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UE3:PlayerReplicationInfo (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo |
- Package:
- Engine
- Direct subclass:
- UTPlayerReplicationInfo
- This class in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
| 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. |
PlayerReplicationInfo.
A PlayerReplicationInfo is created for every player on a server (or in a standalone game). Players are PlayerControllers, or other Controllers with bIsPlayer=true PlayerReplicationInfos are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc.
[edit] Properties
[edit] AutomatedTestingData
Type: AutomatedTestingDatum
[edit] bAdmin
Type: bool
Player logged in as Administrator
[edit] bBot
Type: bool
True if this PRI is associated with an AIController
[edit] bFromPreviousLevel
Type: bool
indicates this is a PRI from the previous level of a seamless travel, waiting for the player to finish the transition before creating a new one this is used to avoid preserving the PRI in the InactivePRIArray if the player leaves
[edit] bHasBeenWelcomed
Type: bool
client side flag - whether this player has been welcomed or not (player entered message)
[edit] bHasFlag
Type: bool
Whether this PRI is holding special game object.
[edit] bIsFemale
Type: bool
True if player is female
[edit] bIsInactive
Type: bool
Modifiers: repnotify
Means this PRI came from the GameInfo's InactivePRIArray
[edit] bIsSpectator
Type: bool
Whether this player is currently a spectator
[edit] bOnlySpectator
Type: bool
Whether this player can only ever be a spectator
[edit] bOutOfLives
Type: bool
Can't respawn once out of lives
[edit] bReadyToPlay
Type: bool
Whether this player has confirmed ready to play
[edit] bWaitingPlayer
Type: bool
Whether this player is waiting to enter match
[edit] Deaths
Type: int
Modifiers: databinding
Number of player's deaths.
[edit] ExactPing
Type: float
Exact ping as float (rounded and compressed in Ping)
[edit] GameMessageClass
Type: class<GameMessage>
Message class to use for PRI originated localized messages
Default value: Class'Engine.GameMessage'
[edit] Kills
Type: int
Modifiers: databinding
Kills by this player. Not replicated.
[edit] NumLives
Type: int
Number of lives used by this player
[edit] OldName
Type: string
Previous playername. Saved on client-side to detect playername changes.
[edit] Ping
Type: byte
Replicated compressed ping for this player (holds ping in msec divided by 4)
[edit] PlayerID
Type: int
Unique id number.
[edit] PlayerLocationHint
Type: Actor
Actor providing hint as to associated player's current location
[edit] PlayerName
Type: string
Modifiers: databinding, repnotify
Player name, or blank if none.
[edit] SavedNetworkAddress
Type: string
Used to match up InactivePRI with rejoining playercontroller.
[edit] Score
Type: float
Modifiers: repnotify, databinding
Player's current score.
[edit] SessionName
Type: name
Modifiers: const
The session that the player needs to join/remove from as it is created/leaves
Default value: 'Game'
[edit] SplitscreenIndex
Type: int
-1 if not a splitscreen player, index into that player's local GamePlayers array otherwise.
Default value: -1
[edit] StartTime
Type: int
Elapsed time on server when this PRI was first created.
