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UE3:UTPlayerController internal variables (UT3)
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| Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController (internal variables) |
- UTPlayerController internal variables in other games:
- UDK
- Other member categories for this class:
- constants, exec functions, instance functions, states
| 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. |
[edit] Internal variables
[edit] ActiveTTSSoundCues
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 |
|
||||||||||
| 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 |
|
||||||||||
| Scene_InterpolationDuration | 1.0 | ||||||||||
| Scene_MidTones |
|
[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
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
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
