Mostly Harmless
UE3:PlayerController internal variables (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> PlayerController (internal variables) |
- PlayerController internal variables in other games:
- U2, UDK, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- events, exec functions, instance functions, 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] Internal variables
[edit] AcknowledgedPawn
Type: Pawn
Used in net games so client can acknowledge it possessed a pawn
[edit] bAdminExecPipeCheck
Type: bool
Modifiers: globalconfig
If true, enable fix for Admin commands handling the pipe in a player name
Default value: True
[edit] bAimingHelp
Type: bool
Modifiers: globalconfig
[edit] bCameraPositionLocked
Type: bool
[edit] bCheatFlying
Type: bool
instantly stop in flying mode
[edit] bCheckRelevancyThroughPortals
Type: bool
Modifiers: globalconfig
if true, check relevancy of Actors through portals listed in VisiblePortals array
Default value: True
[edit] bCheckSoundOcclusion
Type: bool
If true, do a trace to check if sound is occluded, and reduce the effective sound radius if so
[edit] bCinemaDisableInputLook
Type: bool
The state of the inputs from cinematic mode
[edit] bCinemaDisableInputMove
Type: bool
The state of the inputs from cinematic mode
[edit] bCinematicMode
Type: bool
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc
[edit] bClientDemo
Type: bool
Remotely set by the client when demo recording
[edit] bConfirmSetHUD
Type: bool
Variables for checking that the clients HUD is correctly set
[edit] bDoubleJump
Type: bool
[edit] bDuck
Type: byte
Modifiers: input
[edit] bDynamicNetSpeed
Type: bool
Modifiers: globalconfig
Default value: True
[edit] bFrozen
Type: bool
Set when game ends or player dies to temporarily prevent player from restarting (until cleared by timer)
[edit] bIgnoreLookInput
Type: byte
Ignores look input. Stacked state storage, use accessor function IgnoreLookInput().
[edit] bIgnoreMoveInput
Type: byte
Ignores movement input. Stacked state storage, Use accessor function IgnoreMoveInput()
[edit] bIsControllerConnected
Type: bool
True if the controller is connected for this player
[edit] bIsExternalUIOpen
Type: bool
True if there is externally controlled UI that should pause the game
[edit] bIsUsingStreamingVolumes
Type: bool
Whether this controller is using streaming volumes *
Default value: True
[edit] BlendedTargetViewRotation
Type: Object.Rotator
used for smoothing the viewrotation of spectated players
[edit] bLogHearSoundOverflow
Type: bool
Modifiers: globalconfig
option to print out list of sounds when MaxConcurrentHearSounds is exceeded
[edit] bNeverSwitchOnPickup
Type: bool
Modifiers: globalconfig
If true, don't automatically switch to picked up weapon
[edit] bPendingDestroy
Type: bool
Modifiers: const
when true, playercontroller is being destroyed
[edit] bPendingNotifyLoadedWorld
Type: bool
Set when the client begins seamless travel, and unset when the client has completed seamless travel
[edit] bPressedJump
Type: bool
[edit] bReceivedUniqueId
Type: bool
set when received a valid ServerSetUniqueId() call, so we don't allow duplicates
[edit] bReplicateAllPawns
Type: bool
if true, all pawns will be considered relevant
[edit] bRun
Type: byte
Modifiers: input
[edit] bShortConnectTimeOut
Type: bool
when true, reduces connect timeout to 15 seconds
[edit] bUpdatePosition
Type: bool
[edit] bUpdating
Type: bool
[edit] bWasSaturated
Type: bool
Modifiers: const
used by servers to identify saturated client connections
[edit] bWasSpeedHack
Type: bool
[edit] CameraClass
Modifiers: const
Default value: Class'Engine.Camera'
[edit] CheatClass
Type: class<CheatManager>
class of my CheatManager
Default value: Class'Engine.CheatManager'
[edit] CheatManager
Type: CheatManager
Modifiers: transient
Object within playercontroller that manages "cheat" commands
[edit] ClientCap
Type: int
[edit] ClientHUDClass
[edit] ClientScoringClass
Type: class<ScoreBoard>
[edit] ClientUpdateTime
Type: float
[edit] CurrentPlayerData
Type: PlayerOwnerDataStore
Modifiers: protected
The data store instance responsible for presenting state data for this player.
[edit] CurrentPlayerSettings
Type: UIDataStore_PlayerSettings
Modifiers: protected
The data store instance responsible for loading and saving settings data for this player.
