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UE3:UTPlayerController states (UT3)

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Contents

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

[edit] States

[edit] Dead

Inherits from: PlayerController.Dead

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer

[edit] Dead.BeginState

event BeginState (name PreviousStateName)

Overrides: PlayerController.Dead.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] Dead.ClientSetViewTarget

reliable client event ClientSetViewTarget (Actor A, optional Camera.ViewTargetTransitionParams TransitionParams)

Overrides: PlayerController.ClientSetViewTarget (global)


[edit] Dead.EndState

event EndState (name NextStateName)

Overrides: PlayerController.Dead.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

[edit] Dead.Timer

event Timer ()

Overrides: PlayerController.Dead.Timer


[edit] Dead.DoForcedRespawn

function DoForcedRespawn ()

forces player to respawn if it is enabled

[edit] Dead.FindGoodView

function FindGoodView ()

Overrides: PlayerController.Dead.FindGoodView


[edit] Dead.PopupMap

simulated function PopupMap ()


[edit] Dead.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

[edit] Dead.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.Dead.StartFire


[edit] Dead.SwitchWeapon

exec function SwitchWeapon (byte T)

Overrides: SwitchWeapon (global)


[edit] Dead.ToggleMelee

exec function ToggleMelee ()

Overrides: ToggleMelee (global)


[edit] InQueue

Extends: Spectating

[edit] InQueue.BeginState

event BeginState (name PreviousStateName)

Overrides: Spectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] InQueue.EndState

event EndState (name NextStateName)

Overrides: Spectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

[edit] PlayerWaiting

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto

[edit] PlayerWaiting.FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

[edit] PlayerWaiting.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


[edit] PlayerWaiting.ServerRestartPlayer

reliable server function ServerRestartPlayer ()

Overrides: PlayerController.PlayerWaiting.ServerRestartPlayer


[edit] PlayerWaiting.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

[edit] PlayerWaiting.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.PlayerWaiting.StartFire


[edit] PlayerWaiting.SwitchWeapon

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)


[edit] PlayerWalking

Inherits from: PlayerController.PlayerWalking

Ignores: Bump, HearNoise, SeePlayer

[edit] PlayerWalking.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)

Overrides: PlayerController.NotifyLanded (global)


[edit] PlayerWalking.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerWalking.PlayerMove


[edit] PlayerWalking.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.PlayerWalking.ProcessMove


[edit] RoundEnded

Inherits from: PlayerController.RoundEnded

Ignores: DrawHUD, Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage

[edit] RoundEnded.BeginState

event BeginState (name PreviousStateName)

Overrides: PlayerController.RoundEnded.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] RoundEnded.EndState

event EndState (name NextStateName)

Overrides: PlayerController.RoundEnded.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

[edit] RoundEnded.LimitViewRotation

event Object.Rotator LimitViewRotation (Object.Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax)

Overrides: PlayerController.LimitViewRotation (global)

Limit the player's view rotation. (Pitch component).

[edit] RoundEnded.AutoContinueToNextRound

function AutoContinueToNextRound ()

This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level *

[edit] RoundEnded.LongClientAdjustPosition

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.RoundEnded.LongClientAdjustPosition


[edit] RoundEnded.NextWeapon

exec function NextWeapon ()

Overrides: NextWeapon (global)


[edit] RoundEnded.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerController.RoundEnded.PlayerMove


[edit] RoundEnded.PrevWeapon

exec function PrevWeapon ()

Overrides: PrevWeapon (global)


[edit] RoundEnded.ServerReStartGame

reliable server function ServerReStartGame ()

Overrides: PlayerController.RoundEnded.ServerReStartGame


[edit] RoundEnded.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

[edit] RoundEnded.ShowScoreboard

function ShowScoreboard ()

Overrides: ShowScoreboard (global)


[edit] RoundEnded.SwitchWeapon

exec function SwitchWeapon (byte T)

Overrides: SwitchWeapon (global)


[edit] RoundEnded.ToggleMelee

exec function ToggleMelee ()

Overrides: ToggleMelee (global)


[edit] Spectating

[edit] Spectating.BeginState

event BeginState (name PreviousStateName)

Overrides: PlayerController.Spectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] Spectating.EndState

event EndState (name NextStateName)

Overrides: PlayerController.Spectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

[edit] Spectating.FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

[edit] Spectating.GetPlayerViewPoint

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: GetPlayerViewPoint (global)

Handle forcing behindview/etc

[edit] Spectating.BehindView

exec function BehindView ()

Overrides: BehindView (global)


[edit] Spectating.NextWeapon

exec function NextWeapon ()

Overrides: NextWeapon (global)


[edit] Spectating.PrevWeapon

exec function PrevWeapon ()

Overrides: PrevWeapon (global)

The Prev/Next weapon functions are used to move forward and backwards through the player list

[edit] Spectating.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


[edit] Spectating.ServerViewObjective

unreliable server function ServerViewObjective ()

Overrides: ServerViewObjective (global)


[edit] Spectating.SetServerViewNextPlayer

function SetServerViewNextPlayer ()


[edit] Spectating.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

[edit] Spectating.StartAltFire

exec function StartAltFire (optional byte FireModeNum)

Overrides: PlayerController.Spectating.StartAltFire

AltFire - Resets to Free Camera Mode

[edit] Spectating.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.Spectating.StartFire

Fire will select the next/prev objective

[edit] Spectating.SwitchWeapon

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)


[edit] Spectating.ViewPlayerByName

exec function ViewPlayerByName (string PlayerName)

Overrides: ViewPlayerByName (global)


[edit] WaitingForPawn

[edit] WaitingForPawn.FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

[edit] WaitingForPawn.GetPlayerViewPoint

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: GetPlayerViewPoint (global)

(Description copied from PlayerController.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

Output: out_rotation, view rotation of player

[edit] WaitingForPawn.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


[edit] WaitingForPawn.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

[edit] WaitingForPawn.SwitchWeapon

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)


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