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UE3:UTPlayerController internal variables (UT3)

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

[edit] Internal variables

[edit] ActiveTTSSoundCues

Type: array<SoundCue>

Modifiers: private

Currently playing text-to-speech generated sounds.

[edit] Announcer

Type: UTAnnouncer


[edit] AutoObjectivePreference

Type: EAutoObjectivePreference

Modifiers: globalconfig


Default value: AOP_NoPreference

[edit] bAcuteHearing

Type: bool


[edit] bAlreadyReset

Type: bool


[edit] bAlwaysLevel

Type: bool

Modifiers: globalconfig


[edit] bAlwaysMouseLook

Type: bool

Modifiers: globalconfig


Default value: True

[edit] bAutoTaunt

Type: bool

Modifiers: globalconfig


[edit] bBeaconPulseDir

Type: bool


[edit] bBehindView

Type: bool


[edit] bCameraOutOfWorld

Type: bool

Used to keep spectator cameras from going out of world boundaries

[edit] bCenteredWeaponFire

Type: bool

Modifiers: config


[edit] bCenterView

Type: bool


[edit] bConstructioningMeshes

Type: bool


[edit] bCurrentCamAnimAffectsFOV

Type: bool

set if camera anim modifies FOV - don't do any FOV interpolation while camera anim is playing

[edit] bCurrentCamAnimIsDamageShake

Type: bool

set when the last camera anim we played was caused by damage - we only let damage shakes override other damage shakes

[edit] bDebugFreeCam

Type: bool

Modifiers: transient

vars for debug freecam, which allows camera to view player from all angles

[edit] bDontUpdate

Type: bool


[edit] BeaconPulseMax

Type: float


Default value: 1.1

[edit] BeaconPulseRate

Type: float


Default value: 0.5

[edit] BeaconPulseScale

Type: float

Used for pulsing critical objective beacon

[edit] bEnableDodging

Type: bool

Modifiers: globalconfig


Default value: True

[edit] bFirstPersonWeaponsSelfShadow

Type: bool

Modifiers: globalconfig


Default value: True

[edit] bForceBehindView

Type: bool

if true, while in the spectating state, behindview will be forced on a player

Default value: True

[edit] bFreeCamera

Type: bool


[edit] bHeroPPEffectsOn

Type: bool

True if Hero post processing effects are on

[edit] bHideObjectivePaths

Type: bool

Modifiers: globalconfig

If true, don't show the path arrows to your objective

[edit] bInitialProcessingComplete

Type: bool

set when any initial clientside processing required before allowing the player to join the game has completed

[edit] bIsTyping

Type: bool


[edit] bJustFoundVehicle

Type: bool

Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard)

[edit] bKeyboardLook

Type: bool

Modifiers: globalconfig

no snapping when true

[edit] bLandingShake

Type: bool

Modifiers: globalconfig


Default value: True

[edit] bLateComer

Type: bool


[edit] bLookUpStairs

Type: bool

Modifiers: globalconfig

look up/down stairs (player)

[edit] bNoAutoTaunts

Type: bool

Modifiers: globalconfig


[edit] bNoCrosshair

Type: bool

Modifiers: config


[edit] bNoMatureLanguage

Type: bool

Modifiers: globalconfig


[edit] bNonlinearZoomInterpolation

Type: bool

Modifiers: transient

If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo. If FALSE, use linear interp.

[edit] bNoTextToSpeechVoiceMessages

Type: bool

Modifiers: globalconfig


[edit] bNotUsingOrb

Type: bool

set if player isn't using orb, to adjust orders given

[edit] bNoVoiceMessages

Type: bool

Modifiers: globalconfig

makes playercontroller hear much better (used to magnify hit sounds caused by player)

[edit] bNoVoiceTaunts

Type: bool

Modifiers: globalconfig


[edit] BoundEventsStringDataStore

Type: UTUIDataStore_StringAliasBindingsMap

The data store that holds data needed to translate bound input events to strings for UI

[edit] bPopupMapOnDeath

Type: bool

If true, we will popup the map page when the player dies so they can select their spanw point

[edit] bPulseTeamColor

Type: bool


[edit] bQuittingToMainMenu

Type: bool

Modifiers: transient

Whether or not we are quitting to the main menu.

