit] FixFOV
[edit] ForceDeathUpdate
[edit] GameHasEnded
Overrides: Controller.GameHasEnded
[edit] GameplayMutePlayer
Mutes a remote player on the server and then tells the client to mute
Parameters:
- PlayerNetId - the remote player to mute
[edit] GameplayUnmutePlayer
Unmutes a remote player on the server and then tells the client to unmute
Parameters:
- PlayerNetId - the remote player to unmute
[edit] GetAdjustedAimFor
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.
[edit] GetFreeMove
[edit] GetRumbleScale
Returns the rumble scale (or 1 if none is specified)
[edit] GetTriggerUseList
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
[edit] GetUIController
Returns the interaction that manages the UI system.
[edit] GivePawn
[edit] HandlePickup
Overrides: Controller.HandlePickup
[edit] HandleWalking
[edit] HearSoundFinished
hooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool
[edit] IgnoreLookInput
Toggles look input. FALSE means look input is cleared.
[edit] IgnoreMoveInput
Toggles move input. FALSE means movement input is cleared.
[edit] IncrementNumberOfMatchesPlayed
[edit] InviteHasEnoughSpace
Counts the number of local players to verify there is enough space
Returns:
- true if there is sufficient space, false if not
[edit] IsLookInputIgnored
return TRUE if look input is ignored.
[edit] IsMoveInputIgnored
return TRUE if movement input is ignored.
[edit] IsPaused
Returns whether the game is currently paused.
[edit] IsSpectating
Overrides: Controller.IsSpectating
Returns true if controller is spectating
[edit] LongClientAdjustPosition
[edit] MoveAutonomous
[edit] NotifyChangedWeapon
Overrides: Controller.NotifyChangedWeapon
[edit] NotifyConnectionError
Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.
Parameters:
- Message - a description of why the connection was lost
- Title - the title to use in the connection failure message.
[edit] NotifyInviteFailed
Override to display a message to the user
[edit] NotifyNotAllPlayersCanJoinInvite
Override to display a message to the user
[edit] NotifyNotEnoughSpaceInInvite
Override to display a message to the user
[edit] NotifyTakeHit
Overrides: Controller.NotifyTakeHit
Notification from pawn that it has received damage via TakeDamage().
[edit] OldServerMove
[edit] OnArbitrationRegisterComplete
Delegate that is notified when registration is complete. Forwards the call to the server so that it can finalize processing
Parameters:
- bWasSuccessful - whether registration worked or not
[edit] OnConsoleCommand
Kismet hook to trigger console events
[edit] OnControllerChanged
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
[edit] OnDestroy
Overrides: Actor.OnDestroy
If this actor is not already scheduled for destruction, destroy it now.
[edit] OnDestroyForInviteComplete
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
[edit] OnEndForInviteComplete
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
[edit] OnExternalUIChanged
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
[edit] OnForceFeedback
Kismet interface for playing/stopping force feedback.
[edit] OnGameInviteAccepted
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:
- GameInviteSettings - the settings for the game we're to join
[edit] OnInviteJoinComplete
Once the join completes, use the platform specific connection information to connect to it
Parameters:
- bWasSuccessful - whether the join worked or not
[edit] OnRegisterHostStatGuidComplete
Called once the host registration has completed. Sends the host this clients stat guid
Parameters:
- bWasSuccessful - true if the registration worked, false otherwise
[edit] OnSetCameraTarget
[edit] OnToggleCinematicMode
Handles switching the player in/out of cinematic mode.
[edit] OnToggleHUD
[edit] OnToggleInput
[edit] PawnDied
Overrides: Controller.PawnDied
[edit] PerformedUseAction
return true if player the Use action was handled
[edit] PlayBeepSound
[edit] PlayerMove
[edit] ProcessDrive
[edit] ProcessMove
[edit] ProcessViewRotation
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
[edit] RegisterPlayerDataStores
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.
