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UE3:PlayerReplicationInfo (UT3)
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, UDK, UE2Runtime, UT, UT2003, UT2004
| 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. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] bAdmin
Type: bool
Modifiers: databinding
Player logged in as Administrator
[edit] bBot
Type: bool
Modifiers: databinding
[edit] bControllerVibrationAllowed
Type: bool
This determines whether the user has turned on or off their Controller Vibration *
Default value: True
[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] bFromPreviousLevel_Replicated
Type: bool
Modifiers: repnotify
Hack: patch compatibility hack - can't add replication to bFromPreviousLevel
[edit] bHasBeenWelcomed
Type: bool
Modifiers: databinding
client side flag - whether this player has been welcomed or not
[edit] bHasFlag
Type: bool
Modifiers: databinding
[edit] bIsFemale
Type: bool
Modifiers: databinding
[edit] bIsInactive
Type: bool
Modifiers: repnotify
Means this PRI came from the GameInfo's InactivePRIArray
[edit] bIsSpectator
Type: bool
Modifiers: databinding
[edit] bOnlySpectator
Type: bool
Modifiers: databinding
[edit] bOutOfLives
Type: bool
Modifiers: databinding
[edit] bReadyToPlay
Type: bool
Modifiers: databinding
[edit] bWaitingPlayer
Type: bool
Modifiers: databinding
[edit] Deaths
Type: float
Modifiers: databinding
Number of player's deaths.
[edit] ExactPing
Type: float
[edit] FriendFollowedId
Type: OnlineSubsystem.UniqueNetId
ID of the friend you followed into the game, if applicable *
[edit] GameMessageClass
Type: class<GameMessage>
Default value: Class'Engine.GameMessage'
[edit] Kills
Type: int
Modifiers: databinding
not replicated
[edit] NumberOfMatchesPlayed
Type: int
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. *
[edit] NumLives
Type: int
Modifiers: databinding
[edit] OldName
Type: string
[edit] PacketLoss
Type: byte
[edit] Ping
Type: byte
[edit] PlayerAlias
Type: string
Modifiers: databinding, repnotify
The Player's current alias or blank if we are using the Player Name
[edit] PlayerID
Type: int
Unique id number.
[edit] PlayerLocationHint
Type: Actor
[edit] PlayerName
Type: string
Modifiers: databinding, repnotify
Player name, or blank if none.
[edit] PlayerRanking
Type: int
Modifiers: databinding
Player ranking, 1000 is default
[edit] SavedNetworkAddress
Type: string
[edit] Score
Type: float
Modifiers: databinding
Player's current score.
[edit] StartTime
Type: int
[edit] StringDead
Type: string
Modifiers: localized
Default value: "Dead"
[edit] StringSpectating
Type: string
Modifiers: localized
Default value: "Spectating"
[edit] StringUnknown
Type: string
Modifiers: localized
Default value: "Unknown"
[edit] Team
Type: TeamInfo
Modifiers: repnotify
Player Team
[edit] TeamID
Type: int
Player position in team.
[edit] UniqueId
Type: OnlineSubsystem.UniqueNetId
Modifiers: 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] Functions
[edit] Native functions
[edit] AreUniqueNetIdsEqual
[edit] GetPlayerAlias
Returns the alias to use for this player. If PlayerAlias is blank, then the player name is returned.
[edit] GetTeamNum
Overrides: Actor.GetTeamNum
[edit] UpdatePing
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[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] GetHumanReadableName
Overrides: Actor.GetHumanReadableName
[edit] GetLocationName
[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] OverrideWith
[edit] SeamlessTravelTo
called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist
[edit] SetPlayerAlias
[edit] SetWaitingPlayer
[edit] ShouldBroadCastWelcomeMessage
Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game