[edit] bRetrieveSettingsFromProfileOnNextTick

Type: bool

Modifiers: transient

Whether or not we should retrieve settings from the profile on next tick.

[edit] bRotateMinimap

Type: bool

If true, HUD minimap is zoomed and rotates around player

[edit] bServerMutedText

Type: bool

If true, the server has muted all text chat from this player

[edit] bSimpleCrosshair

Type: bool

Modifiers: config


[edit] bSmoothClientDemo

Type: bool

If this PC is used in client side demo recordings

Default value: True

[edit] bSnapToLevel

Type: bool

Modifiers: globalconfig

Snap to level eyeheight when not mouselooking

[edit] bTextToSpeechTeamMessagesOnly

Type: bool

Modifiers: globalconfig


[edit] bUsePhysicsRotation

Type: bool

if true, rotate smoothly to desiredrotation

[edit] bUseVehicleRotationOnPossess

Type: bool

Modifiers: globalconfig

If true, switch to vehicle's rotation when possessing it (except for roll)

Default value: True

[edit] bViewingMap

Type: bool


[edit] bWasDefendingObjective

Type: bool

true if was defending last autoobjective

[edit] CalcEyeHeight

Type: float


[edit] CalcViewActor

Type: Actor

cached result of GetPlayerViewPoint()

[edit] CalcViewActorLocation

Type: Object.Vector


[edit] CalcViewActorRotation

Type: Object.Rotator


[edit] CalcViewLocation

Type: Object.Vector


[edit] CalcViewRotation

Type: Object.Rotator


[edit] CalcWalkBob

Type: Object.Vector


[edit] CameraAnimPlayer

Type: CameraAnimInst

plays camera animations (mostly used for viewshakes)

[edit] CameraEffect

Type: UTEmitCameraEffect

The effect to play on the camera *

[edit] CameraShakeLongWaveForm

Type: ForceFeedbackWaveform

Vibration

Default value: ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform8'

[edit] CameraShakeShortWaveForm

Type: ForceFeedbackWaveform

Vibration

Default value: ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform7'

[edit] CamOverridePostProcess

Type: PostProcessVolume.PostProcessSettings

stores post processing settings applied by the camera animation applied additively to the default post processing whenever a camera anim is playing

Default value:

Member Value
bEnableBloom True
bEnableSceneEffect True
Bloom_InterpolationDuration 1.0
Bloom_Scale 1.0
DOF_BlurKernelSize 16.0
DOF_FalloffExponent 4.0
DOF_FocusInnerRadius 2000.0
DOF_InterpolationDuration 1.0
DOF_MaxFarBlurAmount 1.0
DOF_MaxNearBlurAmount 1.0
DOF_ModulateBlurColor
Member Value
A 255
B 255
G 255
R 255
MotionBlur_Amount 0.5
MotionBlur_CameraRotationThreshold 45.0
MotionBlur_CameraTranslationThreshold 10000.0
MotionBlur_FullMotionBlur True
MotionBlur_InterpolationDuration 1.0
MotionBlur_MaxVelocity 1.0
Scene_HighLights
Member Value
X 1.0
Y 1.0
Z 1.0
Scene_InterpolationDuration 1.0
Scene_MidTones
Member Value
X 1.0
Y 1.0
Z 1.0

[edit] CommandMenu

Type: UTUIScene_CommandMenu


[edit] CommandMenuTemplate

Type: UTUIScene_CommandMenu

Holds the template for the command menu

Default value: UTUIScene_CommandMenu'UI_InGameHud.Menus.CommandMenu'

[edit] ConstructioningProgress

Type: float


[edit] ConstructioningStatus

Type: string


[edit] CurrentMapScene

Type: UTUIScene

Holds the current Map Scene

[edit] DamageCameraAnim

Type: CameraAnim

camera anim played when hit (blend strength depends on damage taken)

Default value: CameraAnim'FX_HitEffects.DamageViewShake'

[edit] DebugFreeCamRot

Type: Object.Rotator

Modifiers: transient


[edit] DesiredLocation

Type: Object.Vector


[edit] FOVLinearZoomRate

Type: float

How fast (degrees/sec) should a zoom occur

[edit] FOVNonlinearZoomInterpSpeed

Type: float

Modifiers: transient

Interp speed (as used in FInterpTo) for nonlinear FOV interpolation.

