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UE3:PlayerInput (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> UIRoot >> Interaction >> Input >> PlayerInput |
- Package:
- Engine
- Within class:
- PlayerController
- Direct subclasses:
- DebugCameraInput, GamePlayerInput
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
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PlayerInput Object within playercontroller that manages player input. only spawned on client
[edit] Properties
[edit] Property group 'PlayerInput'
[edit] LookRightScale
Type: float
Modifiers: config
Yaw turn speed scaling
Default value: 300.0
[edit] LookUpScale
Type: float
Modifiers: config
pitch turn speed scaling
Default value: -250.0
[edit] MoveForwardSpeed
Type: float
Modifiers: config
move forward speed scaling
Default value: 1200.0
[edit] MoveStrafeSpeed
Type: float
Modifiers: config
strafe speed scaling
Default value: 1200.0
[edit] Internal variables
See PlayerInput internal variables.
[edit] Default values
See PlayerInput defaults.
[edit] Functions
[edit] Exec functions
[edit] ClearSmoothing
[edit] InvertMouse
[edit] InvertTurn
[edit] Jump
[edit] SetSensitivity
[edit] SmartJump
[edit] Events
[edit] PlayerInput
[edit] Other instance functions
[edit] AdjustMouseSensitivity
[edit] CatchDoubleClickInput
[edit] CheckForDoubleClickMove
[edit] DrawHUD
Hook called from HUD actor. Gives access to HUD and Canvas
[edit] PostProcessInput
[edit] PreProcessInput
[edit] ProcessInputMatching
Iterates through all InputRequests on the PlayerController and checks to see if a new input has been matched, or if the entire match sequence should be reset.
Parameters:
- DeltaTime - time since last tick
[edit] SmoothMouse
SmoothMouse() Smooth mouse movement, because mouse sampling doesn't match up with tick time.
Parameters:
- aMouse - is the mouse axis movement received from DirectInput
- DeltaTime - is the tick time
- SampleCount - is the number of mouse samples received from DirectInput
- Index - is 0 for X axis, 1 for Y axis
Returns:
- the smoothed mouse axis movement
Note: if we got sample event for zero mouse samples (so we didn't have to guess whether a 0 was caused by no sample occuring during the tick (at high frame rates) or because the mouse actually stopped)
