Mostly Harmless

UE3:UTPlayerController instance functions (UT3)

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Contents

UTPlayerController instance functions in other games:
UDK
Other member categories for this class:
constants, exec functions, internal variables, states

Instance functions[edit]

AchievementDone[edit]

function AchievementDone (bool bWasSuccessful)

Shows the achievement UI so you can enjoy the new shiny achievement

AcknowledgePossession[edit]

function AcknowledgePossession (Pawn P)

Overrides: PlayerController.AcknowledgePossession


AddModifierCard[edit]

function AddModifierCard (name Card)

Add Modifier Card

Parameters:

  • Card - The Modifier Card to Add

AddOnlineDelegates[edit]

function AddOnlineDelegates (bool bRegisterVoice)

Sets online delegates to respond to for this PC.

AdjustFOV[edit]

function AdjustFOV (float DeltaTime)

Overrides: PlayerController.AdjustFOV

Called each frame from PlayerTick this function is used to transition towards the DesiredFOV if not already at it.

Parameters:

  • DeltaTime - Time since last update

AdjustPersistentKey[edit]

function AdjustPersistentKey (UTSeqAct_AdjustPersistentKey InAction)


AdminCmdOk[edit]

function bool AdminCmdOk ()


AimHelpModifier[edit]

function float AimHelpModifier ()

Returns:

the a scaling factor for the distance from the collision box of the target to accept aiming help (for instant hit shots)

AimingHelp[edit]

function bool AimingHelp (bool bInstantHit)

Overrides: PlayerController.AimingHelp


AllowTextMessage[edit]

function bool AllowTextMessage (string Msg)

Overrides: PlayerController.AllowTextMessage


AllowTTSMessageFrom[edit]

simulated private function bool AllowTTSMessageFrom (PlayerReplicationInfo PRI)


AlreadyInActionMusic[edit]

function bool AlreadyInActionMusic ()

return true if music manager is already playing action track return true if no music manager (no need to tell non-existent music manager to change tracks

AtuallyShowQuickPickMenu[edit]

function AtuallyShowQuickPickMenu ()

This will show the QuickPick Menu! *

BullseyeMessage[edit]

function BullseyeMessage ()


CallServerMove[edit]

function CallServerMove (SavedMove NewMove, Object.Vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove)

Overrides: PlayerController.CallServerMove


CancelPendingConnection[edit]

function CancelPendingConnection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)

Handler for the ProgressMessageScene's OnSelection delegate. Kills any existing online game sessions.

CanCommunicate[edit]

simulated private function bool CanCommunicate ()

Internal. Returns FALSE if we're restricted from commincating, TRUE otherwise.

CanRestartPlayer[edit]

function bool CanRestartPlayer ()

Overrides: PlayerController.CanRestartPlayer


CharacterProcessingComplete[edit]

function CharacterProcessingComplete ()

called when the GRI finishes processing custom character meshes

CheckAutoObjective[edit]

function CheckAutoObjective (bool bOnlyNotifyDifferent)

attempts to find an objective for the player to complete depending on their settings and tells the player about it

Parameters:

  • bOnlyNotifyDifferent - if true, only send messages to the player if the selected objective is different from the previous one

Note: needs to be called on the server, not the client (because that's where the AI is)

CheckBulletWhip[edit]

function CheckBulletWhip (SoundCue BulletWhip, Object.Vector FireLocation, Object.Vector FireDir, Object.Vector HitLocation)


CheckJumpOrDuck[edit]

function CheckJumpOrDuck ()

Overrides: PlayerController.CheckJumpOrDuck


CheckPickedVehicle[edit]

function UTVehicle CheckPickedVehicle (UTVehicle V, bool bEnterVehicle)

returns the Vehicle passed in if it can be driven

CheckVehicleToDrive[edit]

function UTVehicle CheckVehicleToDrive (bool bEnterVehicle)

Returns vehicle which can be driven

Parameters:

  • bEnterVehicle - if true then player enters the found vehicle

CleanupOnlineSubsystemSession[edit]

function bool CleanupOnlineSubsystemSession (bool bWasFromMenu)

Cleans up online subsystem game sessions and posts stats if the match is arbitrated.

