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- local Controller C;5 KB (402 words) - 14:35, 5 January 2003
- ...tually uses the PlayerController/DynamicActors combo (and stores the local controller for later use too):5 KB (661 words) - 01:14, 5 May 2007
- ;:'''See Also:''' [[Legacy:Controller Overview|Controller Overview]]6 KB (886 words) - 08:59, 31 May 2005
- ...complete their behavior and potential actions, such as [[Legacy:Controller|Controller]]s, [[Legacy:Weapon|Weapon]]s, [[Legacy:InventoryAttachment|InventoryAttach ...ile the Pawn is the visual and physical representation of a character, the Controller is the "mind" or "soul" of the character; both the decision making element17 KB (2,734 words) - 19:19, 18 March 2008
- Which is saying that if the Pawn has no [[Legacy:Controller|Controller]], it won't take damage. This suggests that we are Relinquishing the Controller before we cause the damage.8 KB (1,126 words) - 19:11, 19 December 2005
- ; bool SpokenFor( [[Legacy:Controller|Controller]] C) : Used by bots to reserve vehicle ; SetReservation( [[Legacy:Controller|Controller]] C) :16 KB (1,635 words) - 14:10, 1 January 2006
- ...hiearchy we are looking at is: [[Legacy:Actor|Actor]]->[[Legacy:Controller|Controller]]->[[PlayerController]->[[Legacy:UnrealPlayer|UnrealPlayer]]->[[Legacy:XPla ...PlayerController's PlayerTick. Why? because you want to have it check for controller changes and accelerate instead of applying motion immediately at each playe14 KB (2,251 words) - 06:07, 2 January 2004
- ; function AltFire(optional float F) : Allows the controller to use its zoom function. ; function Died( Controller Killer, class <DamageType> damageType, vector HitLocation) : Performs Some2 KB (232 words) - 20:40, 7 July 2007
- ; bool bCorrectAim (out, native, const) : Indicates gun can hit what controller is aiming at ; ShakeView() (simulated) : If the person using our ONSWeapon is a player controller call WeaponShakeView(ShakeRotMag, ShakeRotRate, SHakeRotTime, ShakeOffsetMa12 KB (1,384 words) - 12:59, 31 December 2005
- So the child spent many hours within 4~6 feet from his console, as far as the controller would allow. And God said to himself, "How much of this is he actually goin9 KB (1,569 words) - 00:34, 2 January 2005
- ;Died(Controller Killer, class<[[Legacy:DamageType|DamageType]]> damageType, [[Legacy:Vector3 KB (307 words) - 09:49, 10 November 2006
- local Controller C; if (!A.IsA('Controller') && !A.IsA('ONSPowerCore') && !A.IsA('TeamInfo'))37 KB (3,624 words) - 05:21, 22 November 2007
- * [[Legacy:XPlayer|xPlayer]] for the controller ...oller|BaseGUIController]] GUIController (transient) : Callback to the Menu Controller2 KB (176 words) - 01:10, 3 May 2004
- ...ler|Controller]]'s [[Legacy:PostBeginPlay|PostBeginPlay]] and owned by the controller. ;UpdatePlayerLocation () : Grabs the [[Legacy:Controller|Controller]] [[Legacy:Pawn|Pawn]] and then loops through the Volumes to find the [[Leg8 KB (1,098 words) - 22:34, 24 October 2006
- ...visual and physical elements of the entity, while the [[Legacy:Controller|Controller]] class handles their decision making, [[Legacy:Adrenaline|Adrenaline]], et ; bool bDirectHitWall : Always call pawn hitwall directly (no controller notifyhitwall)19 KB (2,341 words) - 22:41, 22 May 2015
- PC = PlayerController(Controller); // Do targetting (do nothing if no controller)21 KB (2,560 words) - 19:54, 17 September 2003
- ...'''''flags''''' enables/disables various debug modes for the script controller... ;destroy : destroy controlled NPC (and controller)...32 KB (1,962 words) - 16:27, 3 January 2006
- ...[[Legacy:Object|Object]] >> [[Legacy:Actor|Actor]] >> [[Legacy:Controller|Controller]] >> PlayerController (Package: Engine)}} The player controller class determines what the player sees and how Bot players behave, tying in22 KB (2,672 words) - 12:53, 10 June 2006
- ; [[Legacy:Controller|Controller]] InstigatorController :3 KB (318 words) - 10:51, 23 January 2006
- ;function AddedToPawnInv([[Legacy:Pawn|Pawn]] UsePawn, [[Legacy:Controller|Controller]] UseCont):2 KB (318 words) - 23:56, 16 October 2004