I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:UTPlayerController states (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController (states) |
- UTPlayerController states in other games:
- UDK
- Other member categories for this class:
- constants, exec functions, instance functions, internal variables
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] States
[edit] Dead
Inherits from: PlayerController.Dead
Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer
[edit] Dead.BeginState
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
Overrides: PlayerController.ClientSetViewTarget (global)
[edit] Dead.EndState
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
Overrides: PlayerController.Dead.Timer
[edit] Dead.DoForcedRespawn
forces player to respawn if it is enabled
[edit] Dead.FindGoodView
Overrides: PlayerController.Dead.FindGoodView
[edit] Dead.PopupMap
[edit] Dead.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
[edit] Dead.StartFire
Overrides: PlayerController.Dead.StartFire
[edit] Dead.SwitchWeapon
Overrides: SwitchWeapon (global)
[edit] Dead.ToggleMelee
Overrides: ToggleMelee (global)
[edit] InQueue
Extends: Spectating
[edit] InQueue.BeginState
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
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
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
[edit] PlayerWaiting.ProcessMove
Overrides: PlayerController.BaseSpectating.ProcessMove
[edit] PlayerWaiting.ServerRestartPlayer
Overrides: PlayerController.PlayerWaiting.ServerRestartPlayer
[edit] PlayerWaiting.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
[edit] PlayerWaiting.StartFire
Overrides: PlayerController.PlayerWaiting.StartFire
[edit] PlayerWaiting.SwitchWeapon
Overrides: SwitchWeapon (global)
[edit] PlayerWalking
Inherits from: PlayerController.PlayerWalking
Ignores: Bump, HearNoise, SeePlayer
[edit] PlayerWalking.NotifyLanded
Overrides: PlayerController.NotifyLanded (global)
[edit] PlayerWalking.PlayerMove
Overrides: PlayerController.PlayerWalking.PlayerMove
[edit] PlayerWalking.ProcessMove
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
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
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
Overrides: PlayerController.LimitViewRotation (global)
Limit the player's view rotation. (Pitch component).
[edit] RoundEnded.AutoContinueToNextRound
This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level *
[edit] RoundEnded.LongClientAdjustPosition
Overrides: PlayerController.RoundEnded.LongClientAdjustPosition
[edit] RoundEnded.NextWeapon
Overrides: NextWeapon (global)
[edit] RoundEnded.PlayerMove
Overrides: PlayerController.RoundEnded.PlayerMove
[edit] RoundEnded.PrevWeapon
Overrides: PrevWeapon (global)
[edit] RoundEnded.ServerReStartGame
Overrides: PlayerController.RoundEnded.ServerReStartGame
[edit] RoundEnded.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
[edit] RoundEnded.ShowScoreboard
Overrides: ShowScoreboard (global)
[edit] RoundEnded.SwitchWeapon
Overrides: SwitchWeapon (global)
[edit] RoundEnded.ToggleMelee
Overrides: ToggleMelee (global)
[edit] Spectating
[edit] Spectating.BeginState
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
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
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
[edit] Spectating.GetPlayerViewPoint
Overrides: GetPlayerViewPoint (global)
Handle forcing behindview/etc
[edit] Spectating.BehindView
Overrides: BehindView (global)
[edit] Spectating.NextWeapon
Overrides: NextWeapon (global)
[edit] Spectating.PrevWeapon
Overrides: PrevWeapon (global)
The Prev/Next weapon functions are used to move forward and backwards through the player list
[edit] Spectating.ProcessMove
Overrides: PlayerController.BaseSpectating.ProcessMove
[edit] Spectating.ServerViewObjective
Overrides: ServerViewObjective (global)
[edit] Spectating.SetServerViewNextPlayer
[edit] Spectating.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
[edit] Spectating.StartAltFire
Overrides: PlayerController.Spectating.StartAltFire
AltFire - Resets to Free Camera Mode
[edit] Spectating.StartFire
Overrides: PlayerController.Spectating.StartFire
Fire will select the next/prev objective
[edit] Spectating.SwitchWeapon
Overrides: SwitchWeapon (global)
[edit] Spectating.ViewPlayerByName
Overrides: ViewPlayerByName (global)
[edit] WaitingForPawn
[edit] WaitingForPawn.FellOutOfWorld
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
[edit] WaitingForPawn.GetPlayerViewPoint
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
Overrides: PlayerController.BaseSpectating.ProcessMove
[edit] WaitingForPawn.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
[edit] WaitingForPawn.SwitchWeapon
Overrides: SwitchWeapon (global)