ClearCameraEffect[edit]

function ClearCameraEffect ()


ClearDoubleClick[edit]

function ClearDoubleClick ()

Overrides: PlayerController.ClearDoubleClick


ClearStringAliasBindingMapCache[edit]

simulated function ClearStringAliasBindingMapCache ()

Clear the contents of the command to bind key cache

ClientBecameActivePlayer[edit]

reliable client function ClientBecameActivePlayer ()


ClientEndZoom[edit]

reliable simulated client function ClientEndZoom ()

Allows the server to tell the client to end zoom

ClientGameEnded[edit]

reliable client function ClientGameEnded (optional Actor EndGameFocus, optional bool bIsWinner)

Overrides: PlayerController.ClientGameEnded


ClientIncrementAroundTheWorld[edit]

reliable client function ClientIncrementAroundTheWorld (int mapIndex)


ClientIncrementLikeTheBackOfMyHand[edit]

reliable client function ClientIncrementLikeTheBackOfMyHand (int mapIndex)


ClientIncrementMixItUp[edit]

reliable client function ClientIncrementMixItUp (int GameType, int AchievementType)


ClientMusicEvent[edit]

unreliable client function ClientMusicEvent (int EventIndex)


ClientPawnDied[edit]

reliable client simulated function ClientPawnDied ()

Client-side notification that the pawn has died.

ClientPlayAnnouncement[edit]

reliable client function ClientPlayAnnouncement (class<UTLocalMessageInMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)


ClientPlayCameraAnim[edit]

reliable client function ClientPlayCameraAnim (CameraAnim AnimToPlay, optional float Scale, optional float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop)


ClientPlayTakeHit[edit]

unreliable client function ClientPlayTakeHit (Object.Vector HitLoc, byte Damage, class<DamageTypeDamageType)


ClientReset[edit]

reliable client function ClientReset ()

Overrides: PlayerController.ClientReset


ClientResetMapListPublish[edit]

reliable client function ClientResetMapListPublish ()


ClientRestart[edit]

reliable client function ClientRestart (Pawn NewPawn)

Overrides: PlayerController.ClientRestart


ClientRoundEnded[edit]

reliable client function ClientRoundEnded (Actor EndRoundFocus)


ClientSendNextMap[edit]

reliable client function ClientSendNextMap (int MapIndex)

sends a single map in the current gametype's maplist to the server for updating

ClientSetAutoObjective[edit]

reliable client function ClientSetAutoObjective (Actor NewAutoObjective)

client-side notification of the current auto objective

ClientSetBehindView[edit]

reliable client function ClientSetBehindView (bool bNewBehindView)


ClientSetGameHostNameAndId[edit]

client reliable function ClientSetGameHostNameAndId (string OwningPlayerIdString, string OwningPlayerName)

Called by the server to tell the client what its OwningPlayerId and PlayerName is

ClientSetOnlineStatus[edit]

reliable client function ClientSetOnlineStatus ()

Overrides: PlayerController.ClientSetOnlineStatus

Looks at the current game state and uses that to set the rich presence strings

Licensees should override this in their player controller derived class

ClientSetProcessingComplete[edit]

reliable client function ClientSetProcessingComplete ()

this is used in seamless travel when the PlayerController class got replaced to force bInitialProcessingComplete to true

ClientSetProgressMessage[edit]

reliable client function ClientSetProgressMessage (PlayerController.EProgressMessageType MessageType, string Message, optional string Title)

Overrides: PlayerController.ClientSetProgressMessage

Sets or updates the any current progress message being displayed.

Parameters:

  • MessageType - the type of progress message
  • Message - the message to display
  • Title - the title to use for the progress message.