[edit] CurrentTimeStamp
Type: float
[edit] CylinderComponent
Type: CylinderComponent
Default value: CylinderComponent'CollisionCylinder'
[edit] DebugCameraControllerClass
Type: class<DebugCameraController>
Default value: Class'Engine.DebugCameraController'
[edit] DebugCameraControllerRef
Type: DebugCameraController
[edit] DebugTextList
Type: array<DebugTextInfo>
Modifiers: private
[edit] DefaultFOV
Type: float
Default value: 85.0
[edit] DesiredFOV
Type: float
Default value: 85.0
[edit] DoubleClickDir
Type: Actor.EDoubleClickDir
[edit] DynamicPingThreshold
Type: float
Modifiers: globalconfig
Default value: 400.0
[edit] FailedPathStart
Type: Object.Vector
Modifiers: const
[edit] ForceFeedbackManager
Type: ForceFeedbackManager
Modifiers: transient
[edit] ForceFeedbackManagerClassName
Type: string
Modifiers: config
[edit] FOVAngle
Type: float
field of view angle in degrees
Default value: 85.0
[edit] FreeMoves
Type: SavedMove
freed moves, available for buffering
[edit] GameplayVoiceMuteList
Type: array<OnlineSubsystem.UniqueNetId>
List of players muted via gameplay
[edit] GroundPitch
Type: int
[edit] HashResponseCache
Type: string
Modifiers: transient
Cached value of the ConvolveResponse hash
[edit] HearSoundActiveComponents
Type: array<AudioComponent>
[edit] HearSoundPoolComponents
Type: array<AudioComponent>
[edit] HiddenActors
The actors which the camera shouldn't see. Used to hide actors which the camera penetrates. This array used only if PlayerController does not have a playercamera
[edit] HUDResetCount
Type: int
[edit] InputClass
Type: class<PlayerInput>
class of my PlayerInput
Default value: Class'Engine.PlayerInput'
[edit] InputRequests
Type: array<InputMatchRequest>
[edit] InteractDistance
Type: float
Modifiers: config
Maximum distance to search for interactable actors
Default value: 512.0
[edit] Interactions
Type: array<Interaction>
Modifiers: transient
[edit] LastAckedAccel
Type: Object.Vector
last acknowledged sent acceleration
[edit] LastActiveTime
Type: float
used to kick idlers
[edit] LastBroadcastString
Type: string
Array size: 4
[edit] LastBroadcastTime
Type: float
[edit] LastGoodMoveAckTime
Type: float
Time stamp of last good move ack
[edit] LastPingUpdate
Type: float
[edit] LastSpectatorStateSynchTime
Type: float
Used to make sure the client is kept synchronized when in a spectator state
[edit] LastSpeedHackLog
Type: float
Default value: -100.0
[edit] LastUpdateTime
Type: float
[edit] LODDistanceFactor
Type: float
Modifiers: const
last used FOV based multiplier to distance to an object when determining if it exceeds the object's cull distance
Note: only valid on client
Default value: 1.0
[edit] MaxClientNetSpeed
Type: int
Max netspeed client desires
Default value: 20000
[edit] MaxConcurrentHearSounds
Type: int
Modifiers: globalconfig
component pooling for sounds played through PlaySound()/ClientHearSound()
Default value: 32
[edit] MaxResponseTime
Type: float
how long server will wait for client move update before setting position
Default value: 0.125
[edit] MaxTimeMargin
Type: float
[edit] MinRespawnDelay
Type: float
minimum time before can respawn after dying
Default value: 1.0
[edit] MyCoverReplicator
Type: CoverReplicator
handles copying and replicating old cover changes from WorldInfo.CoverReplicatorBase on creation as well as replicating new changes
[edit] myHUD
Type: HUD
[edit] NetPlayerIndex
Type: byte
Modifiers: const, duplicatetransient
index identifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication
[edit] NoPauseMessage
Type: string
Modifiers: localized
Default value: "Game is not pauseable"
[edit] OldFloor
Type: Object.Vector
[edit] OldPing
Type: float
[edit] OnlinePlayerData
Type: UIDataStore_OnlinePlayerData
The data store that holds any online player data
[edit] OnlineSub
Type: OnlineSubsystem
Cached online subsystem variable
[edit] OwnCamera
Type: string
Modifiers: localized
Default value: "Now viewing from own camera"
[edit] PendingAdjustment
Type: ClientAdjustment
[edit] PendingMapChangeLevelNames
list of names of levels the server is in the middle of sending us for a PrepareMapChange() call
[edit] PendingMove
Type: SavedMove
[edit] Player
Type: Player
Modifiers: const
Player info
[edit] PlayerCamera
Type: Camera
Camera associated with this Player Controller
[edit] PlayerOwnerDataStoreClass
Type: class<PlayerOwnerDataStore>
Modifiers: const
The class to use for the player owner data store.
Default value: Class'Engine.PlayerOwnerDataStore'
[edit] ProgressMessage
Type: string
Array size: 2
[edit] ProgressTimeOut
Type: float
Default value: 8.0
[edit] QuickSaveString
Type: string
Modifiers: localized
Default value: "Quick Saving"
[edit] RealViewTarget
Type: PlayerReplicationInfo
[edit] SavedMoveClass
SavedMoveClass should be changed for network player move replication where different properties need to be replicated from the base engine implementation.
Default value: Class'Engine.SavedMove'
[edit] SavedMoves
Type: SavedMove
buffered moves pending position updates
[edit] ServerTimeStamp
Type: float
[edit] SpectatorCameraSpeed
Type: float
How fast spectator camera is allowed to move
Default value: 600.0
[edit] TargetEyeHeight
Type: float
[edit] TargetViewRotation
Type: Object.Rotator
[edit] TimeMargin
Type: float
[edit] ViewingFrom
Type: string
Modifiers: localized
Default value: "Now viewing from"
[edit] ViewTarget
Type: Actor
Modifiers: const
[edit] VoiceInterface
Type: OnlineVoiceInterface
Cached online voice interface variable
[edit] VoiceMuteList
Type: array<OnlineSubsystem.UniqueNetId>
List of players that are explicitly muted (outside of gameplay)
[edit] VoicePacketFilter
Type: array<OnlineSubsystem.UniqueNetId>
The list of combined players to filter voice packets for
[edit] WaitDelay
Type: float
Delay time until can restart