[edit] IdentifiedTeam

Type: byte


Default value: 255

[edit] LastAchievementIDUnlocked

Type: int

Cached value for achievement unlock

[edit] LastAutoObjective

Type: Actor

last objective CheckAutoObjective() sent a notification about

[edit] LastAutoObjectiveTime

Type: float

last time auto objective was updated

[edit] LastBullseyeTime

Type: float

Last bullseye announcement (hacky - don't want multiple close together)

[edit] LastCameraTimeStamp

Type: float


[edit] LastCombatUpdateTime

Type: float

Last time combat update message was received by this player

[edit] LastConsoleDownloadMessageTime

Type: float

when downloading during servertravel, we send console messages instead of the UI box so that the player can continue to talk, etc this is the time of the last message so we don't spam too many

[edit] LastFriendlyFireTime

Type: float

To limit frequency of received "friendly fire" voice messages

[edit] LastIncomingMessageTime

Type: float

Last time "incoming" message was received by this player

[edit] LastKickWarningTime

Type: float


Default value: -1000.0

[edit] LastShowPathTime

Type: float

last time ServerShowPathToBase() was executed, to avoid spamming the world with path effects

[edit] LastTauntAnimTime

Type: float


[edit] LastTeamChangeTime

Type: float

Used to prevent too frequent team changes

Default value: -1000.0

[edit] LastUseTime

Type: float

Last "use" time - used to limit "use" frequency

[edit] LastWarningTime

Type: float


[edit] MapListPublishGameClassName

Type: name

this is set when admin is sending local maplist to the server, so that game class changes due to travelling don't disrupt it

[edit] MatineeCameraClass

Type: class<Camera>

Used during matinee sequences

Default value: Class'Engine.AnimatedCamera'

[edit] MsgPlayerNotFound

Type: string

Modifiers: localized


Default value: "Player not Found!"

[edit] MusicManager

Type: UTMusicManager


[edit] NextAdminCmdTime

Type: float


[edit] OldMessageTime

Type: float

to limit frequency of voice messages

Default value: -100.0

[edit] OnFootDefaultFOV

Type: float

Modifiers: globalconfig


[edit] PawnShadowMode

Type: EPawnShadowMode

Modifiers: globalconfig


Default value: SHADOW_All

[edit] PopupWaitTime

Type: float

How long after death should we wait to popup the map

Default value: 5.0

[edit] PostProcessModifier

Type: PostProcessVolume.PostProcessSettings

additional post processing settings modifier that can be applied

Note: defaultproperties for this are hardcoded to zeroes in C++

[edit] PostProcessPresets

Type: array<PostProcessInfo>

Modifiers: transient

Array of possible preset values for post process.

[edit] PotentiallyHiddenActors

Type: array<Actor>

Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array)

[edit] ProgressMessageSceneClassName

Type: string

class to use for displaying progress messages

Default value: "UTGame.UTUIScene_ConnectionStatus"

[edit] PulseTimer

Type: float


Default value: 5.0

[edit] SavedServerID

Type: OnlineSubsystem.UniqueNetId

Cached values for the retrieved server ID/Name, set by the history saving code, and utilized by the 'add favourite' code

[edit] SavedServerIP

Type: string


[edit] SavedServerName

Type: string


[edit] ShakeOffset

Type: Object.Vector

current offsets applied to the camera due to camera anims, etc

[edit] ShakeRot

Type: Object.Rotator

current magnitude to offset camera rotation from shake

[edit] StartObjective

Type: UTGameObjective

This variable stores the objective that the player wishes to spawn closest to

[edit] TestSceneTemplate

Type: UTUIScene_MapVote


[edit] VehicleCheckRadiusScaling

Type: float

Custom scaling for vehicle check radius. Used by UTConsolePlayerController

Default value: 1.0

[edit] VehicleControlType

Type: UTProfileSettings.EUTVehicleControls

Indicates what control mode is desired for vehicles.

[edit] VoteRI

Type: UTVoteReplicationInfo

This player's Voter Registration Card

[edit] WeaponHand

Type: EWeaponHand


[edit] WeaponHandPreference

Type: EWeaponHand

Modifiers: globalconfig


[edit] ZoomRotationModifier

Type: float

Used to scale changes in rotation when the FOV is zoomed

Default value: 0.5