ClientSetRequestedEntryWithFlag[edit]

reliable client function ClientSetRequestedEntryWithFlag (UTVehicle V, bool bNewValue, int MessageIndex)

sets bRequestedEntryWithFlag on the given vehicle to update the HUD

ClientSetSpeechRecognitionObject[edit]

reliable client function ClientSetSpeechRecognitionObject (SpeechRecognition NewRecognitionData)


ClientSmartUse[edit]

unreliable client function ClientSmartUse ()


ClientSpawnCameraEffect[edit]

unreliable client function ClientSpawnCameraEffect (class<UTEmitCameraEffectCameraEffectClass)

Spawn ClientSide Camera Effects *

ClientSpawnGoreCameraEffect[edit]

unreliable client function ClientSpawnGoreCameraEffect (class<UTEmitCameraEffectCameraEffectClass)

Spawn ClientSide gory Camera Effects (so low gore client can ignore) *

ClientStopCameraAnim[edit]

reliable client function ClientStopCameraAnim (bool bImmediate)


ClientUpdateAchievement[edit]

reliable client function ClientUpdateAchievement (int AchievementId, optional int Count)

Unlocks the achievement on the client (can only be done clientside)

Parameters:

  • AchievementId - the achievement to unlock

ClientUpdateGetALife[edit]

reliable client function ClientUpdateGetALife ()


ClientUpdateSpiceOfLife[edit]

reliable client function ClientUpdateSpiceOfLife (int MutatorBitMask)


CommandMenuDeactivated[edit]

function CommandMenuDeactivated (UIScene DeactivatedScene)


ConvolveTimeout[edit]

function ConvolveTimeout ()

Overrides: PlayerController.ConvolveTimeout

Called when the convolve response has timed out

DamageShake[edit]

function DamageShake (int Damage, class<DamageTypeDamageType)

Causes a view shake based on the amount of damage Should only be called on the owning client

DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

Overrides: PlayerController.DisplayDebug

(Description copied from PlayerController.DisplayDebug)
list important PlayerController 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.

DrawHUD[edit]

function DrawHUD (HUD H)

Overrides: PlayerController.DrawHUD

Hook called from HUD actor. Gives access to HUD and Canvas

EndZoom[edit]

simulated function EndZoom ()

This function will end a zoom and reset the FOV to the default value

EndZoomNonlinear[edit]

simulated function EndZoomNonlinear (float ZoomInterpSpeed)

Ends a zoom, but interpolates nonlinearly back to the default value.

FindProgressMessageScene[edit]

function UTUIScene_ConnectionStatus FindProgressMessageScene ()

Returns:

a reference to the progress message scene, if it's already open.

FindVehicleToDrive[edit]

function bool FindVehicleToDrive ()

Overrides: PlayerController.FindVehicleToDrive

Tries to find a vehicle to drive within a limited radius. Returns true if successful

FinishQuitToMainMenu[edit]

function FinishQuitToMainMenu ()

Called after onlinesubsystem game cleanup has completed.

FixFOV[edit]

function FixFOV ()

Overrides: PlayerController.FixFOV


ForceCloseProgressMessageScene[edit]

function ForceCloseProgressMessageScene (optional bool bSimulateCancel)

Manually closes the progress message scene, if open. Normally the progress message scene would be closed when the user clicks one of its buttons.

Parameters:

  • bSimulateCancel - if TRUE, will set the message box's selection to the index of the Cancel button; otherwise, just closes the scene without touching the selection value.

GetAdjustedAimFor[edit]

function Object.Rotator GetAdjustedAimFor (Weapon W, Object.Vector StartFireLoc)

Overrides: PlayerController.GetAdjustedAimFor

Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing. UTPlayerController implementation doesn't adjust aim, but sets the shottarget (for warning enemies)

Parameters:

  • W - weapon about to fire
  • StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
  • BaseAimRot - original aiming rotation without any modifications.

HasModifierCard[edit]

function bool HasModifierCard (name Card)

Returns:

true if the player has any of these cards

HasPersistentKey[edit]

function bool HasPersistentKey (UTProfileSettings.ESinglePlayerPersistentKeys SearchKey)


LandingShake[edit]

simulated function bool LandingShake ()

Overrides: Controller.LandingShake

LandingShake() returns true if controller wants landing view shake

LoadCharacterFromProfile[edit]

function LoadCharacterFromProfile (UTProfileSettings Profile)

Loads the player's custom character from their profile.