[edit] StatAvgInBPS
Type: int
[edit] StatAvgOutBPS
Type: int
[edit] StatConnectionCounts
Type: int
Used for Averages;
[edit] StatMaxInBPS
Type: int
[edit] StatMaxOutBPS
Type: int
[edit] StatPingMax
Type: int
[edit] StatPingMin
Type: int
[edit] StatPingTotals
Type: int
[edit] StatPKLMax
Type: int
[edit] StatPKLMin
Type: int
[edit] StatPKLTotal
Type: int
[edit] StringSpectating
Type: string
Modifiers: localized
Used for reporting player location
Default value: "Spectating"
[edit] StringUnknown
Type: string
Modifiers: localized
Default value: "Unknown"
[edit] Team
Type: TeamInfo
Modifiers: repnotify
Player team
[edit] TTSSpeaker
Type: AudioDevice.ETTSSpeaker
Modifiers: transient
Voice to use for TTS
[edit] UniqueId
Type: OnlineSubsystem.UniqueNetId
Modifiers: databinding, repnotify
The id used by the network to uniquely identify a player. NOTE: this property should *never* be exposed to the player as it's transient and opaque in meaning (ie it might mean date/time followed by something else)
[edit] Default values
| Property | Value |
|---|---|
| NetUpdateFrequency | 1.0 |
| TickGroup | TG_DuringAsyncWork |
[edit] Structs
[edit] AutomatedTestingDatum
Modifiers: native
- int NumberOfMatchesPlayed
- Number of matches played (maybe remove this before shipping) This is really useful for doing soak testing and such to see how long you lasted! NOTE: This is not replicated out to clients atm. *
- int NumMapListCyclesDone
- Keeps track of the current run so when we have repeats and such we know how far along we are *
[edit] Functions
[edit] Native functions
[edit] AreUniqueNetIdsEqual
[edit] GetPlayerAlias
Returns PlayerName. deprecated.
[edit] GetTeamNum
Overrides: Actor.GetTeamNum
[edit] UpdatePing
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] ReplicatedDataBinding
Overrides: Actor.ReplicatedDataBinding
Called when a variable is replicated that has the 'databinding' keyword.
Parameters:
- VarName - the name of the variable that was replicated.
[edit] ReplicatedEvent
Overrides: Actor.ReplicatedEvent
[edit] Reset
Overrides: Actor.Reset
[edit] SetPlayerName
[edit] Timer
Overrides: Actor.Timer
[edit] Other instance functions
[edit] BindPlayerOwnerDataProvider
Finds the PlayerDataProvider that was registered with the CurrentGame data store for this PRI and links it to the owning player's PlayerOwner data store.
[edit] ClientInitialize
[edit] CopyProperties
[edit] DisplayDebug
Overrides: Actor.DisplayDebug
(Description copied from Actor.DisplayDebug)
list important Actor 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] Duplicate
[edit] GetCurrentGameDS
Returns:
- a reference to the CurrentGame data store
[edit] GetHumanReadableName
Overrides: Actor.GetHumanReadableName
[edit] GetLocationName
[edit] IncrementDeaths
[edit] IsInvalidName
Validates that the new name matches the profile if the player is logged in
Returns:
- TRUE if the name doesn't match, FALSE otherwise
[edit] IsLocalPlayerPRI
Utility for seeing if this PRI is for a locally controller player.
[edit] NotifyLocalPlayerTeamReceived
Overrides: Actor.NotifyLocalPlayerTeamReceived
Routes the team change notification to the CurrentGame data store.
[edit] OverrideWith
[edit] RegisterPlayerWithSession
The base implementation registers the player with the online session so that recent players list and session counts are updated.
[edit] SeamlessTravelTo
called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist
[edit] ServerSetSplitscreenIndex
Set the value of SplitscreenIndex for this PRI on the server so it can be received by all clients.
Parameters:
- PlayerIndex - the index [into the GamePlayers array] for the player that owns this PRI.
[edit] SetPlayerTeam
[edit] SetSplitscreenIndex
Set the value of SplitscreenIndex for this PRI, then send that value to the server. Only called if the player is a splitscreen player.
Parameters:
- PlayerIndex - the index [into the GamePlayers array] for the player that owns this PRI.
[edit] SetUniqueId
Sets the player's unique net id on the server.
[edit] SetWaitingPlayer
[edit] ShouldBroadCastWelcomeMessage
Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game
[edit] UnregisterPlayerFromSession
The base implementation unregisters the player with the online session so that session counts are updated.
[edit] UpdatePlayerDataProvider
Notifies the PlayerDataProvider associated with this PlayerReplicationInfo that a property's value has changed.
Parameters:
- PropertyName - the name of the property that was changed.
[edit] UpdatePlayerLocation
[edit] UpdateTeamDataProvider
Notifies the CurrentGame data store that this player's Team has changed.
