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UE3:PlayerController states (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> PlayerController (states) |
- PlayerController states in other games:
- U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004
- Other member categories for this class:
- events, exec functions, instance functions, internal variables, native functions
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] States
[edit] BaseSpectating
[edit] BaseSpectating.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] BaseSpectating.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] BaseSpectating.IsSpectating
Overrides: IsSpectating (global)
Returns true if controller is spectating
[edit] BaseSpectating.LimitSpectatorVelocity
Adjust spectator velocity if "out of bounds" (above stallz or below killz)
[edit] BaseSpectating.PlayerMove
Overrides: PlayerMove (global)
[edit] BaseSpectating.ProcessMove
Overrides: ProcessMove (global)
[edit] BaseSpectating.ReplicateMove
Overrides: ReplicateMove (global)
[edit] BaseSpectating.ServerSetSpectatorLocation
Overrides: ServerSetSpectatorLocation (global)
when spectating, tells server where the client is (client is authoritative on location when spectating)
[edit] Dead
Inherits from: Controller.Dead
Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer
[edit] Dead.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] Dead.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] Dead.Timer
Overrides: Actor.Timer (global)
[edit] Dead.FindGoodView
[edit] Dead.IsDead
Overrides: Controller.Dead.IsDead
[edit] Dead.Jump
[edit] Dead.PlayerMove
Overrides: PlayerMove (global)
[edit] Dead.ServerMove
Overrides: ServerMove (global)
[edit] Dead.ServerReStartPlayer
Overrides: Controller.Dead.ServerReStartPlayer
[edit] Dead.StartFire
Overrides: StartFire (global)
[edit] Dead.ThrowWeapon
Overrides: ThrowWeapon (global)
[edit] Dead.Use
Overrides: Use (global)
Entry point function for player interactions with the world, re-directs to ServerUse.
[edit] PlayerClimbing
Ignores: Bump, HearNoise, SeePlayer
[edit] PlayerClimbing.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] PlayerClimbing.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] PlayerClimbing.NotifyPhysicsVolumeChange
Overrides: Controller.NotifyPhysicsVolumeChange (global)
[edit] PlayerClimbing.PlayerMove
Overrides: PlayerMove (global)
[edit] PlayerClimbing.ProcessMove
Overrides: ProcessMove (global)
[edit] PlayerDriving
Ignores: Bump, HearNoise, SeePlayer
[edit] PlayerDriving.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] PlayerDriving.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] PlayerDriving.PlayerMove
Overrides: PlayerMove (global)
[edit] PlayerDriving.ProcessDrive
Overrides: ProcessDrive (global)
[edit] PlayerDriving.ProcessMove
Overrides: ProcessMove (global)
[edit] PlayerDriving.ServerUse
Overrides: ServerUse (global)
Player pressed UseKey
[edit] PlayerFlying
Ignores: Bump, HearNoise, SeePlayer
[edit] PlayerFlying.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] PlayerFlying.PlayerMove
Overrides: PlayerMove (global)
[edit] PlayerSwimming
Ignores: Bump, HearNoise, SeePlayer
[edit] PlayerSwimming.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] PlayerSwimming.NotifyLanded
Overrides: NotifyLanded (global)
[edit] PlayerSwimming.NotifyPhysicsVolumeChange
Overrides: Controller.NotifyPhysicsVolumeChange (global)
[edit] PlayerSwimming.Timer
Overrides: Actor.Timer (global)
[edit] PlayerSwimming.PlayerMove
Overrides: PlayerMove (global)
[edit] PlayerSwimming.ProcessMove
Overrides: ProcessMove (global)
[edit] PlayerWaiting
Extends: BaseSpectating
Modifiers: auto
Ignores: HearNoise, NextWeapon, NotifyBump, PhysicsVolumeChange, PrevWeapon, SeePlayer, SwitchToBestWeapon, TakeDamage
[edit] PlayerWaiting.BeginState
Overrides: BaseSpectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] PlayerWaiting.EndState
Overrides: BaseSpectating.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] PlayerWaiting.Jump
[edit] PlayerWaiting.ServerChangeTeam
Overrides: ServerChangeTeam (global)
[edit] PlayerWaiting.ServerRestartPlayer
Overrides: Controller.ServerRestartPlayer (global)
[edit] PlayerWaiting.ServerSuicide
Overrides: ServerSuicide (global)
[edit] PlayerWaiting.StartFire
Overrides: StartFire (global)
[edit] PlayerWaiting.Suicide
Overrides: Suicide (global)
[edit] PlayerWalking
Ignores: Bump, HearNoise, SeePlayer
[edit] PlayerWalking.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] PlayerWalking.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] PlayerWalking.NotifyPhysicsVolumeChange
Overrides: Controller.NotifyPhysicsVolumeChange (global)
[edit] PlayerWalking.PlayerMove
Overrides: PlayerMove (global)
[edit] PlayerWalking.ProcessMove
Overrides: ProcessMove (global)
[edit] RoundEnded
Inherits from: Controller.RoundEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage
[edit] RoundEnded.BeginState
Overrides: Controller.RoundEnded.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] RoundEnded.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] RoundEnded.Possess
Overrides: Possess (global)
[edit] RoundEnded.Timer
Overrides: Actor.Timer (global)
[edit] RoundEnded.FindGoodView
[edit] RoundEnded.IsSpectating
Overrides: IsSpectating (global)
Returns true if controller is spectating
[edit] RoundEnded.LongClientAdjustPosition
Overrides: LongClientAdjustPosition (global)
[edit] RoundEnded.PlayerMove
Overrides: PlayerMove (global)
[edit] RoundEnded.ServerMove
Overrides: ServerMove (global)
[edit] RoundEnded.ServerReStartGame
Overrides: ServerRestartGame (global)
[edit] RoundEnded.ServerReStartPlayer
Overrides: Controller.ServerRestartPlayer (global)
[edit] RoundEnded.StartFire
Overrides: StartFire (global)
[edit] RoundEnded.ThrowWeapon
Overrides: ThrowWeapon (global)
[edit] RoundEnded.Use
Overrides: Use (global)
Entry point function for player interactions with the world, re-directs to ServerUse.
[edit] Spectating
Extends: BaseSpectating
Ignores: ClientRestart, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, RestartLevel, Suicide, ThrowWeapon
[edit] Spectating.BeginState
Overrides: BaseSpectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] Spectating.EndState
Overrides: BaseSpectating.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] Spectating.StartAltFire
Overrides: StartAltFire (global)
[edit] Spectating.StartFire
Overrides: StartFire (global)
[edit] WaitingForPawn
Extends: BaseSpectating
Ignores: HearNoise, KilledBy, SeePlayer
[edit] WaitingForPawn.BeginState
Overrides: BaseSpectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] WaitingForPawn.EndState
Overrides: BaseSpectating.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] WaitingForPawn.PlayerTick
Overrides: PlayerTick (global)
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] WaitingForPawn.Timer
Overrides: Actor.Timer (global)
[edit] WaitingForPawn.ClientGotoState
Overrides: ClientGotoState (global)
[edit] WaitingForPawn.LongClientAdjustPosition
Overrides: LongClientAdjustPosition (global)
[edit] WaitingForPawn.ReplicateMove
Overrides: BaseSpectating.ReplicateMove
[edit] WaitingForPawn.StartFire
Overrides: StartFire (global)