LoadSettingsFromProfile[edit]

function LoadSettingsFromProfile (bool bLoadCharacter)


LongClientAdjustPosition[edit]

unreliable client function LongClientAdjustPosition (float TimeStamp, name NewState, Actor.EPhysics NewPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: PlayerController.LongClientAdjustPosition


NotifyConnectionError[edit]

function NotifyConnectionError (string Message, optional string Title)

Overrides: PlayerController.NotifyConnectionError

Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.

Parameters:

  • Message - a description of why the connection was lost
  • Title - the title to use in the connection failure message.

NotifyInviteFailed[edit]

function NotifyInviteFailed ()

Overrides: PlayerController.NotifyInviteFailed

Override to display a message to the user

NotifyNotAllPlayersCanJoinInvite[edit]

function NotifyNotAllPlayersCanJoinInvite ()

Overrides: PlayerController.NotifyNotAllPlayersCanJoinInvite

Override to display a message to the user

NotifyNotEnoughSpaceInInvite[edit]

function NotifyNotEnoughSpaceInInvite ()

Overrides: PlayerController.NotifyNotEnoughSpaceInInvite

Override to display a message to the user

NotifyTakeHit[edit]

function NotifyTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: PlayerController.NotifyTakeHit

Notification from pawn that it has received damage via TakeDamage().

OnControllerChanged[edit]

function OnControllerChanged (int ControllerId, bool bIsConnected)

Overrides: PlayerController.OnControllerChanged

Attempts to pause/unpause the game when a controller becomes disconnected/connected

Parameters:

  • ControllerId - the id of the controller that changed
  • bIsConnected - whether the controller is connected or not

OnDestroyOnlineGameComplete[edit]

function OnDestroyOnlineGameComplete (bool bWasSuccessful)

Called when the destroy online game has completed. At this point it is safe to travel back to the menus

Parameters:

  • bWasSuccessful - whether it worked ok or not

OnEndOnlineGameComplete[edit]

function OnEndOnlineGameComplete (bool bWasSuccessful)

Called when the online game has finished ending.

OnFriendInviteReceived[edit]

function OnFriendInviteReceived (byte LocalUserNum, OnlineSubsystem.UniqueNetId RequestingPlayer, string RequestingNick, string Message)

Callback for when a friend request has been received.

OnFriendMessageReceived[edit]

function OnFriendMessageReceived (byte LocalUserNum, OnlineSubsystem.UniqueNetId SendingPlayer, string SendingNick, string Message)

Called when a friend invite arrives for a local player

Parameters:

  • LocalUserNum - the user that is receiving the invite
  • SendingPlayer - the player sending the friend request
  • SendingNick - the nick of the player sending the friend request
  • Message - the message to display to the recipient

Returns:

true if successful, false otherwise

OnGameInviteReceived[edit]

function OnGameInviteReceived (byte LocalUserNum, string RequestingNick)

Callback for when a game invite has been received.

OnInviteJoinComplete[edit]

function OnInviteJoinComplete (bool bWasSuccessful)

Overrides: PlayerController.OnInviteJoinComplete

Once the join completes, use the platform specific connection information to connect to it

Parameters:

  • bWasSuccessful - whether the join worked or not

OnPlayCameraAnim[edit]

function OnPlayCameraAnim (UTSeqAct_PlayCameraAnim InAction)


OnReadProfileSettingsComplete[edit]

function OnReadProfileSettingsComplete (bool bWasSuccessful)

Callback for when the profile finishes reading for this PC.

OnStopCameraAnim[edit]

function OnStopCameraAnim (UTSeqAct_StopCameraAnim InAction)


OnTTSAudioFinished[edit]

simulated private function OnTTSAudioFinished (AudioComponent AC)


OnUnlockAchievement[edit]

function OnUnlockAchievement (UTSeqAct_UnlockAchievement Action)

Handles the Kismet action to unlock an achievement

Parameters:

  • Action - the action containing which achievement to unlock

OnUpdatePropertyFOVAngle[edit]

function OnUpdatePropertyFOVAngle ()

called through camera anim code when it modifies FOVAngle

OpenProgressMessageScene[edit]

function UTUIScene_ConnectionStatus OpenProgressMessageScene ()

Opens the scene which is used to display connection/download progress & error messages. If the scene is already open, will return a reference to the existing scene rather than creating another one.

