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- | class = Controller '''Type:''' {{cl|Controller}}7 KB (901 words) - 09:10, 17 May 2008
- | class = Controller '''Type:''' {{cl|Controller}}9 KB (1,076 words) - 09:11, 17 May 2008
- Controller, the base class of players or AI. are controlling. This gives the controller the opportunity to implement the behavior9 KB (1,027 words) - 09:11, 17 May 2008
- | class = Controller Called when the level this controller is in is unloaded via streaming.6 KB (720 words) - 09:11, 17 May 2008
- | class = Controller list important Controller variables on canvas. HUD will call DisplayDebug() on the current ViewTarge10 KB (1,128 words) - 09:11, 17 May 2008
- | class = Controller Forces physics to use Controller.DesiredRotation regardless of focus etc8 KB (969 words) - 07:40, 23 May 2008
- ...iption:''' If true, special RMusic_Save will be spawned to track last used controller2 KB (293 words) - 07:06, 4 June 2008
- Controller, the base class of players or AI. are controlling. This gives the controller the opportunity to implement the behavior11 KB (1,198 words) - 16:33, 30 July 2010
- | class = Controller Called when the level this controller is in is unloaded via streaming.9 KB (1,021 words) - 05:37, 17 January 2010
- | class = Controller list important Controller variables on canvas. HUD will call DisplayDebug() on the current ViewTarge10 KB (1,100 words) - 05:37, 17 January 2010
- | class = Controller If true, controller gets NotifyFallingHitWall() when pawn hits wall while falling9 KB (1,096 words) - 05:37, 17 January 2010
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500 B (60 words) - 12:13, 9 February 2012
Page text matches
- ...ayer|UnrealPlayer]] and [[Legacy:XPlayer|xPlayer]] are [[Legacy:Controller|Controller]] classes, what you want to block are [[Legacy:Pawn|Pawn]]s, e.g. [[Legacy:3 KB (492 words) - 12:40, 30 November 2005
- ...get and ViewTarget by default. They are the Destination and Focus for the controller. We will simply alter those properties based on desires of self-preservati if ( ( ControllerClass != None ) && ( Controller == None ) )67 KB (8,400 words) - 20:20, 3 February 2006
- ; ScoreKill ( [[Legacy:Controller|Controller]] Killer, [[Legacy:Controller|Controller]] Killed ) : Alters the size of the Killer's head, based on Deaths vs Score function ScoreKill(Controller Killer, Controller Killed)3 KB (353 words) - 12:51, 16 December 2005
- pc = BulldogSpawnPlayer(p.Controller); function RestartPlayer(Controller aPlayer) {7 KB (958 words) - 23:14, 14 November 2007
- ; BombTakenBy( [[Legacy:Controller|Controller]] C ) : Sets squad leader to ball carrier and causes squad to converge on b ...arrier and close to this squad's home base. Also adjusts level based on if controller is human controlled, etc.5 KB (693 words) - 17:30, 3 January 2006
- ...[[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:AIController|AIController]] >> [[Legacy:ScriptedController|Sc ; [[Legacy:Controller|Controller]] OldOrderGiver10 KB (1,254 words) - 12:14, 14 November 2009
- ...also show a lot of other information pertaining to the bot's weapon, pawn, controller status, etc.12 KB (1,965 words) - 15:13, 11 April 2015
- ...ice, which is less than ideal but that way you don't have to have a custom controller or anything to work around it.50 KB (7,997 words) - 09:52, 18 November 2007
- function SetHolder(Controller C) ...cern ourselves with the first few lines of the code however. Firstly, the controller (the player) who took the flag will be logged. Then the Holder reference w15 KB (2,447 words) - 16:45, 21 April 2007
- Trigger(self, Controller); ...then the mesh and lighting changed to reflect the team of the point's new controller. However, it's this last set of statements that doesn't work, because the2 KB (400 words) - 13:50, 20 January 2006
- ...[[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Controller|Controller]] >> [[Legacy:PlayerController|PlayerController]] >> Camera (Package: Engin575 B (64 words) - 08:56, 6 October 2003
- If it's the latter, then we might have to go the route of tweaking the bot controller AI. Which is where we have to decide about mutator use. Would a mutator b I subclassed the xPlayer controller class in order to put in an exec function which grabs the grapple in invent9 KB (1,623 words) - 08:30, 11 January 2005
- # Create a new game type class and reference your player controller within the ''PlayerControllerClassName'' property. # Create a player controller class that will implement your shiny view.8 KB (1,242 words) - 23:02, 17 September 2006
- PC = PlayerController(Other.Controller); ...cationInfo because the PRI is already available from the PlayerController (Controller). Oh and, this document was just what I needed and does a good job at expla11 KB (1,595 words) - 21:43, 29 April 2021
- ...some reason. I thought this might have to do with the fact that the player controller is always a spectator: any suggestions?4 KB (545 words) - 23:17, 30 November 2004
- ...y:UT2003|UT2003]] :: [[Legacy:Object|Object]] >> [[Legacy:Actor|Actor]] >> Controller (Package: Engine)}} ...[[Legacy:PlayerController|PlayerController]]. [[Legacy:Controller Overview|Controller Overview]] covers this in more depth.13 KB (1,700 words) - 08:30, 28 March 2007
- ...UT2003|UT2003]], a similar action would be to subclass [[Legacy:Controller|Controller]]. However, with the addition of [[Legacy:ScriptedSequence|ScriptedSequence ...ctions one by one down the line until the last action. After that, if this Controller was artificially created, it destroys itself!16 KB (2,378 words) - 02:28, 19 January 2009
- ; Controller: The base interface to a pawn. ;*Most of the time, each [[Legacy:Controller|Controller]] has a [[Legacy:Pawn|Pawn]] attached to it,6 KB (872 words) - 13:29, 7 December 2005
- ...to look at the property of some classes, for instance [[Legacy:Controller|Controller]] subclasses.5 KB (762 words) - 15:40, 17 February 2022
- Player Controller10 KB (1,156 words) - 15:55, 21 January 2005