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UE3:PlayerController native functions (UDK)
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- PlayerController native functions in other games:
- Other member categories for this class:
- events, exec functions, instance functions, internal variables, states
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 Native functions
tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time
Travel to a different map or IP address. Calls the PreClientTravel event before doing anything.
- URL - a string containing the mapname (or IP address) to travel to, along with option key/value pairs
- TravelType - specifies whether the client should append URL options used in previous travels; if TRUE is specified for the bSeamlesss parameter, this value must be TRAVEL_Relative.
- bSeamless - indicates whether to use seamless travel (requires TravelType of TRAVEL_Relative)
- MapPackageGuid - the GUID of the map package to travel to - this is used to find the file when it has been autodownloaded, so it is only needed for clients
called to notify the server when the client has loaded a new world via seamless travelling
- WorldPackageName - the name of the world package that was loaded
called when the client adds/removes a streamed level the server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized
- PackageName - the name of the package for the level whose status changed
Clears out 'left-over' audio components.
Constructs a SoundCue, performs text-to-wavedata conversion.
forces a full replication check of the specified Actor on only the client that owns this PlayerController (equivalent to setting bForceNetUpdate and bNetDirty to true, but only for that client) this function has no effect if this PC is not a remote client or if the Actor is not relevant to that client
get an audio component from the HearSound pool creates a new component if the pool is empty and MaxConcurrentHearSounds has not been exceeded the component is initialized with the values passed in, ready to call Play() on its OnAudioFinished delegate is set to this PC's HearSoundFinished() function
- ASound - the sound to play
- SourceActor - the Actor to attach the sound to (if None, attached to self)
- bStopWhenOwnerDestroyed - whether the sound stops if SourceActor is destroyed
- bUseLocation - optional) - whether to use the SourceLocation parameter for the sound's location (otherwise, SourceActor's location)
- SourceLocation - optional) - if bUseLocation, the location for the sound
- the AudioComponent that was found/created
returns whether the client has completely loaded the server's current world (valid on server only)
- whether or not this Controller has Tilt Turned on
- whether or not this Controller has a keyboard available to be used
returns whether this Controller is a locally controlled PlayerController
Note: not valid until the Controller is completely spawned (i.e, unusable in Pre/PostBeginPlay())
- whether or not this Controller has a mouse available to be used
Native function to determine if voice data should be received from this player. Only called on the server to determine whether voice packet replication should happen for the given sender.
NOTE: This function is final because it can be called n^2 number of times in a given frame, where n is the number of players. Change/overload this function with caution as this can affect your network performance.
- Sender - the player to check for mute status
- TRUE if this player is muted, FALSE otherwise
This will turn return whether the subtitles are on or off
Whether or not to allow mature language *
sets whether or not the Tilt functionality is turned on
sets whether or not the the player wants to utilize the Tilt functionality
sets whether or not to ONLY use the tilt input controls
sets whether or not to use the tilt forward and back input controls