Returns:

a reference to an instance of UTUIScene_ConnectionStatus which is fully initialized and ready to be used.

OpenUIScene[edit]

simulated function UIScene OpenUIScene (UIScene Template)

Attempts to open a UI Scene.

Parameters:

  • Template - The Template of the scene to open.

Returns:

the opened scene

PawnDied[edit]

function PawnDied (Pawn P)

Overrides: PlayerController.PawnDied


PerformedUseAction[edit]

simulated function bool PerformedUseAction ()

Overrides: PlayerController.PerformedUseAction

return true if player the Use action was handled

PlayAnnouncement[edit]

function PlayAnnouncement (class<UTLocalMessageInMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)


PlayBeepSound[edit]

simulated function PlayBeepSound ()

Overrides: PlayerController.PlayBeepSound


PlayCameraAnim[edit]

function PlayCameraAnim (CameraAnim AnimToPlay, optional float Scale, optional float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bIsDamageShake)

plays the specified camera animation with the specified weight (0 to 1) local client only

PlayStartupMessage[edit]

reliable client function PlayStartupMessage (byte StartupStage)


PlayWinMessage[edit]

function PlayWinMessage (bool bWinner)


ProjectileWarningTimer[edit]

function ProjectileWarningTimer ()


PulseTeamColor[edit]

function PulseTeamColor ()

Called from the UTTeamGameMessage, this will cause all TeamColored Images on the hud to pulse.

QuitToMainMenu[edit]

function QuitToMainMenu ()

Called when returning to the main menu.

ReceiveBotVoiceMessage[edit]

unreliable client function ReceiveBotVoiceMessage (UTPlayerReplicationInfo SenderPRI, int MessageIndex, Object LocationObject)

Receive a voice message from a bot - process locally, since character may be different on client

ReceiveProjectileWarning[edit]

function ReceiveProjectileWarning (Projectile proj)

Overrides: Controller.ReceiveProjectileWarning


ReceiveTauntMessage[edit]

unreliable client function ReceiveTauntMessage (UTPlayerReplicationInfo SenderPRI, name EmoteTag, int Seed)

Receive a taunt from a player - process locally, since character may be different on client

RegisterPlayerDataStores[edit]

simulated function RegisterPlayerDataStores ()

Overrides: PlayerController.RegisterPlayerDataStores

Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered.

Overloaded so we can initialize game specific player data stores.

RemoveCameraEffect[edit]

function RemoveCameraEffect (UTEmitCameraEffect CamEmitter)

Parameters:

  • CamEmitter - Clear the CameraEffect if it is the one passed in

Restart[edit]

function Restart (bool bVehicleTransition)

Overrides: PlayerController.Restart


RoundHasEnded[edit]

function RoundHasEnded (optional Actor EndRoundFocus)

Overrides: Controller.RoundHasEnded


SaveProfile[edit]

function SaveProfile (optional int PlayerIndex)

Saves the current profile complete with UI scene

SaveServerToHistory[edit]

function SaveServerToHistory ()

Saves the UniqueNetId for the current server to the player's list of recently visited servers (server history).

SendMessage[edit]

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageTypeDamageType)

Overrides: Controller.SendMessage


ServerAdmin[edit]

reliable server function ServerAdmin (string CommandLine)


ServerAdminLogin[edit]

reliable server function ServerAdminLogin (string Password)


ServerAdminLogOut[edit]

reliable server function ServerAdminLogOut ()


ServerBecomeActivePlayer[edit]

reliable server function ServerBecomeActivePlayer ()


ServerChangeMap[edit]

reliable server function ServerChangeMap (string URL)


ServerChangeTeam[edit]

reliable server function ServerChangeTeam (int N)

Overrides: PlayerController.ServerChangeTeam

Don't allow team changes if we are in single player, or too frequently

ServerDropFlag[edit]

reliable server function ServerDropFlag ()


ServerEndMapListPublish[edit]

reliable server function ServerEndMapListPublish ()

indicates server has received all maps in the client's list

ServerForceTextMute[edit]

reliable server function ServerForceTextMute (string TargetPlayer)


