I don't need to test my programs. I have an error-correcting modem.

UE2:Controller (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 Object >> Actor >> Controller
Package: 
Engine
Direct subclasses:
AIController, PlayerController
This class in other games:
UE2Runtime, U2, U2XMP, UT2004, UT3, UDK

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]

LATENT_MOVETOWARD[edit]

Value: 503

LatentAction number for Movetoward() latent function

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

Functions[edit]

Latent functions[edit]

FinishRotation[edit]

native(508) final latent function FinishRotation ()


MoveTo[edit]

native(500) final latent function MoveTo (Object.Vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk)


MoveToward[edit]

native(502) final latent function MoveToward (Actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk)


WaitForLanding[edit]

native(527) final latent function WaitForLanding ()


Exec functions[edit]

SwitchToBestWeapon[edit]

exec function SwitchToBestWeapon ()


Native functions[edit]

actorReachable[edit]

native(520) final function bool actorReachable (Actor anActor)


AddController[edit]

native(529) final function AddController ()


CanSee[edit]

native(533) final function bool CanSee (Pawn Other)


EAdjustJump[edit]

native(523) final function Object.Vector EAdjustJump (float BaseZ, float XYSpeed)


EndClimbLadder[edit]

native function EndClimbLadder ()


FindBestInventoryPath[edit]

native(540) final function Actor FindBestInventoryPath (out float MinWeight)


FindPathTo[edit]

native(518) final function Actor FindPathTo (Object.Vector aPoint)


FindPathToIntercept[edit]

native final function Actor FindPathToIntercept (Pawn P, Actor RouteGoal, optional bool bWeightDetours)


FindPathToward[edit]

native(517) final function Actor FindPathToward (Actor anActor, optional bool bWeightDetours)


FindPathTowardNearest[edit]

native final function Actor FindPathTowardNearest (class<NavigationPointGoalClass, optional bool bWeightDetours)


FindRandomDest[edit]

native(525) final function NavigationPoint FindRandomDest ()


InLatentExecution[edit]

native final function bool InLatentExecution (int LatentActionNumber)


LineOfSightTo[edit]

native(514) final function bool LineOfSightTo (Actor Other)


PickAnyTarget[edit]

native(534) final function Actor PickAnyTarget (out float bestAim, out float bestDist, Object.Vector FireDir, Object.Vector projStart)


PickTarget[edit]

native(531) final function Pawn PickTarget (out float bestAim, out float bestDist, Object.Vector FireDir, Object.Vector projStart, float MaxRange)


PickWallAdjust[edit]

native(526) final function bool PickWallAdjust (Object.Vector HitNormal)


pointReachable[edit]

native(521) final function bool pointReachable (Object.Vector aPoint)


RemoveController[edit]

native(530) final function RemoveController ()


StopWaiting[edit]

native function StopWaiting ()


Events[edit]

AIHearSound[edit]

event AIHearSound (Actor Actor, int Id, Sound S, Object.Vector SoundLocation, Object.Vector Parameters, bool Attenuate)


AllowDetourTo[edit]

event bool AllowDetourTo (NavigationPoint N)


Desireability[edit]

event float Desireability (Pickup P)


Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


EnemyNotVisible[edit]

event EnemyNotVisible ()


HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)


LongFall[edit]

event LongFall ()


MayFall[edit]

event MayFall ()


MonitoredPawnAlert[edit]

event MonitoredPawnAlert ()


NotifyBump[edit]

event bool NotifyBump (Actor Other)


NotifyHeadVolumeChange[edit]

event bool NotifyHeadVolumeChange (PhysicsVolume NewVolume)


NotifyHitMover[edit]

event NotifyHitMover (Object.Vector HitNormal, Mover Wall)


NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)


NotifyJumpApex[edit]

event NotifyJumpApex ()


NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)


NotifyMissedJump[edit]

event NotifyMissedJump ()


NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


PrepareForMove[edit]

event PrepareForMove (NavigationPoint Goal, ReachSpec Path)


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Actor.RenderOverlays


SeeMonster[edit]

event SeeMonster (Pawn Seen)


SeePlayer[edit]

event SeePlayer (Pawn Seen)


SetupSpecialPathAbilities[edit]

event SetupSpecialPathAbilities ()


SoakStop[edit]

event SoakStop (string problem)


Other instance functions[edit]

See Controller instance functions.

States[edit]

Dead[edit]

Ignores: HearNoise, KilledBy, SeePlayer

Dead.PawnDied[edit]

function PawnDied (Pawn P)

Overrides: PawnDied (global)


Dead.ServerReStartPlayer[edit]

function ServerReStartPlayer ()

Overrides: ServerReStartPlayer (global)


GameEnded[edit]

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

GameEnded.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)