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UE2:Controller (U2XMP)

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U2XMP Object >> Actor >> Controller
Package: 
Engine
Direct subclass:
LicenseeController
This class in other games:
U2, UE2Runtime, UT2003, UT2004, UDK, UT3

Controller, the base class of players or AI.

Controllers are non-physical actors that can be attached to a pawn to control its actions. PlayerControllers are used by human players to control pawns, while AIControFllers implement the artificial intelligence for the pawns they control. Controllers take control of a pawn using their Possess() method, and relinquish control of the pawn by calling UnPossess().

Controllers receive notifications for many of the events occuring for the Pawn they are controlling. This gives the controller the opportunity to implement the behavior in response to this event, intercepting the event and superceding the Pawn's default behavior.

This is a built-in Unreal class and it shouldn't be modified.

Constants[edit]

DeadState[edit]

Value: 'Dead'


GameEndedState[edit]

Value: 'GameEnded'


FearTimerName[edit]

Value: 'FearTimer'


Properties[edit]

Property group 'Controller'[edit]

PlayerReplicationInfoClass[edit]

Type: class<PlayerReplicationInfo>


Default value: Class'Engine.PlayerReplicationInfo'

Internal variables[edit]

See Controller internal variables.

Default values[edit]

Property Value
bHidden True
bHiddenEd True
RotationRate
Member Value
Pitch 3072
Roll 2048
Yaw 30000

Enums[edit]

EAttitude[edit]

ATTITUDE_Enemy 
considered an enemy
ATTITUDE_Neutral 
not considered a friend or enemy (but could go either way)
ATTITUDE_Friend 
considered a friend
ATTITUDE_None 
used for invalid situations (attitude to self, Pawn not set etc.)

EMoveResult[edit]

MR_Continue 
0 used internally when still moving (hasn't timed out & hasn't reached destination & move still valid)
MR_TimeOut 
1 MoveTimer ran out before reaching destination
MR_Error 
2 invalid call to MoveToXXX or invalid situation (tbd)
MR_NoPawn 
3 controller no longer has a pawn (tbd)
MR_DestinationInvalid 
4 situation changed, e.g. fell past destination
MR_DestinationLost 
5 MoveTarget destroyed/cleared (tbd)
MR_DestinationReached 
6 reached given destination
MR_DestinationReachedFinal 
7 reached given (final) destination
MR_DestinationReachedPending 
8 used internally
MR_DestinationReachedFinalPending 
9 used internally

EPathResult[edit]

PR_None 
0 no path found
PR_Visible 
1 goal is visible from end anchor (last actor in RouteCache)
PR_Reachable 
2 goal is reachable from end anchor (last actor in RouteCache)
PR_Direct 
3 goal is directly reachable from NPC's current location

EStopFiringInfo[edit]

SFI_None 
no reason given
SFI_Behavior 
called for behavior reasons (e.g. firing burst over)
SFI_NoLOS 
NPC has no LOS to target/last seen position
SFI_NoShot 
NPC doesn't have a shot from current location (e.g. no grenade trajectory, blocked)
SFI_Orientation 
NPC facing away from target
SFI_OutOfRange 
target is out of range
SFI_TargetInvalid 
target is no longer valid (e.g. dead)
SFI_Timeout 
too long since target was last seen (e.g. stop firing at last seen position)
SFI_WeaponRating 
rating for weapon is ineffective / dangerous
SFI_WeaponReload 
reloading weapon
SFI_WeaponSwitch 
changing weapon

Structs[edit]

TFearLocationInfo[edit]

Modifiers: native

Object.Vector Location 
float ExpireTime 

Functions[edit]

See Controller functions.

States[edit]

@DeadState[edit]

Ignores: HearNoise, KilledBy, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@DeadState.PawnDied[edit]

function PawnDied ()

Overrides: PawnDied (global)


@DeadState.ServerReStartPlayer[edit]

function ServerReStartPlayer ()

Overrides: ServerReStartPlayer (global)


@GameEndedState[edit]

Ignores: BeginFalling, HearNoise, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, ShotFiredNotification, TakeDamage

@GameEndedState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)