ServerForceTextUnMute[edit]

reliable server function ServerForceTextUnMute (string TargetPlayer)


ServerForceVoiceMute[edit]

reliable server function ServerForceVoiceMute (string TargetPlayer)


ServerForceVoiceUnMute[edit]

reliable server function ServerForceVoiceUnMute (string TargetPlayer)


ServerGetGameHostNameAndId[edit]

server reliable function ServerGetGameHostNameAndId ()


ServerKickBan[edit]

reliable server function ServerKickBan (string PlayerToKick, bool bBan)

Allows the local player or admin to kick a player

ServerPlayerPreferences[edit]

reliable server function ServerPlayerPreferences (EWeaponHand NewWeaponHand, bool bNewAutoTaunt, bool bNewCenteredWeaponFire, EAutoObjectivePreference NewAutoObjectivePreference)


ServerPlayVehicleHorn[edit]

unreliable server function ServerPlayVehicleHorn ()


ServerProcessSpeechRecognition[edit]

reliable server function ServerProcessSpeechRecognition (OnlineSubsystem.SpeechRecognizedWord ReplicatedWords[3])


ServerReceiveNextMap[edit]

reliable server function ServerReceiveNextMap (int MapIndex, string MapName)

server receives a single map list entry and asks client for the next one

ServerRestartMap[edit]

reliable server function ServerRestartMap ()


ServerSay[edit]

unreliable server function ServerSay (string Msg)

Overrides: PlayerController.ServerSay


ServerSessionBan[edit]

reliable server function ServerSessionBan (string PlayerToBan)


ServerSetAlias[edit]

reliable server function ServerSetAlias (string NewAlias)


ServerSetAutoTaunt[edit]

reliable server function ServerSetAutoTaunt (bool Value)


ServerSetCharacterData[edit]

reliable server function ServerSetCharacterData (UTCustomChar_Data.CustomCharData CharData)

tells the server about the character this player is using

ServerSetClanTag[edit]

reliable server function ServerSetClanTag (string InClanTag)

Sets the ClanTag for this player.

Parameters:

  • InClanTag - New clan tag for the player.

ServerSetHand[edit]

reliable server function ServerSetHand (EWeaponHand NewWeaponHand)


ServerSetProcessingComplete[edit]

reliable server function ServerSetProcessingComplete ()

called after any initial clientside processing is complete to allow the client to spawn in

ServerShowPathToBase[edit]

reliable server function ServerShowPathToBase (byte TeamNum)


ServerSpectate[edit]

function ServerSpectate ()


ServerStartMapListPublish[edit]

reliable server function ServerStartMapListPublish (name GameClassName)

gets the server started for receiving a map list

ServerTeamSay[edit]

unreliable server function ServerTeamSay (string Msg)

Overrides: PlayerController.ServerTeamSay


ServerThrowWeapon[edit]

reliable server function ServerThrowWeapon ()

Overrides: PlayerController.ServerThrowWeapon


ServerTriggerHero[edit]

reliable server function ServerTriggerHero ()


ServerUse[edit]

unreliable server function ServerUse ()

Overrides: PlayerController.ServerUse

Limit use frequency

ServerViewingMap[edit]

server reliable function ServerViewingMap (bool bNewValue)


ServerViewObjective[edit]

unreliable server function ServerViewObjective ()


ServerViewPlayerByName[edit]

unreliable server function ServerViewPlayerByName (string PlayerName)


ServerViewSelf[edit]

unreliable server function ServerViewSelf ()

Overrides: PlayerController.ServerViewSelf


SetAutoObjective[edit]

function SetAutoObjective (Actor ObjectiveActor, bool bOnlyNotifyDifferent)


SetBehindView[edit]

function SetBehindView (bool bNewBehindView)


SetCameraAnimStrength[edit]

function SetCameraAnimStrength (float NewStrength)

Allows changing camera anim strength on the fly

SetCameraMode[edit]

function SetCameraMode (name NewCamMode)

Overrides: PlayerController.SetCameraMode

Set new camera mode

Parameters:

  • NewCamMode - new camera mode.