[edit] RegisterPlayerRanking
Used to have script initialize the ranking value on login.
[edit] ReplicateMove
[edit] ResetFOV
[edit] ResetPlayerMovementInput
reset input to defaults
[edit] ResetTimeMargin
[edit] Restart
Overrides: Controller.Restart
[edit] SeamlessTravelFrom
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)
[edit] SeamlessTravelTo
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)
[edit] ServerAcknowledgePossession
[edit] ServerCamera
[edit] ServerCauseEvent
Attempts to match the name passed in to a SeqEvent_Console object and then activate it.
Parameters:
- eventName - name of the event to cause
[edit] ServerChangeName
[edit] ServerChangeTeam
[edit] ServerConfirmSetHUD
[edit] ServerDrive
[edit] ServerGivePawn
Overrides: Controller.ServerGivePawn
[edit] ServerMove
[edit] ServerMutate
[edit] ServerPause
[edit] ServerRegisterClientStatGuid
Registers the client's stat guid with the online subsystem
Parameters:
- StatGuid - the stat guid to register
[edit] ServerRegisteredForArbitration
Notifies the server that the arbitration registration is complete
Parameters:
- bWasSuccessful - whether the registration with arbitration worked
[edit] ServerRegisterPlayerRanking
Registers the player ranking with the server so it can update the server's 'ranking'
Parameters:
- PlayerRanking - ranking of the player
[edit] ServerRestartGame
[edit] ServerSay
[edit] ServerSendMusicInfo
called to update the client on what Kismet controlled music is going on
[edit] ServerSetClientDemo
[edit] ServerSetNetSpeed
sets NetSpeed on the server, so it won't send the client more than this many bytes
[edit] ServerSetSpectatorLocation
when spectating, tells server where the client is (client is authoritative on location when spectating)
[edit] ServerSetUniquePlayerId
Registers the unique id of the player with the server so it can be replicated to all clients.
Parameters:
- UniqueId - the buffer that holds the unique id
- bWasInvited - whether the player was invited to play or is joining via search
[edit] ServerShortTimeout
[edit] ServerSpeech
[edit] ServerSuicide
[edit] ServerTeamSay
[edit] ServerThrowWeapon
[edit] ServerUpdatePing
[edit] ServerUse
Player pressed UseKey
[edit] ServerUTrace
[edit] ServerVerifyViewTarget
[edit] ServerViewNextPlayer
[edit] ServerViewPrevPlayer
[edit] ServerViewSelf
[edit] ServerWritenArbitrationEndGameData
Tells the server that the arbitration results were written
[edit] SetCameraMode
Set new camera mode
Parameters:
- NewCamMode - new camera mode.
[edit] SetCinematicMode
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.
[edit] SetFOV
[edit] SetHUD
[edit] SetPause
[edit] SetPlayerDataProvider
Hooks up the PlayerDataProvider for this player to the PlayerOwner data store.
Parameters:
- DataProvider - the PlayerDataProvider to associate with this player.
[edit] SetRumbleScale
Scales the amount the rumble will play on the gamepad
Parameters:
- ScaleBy - The amount to scale the waveforms by
[edit] ShortClientAdjustPosition
[edit] SpawnCoverReplicator
spawns MyCoverReplicator and tells it to replicate any changes that have already occurred
[edit] SpawnDefaultHUD
[edit] 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.
[edit] UnregisterPlayerDataStores
Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.
[edit] UpdatePing
[edit] UpdateRotation
[edit] UpdateStateFromAdjustment
Called by LongClientAdjustPosition()
Parameters:
- NewState - is the state recommended by the server
[edit] UsingFirstPersonCamera
return whether viewing in first person mode
[edit] VeryShortClientAdjustPosition
[edit] ViewAPlayer
View next active player in PRIArray.
Parameters:
- dir - is the direction to go in the array
[edit] ViewShake
Updates any camera view shaking that is going on
