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UE3:PlayerReplicationInfo (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo

Contents

Package: 
Engine
Direct subclass:
UTPlayerReplicationInfo
This class in other games:
RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004

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

native final function bool AreUniqueNetIdsEqual (PlayerReplicationInfo OtherPRI)


[edit] GetPlayerAlias

native function string GetPlayerAlias ()

Returns the alias to use for this player. If PlayerAlias is blank, then the player name is returned.

[edit] GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


[edit] UpdatePing

final native function UpdatePing (float TimeStamp)


[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


[edit] Reset

event Reset ()

Overrides: Actor.Reset


[edit] SetPlayerName

event SetPlayerName (string S)


[edit] Timer

event Timer ()

Overrides: Actor.Timer


[edit] Other instance functions

[edit] BindPlayerOwnerDataProvider

simulated function 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

simulated function ClientInitialize (Controller C)


[edit] CopyProperties

function CopyProperties (PlayerReplicationInfo PRI)


[edit] DisplayDebug

simulated function DisplayDebug (HUD HUD, out float YL, out float YPos)

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

function PlayerReplicationInfo Duplicate ()


[edit] GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


[edit] GetLocationName

simulated function string GetLocationName ()


[edit] IsInvalidName

simulated function bool 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

simulated function bool IsLocalPlayerPRI ()

Utility for seeing if this PRI is for a locally controller player.

[edit] OverrideWith

function OverrideWith (PlayerReplicationInfo PRI)


[edit] SeamlessTravelTo

function SeamlessTravelTo (PlayerReplicationInfo NewPRI)

called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist

[edit] SetPlayerAlias

function SetPlayerAlias (string NewAlias)


[edit] SetWaitingPlayer

function SetWaitingPlayer (bool B)


[edit] ShouldBroadCastWelcomeMessage

simulated function bool ShouldBroadCastWelcomeMessage ()

Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game

[edit] UpdatePlayerLocation

function UpdatePlayerLocation ()


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