SetFrontEndErrorMessage[edit]

function SetFrontEndErrorMessage (string Title, string Message)

Sets a error message in the registry datastore that will display to the user the next time they are in the frontend.

Parameters:

  • Title - Title of the messagebox.
  • Message - Message of the messagebox.

SetFrontEndTravelRetryInfo[edit]

function SetFrontEndTravelRetryInfo (string URL, string ErrorCode)

Saves information to the registry about the last travel attempt, to allow the frontend to attempt a reconnect if necessary

SetHand[edit]

function SetHand (EWeaponHand NewWeaponHand)


SetPawnConstructionScene[edit]

function SetPawnConstructionScene (bool bShow)


SetViewTarget[edit]

function SetViewTarget (Actor NewViewTarget, optional Camera.ViewTargetTransitionParams TransitionParams)

Overrides: PlayerController.SetViewTarget


ShortServerMove[edit]

unreliable server function ShortServerMove (float TimeStamp, Object.Vector ClientLoc, byte NewFlags, byte ClientRoll, int View)


ShowAchievementToast[edit]

function ShowAchievementToast (int AchievementId)


ShowHudMap[edit]

client reliable function ShowHudMap ()


ShowMidGameMenu[edit]

function UTUIScene_MidGameMenu ShowMidGameMenu (optional name TabTag, optional bool bEnableInput)


ShowScoreboard[edit]

function ShowScoreboard ()


SpawnCamera[edit]

function SpawnCamera ()


SpeakTTS[edit]

simulated function SpeakTTS (coerce string S, optional PlayerReplicationInfo PRI)


SpeechRecognitionComplete[edit]

function SpeechRecognitionComplete ()

set to VoiceInterface's speech recognition delegate; called when words are recognized

StartZoom[edit]

simulated function StartZoom (float NewDesiredFOV, float NewZoomRate)

This function will cause the PlayerController to begin zooming to a new FOV Level.

Parameters:

  • NewDesiredFOV - The new FOV Value to head towards
  • NewZoomRate - The rate of transition in degrees per second

StartZoomNonlinear[edit]

simulated function StartZoomNonlinear (float NewDesiredFOV, float NewZoomInterpSpeed)


StopCameraAnim[edit]

function StopCameraAnim (optional bool bImmediate)

Stops the currently playing camera animation.

StopViewShaking[edit]

function StopViewShaking ()

Turns off any view shaking

StopZoom[edit]

simulated function StopZoom ()

This function will stop the zooming process keeping the current FOV Angle

TriggerInteracted[edit]

simulated function bool TriggerInteracted ()

Overrides: PlayerController.TriggerInteracted

Examines the nearby enviroment and generates a priority sorted list of interactable actors, and then attempts to activate each of them until either one was successfully activated, or no more actors are available.

Typing[edit]

function Typing (bool bTyping)


UnregisterPlayerDataStores[edit]

simulated function UnregisterPlayerDataStores ()

Overrides: PlayerController.UnregisterPlayerDataStores

Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.

Overloaded so we can unregister game specific player data stores.

UpdateAchievement[edit]

simulated function UpdateAchievement (int AchievementId, optional int Value)


UpdateRotation[edit]

function UpdateRotation (float DeltaTime)

Overrides: PlayerController.UpdateRotation


UpdateSex[edit]

function UpdateSex ()

Overrides: Controller.UpdateSex

Sex is set when mesh is set for pawn

UpdateVolumeAndBrightness[edit]

function UpdateVolumeAndBrightness ()

Updates sound volumes and screen brightness. Done in a seperate function so it can be called by the sliders to update these values in real time without doing a lot of extra work.

UseModifierCard[edit]

function UseModifierCard (name Card)

Use Modifier Card

Parameters:

  • Card - The Modifier Card use

UsingFirstPersonCamera[edit]

function bool UsingFirstPersonCamera ()

Overrides: PlayerController.UsingFirstPersonCamera

return whether viewing in first person mode

ViewNextBot[edit]

function ViewNextBot ()


ViewShake[edit]

function ViewShake (float DeltaTime)

Overrides: PlayerController.ViewShake

Sets ShakeOffset and ShakeRot to the current view shake that should be applied to the camera