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UE2:Controller (UT2003)
Contents
- 1 Constants
- 2 Properties
- 3 Functions
- 3.1 Latent functions
- 3.2 Exec functions
- 3.3 Native functions
- 3.3.1 actorReachable
- 3.3.2 AddController
- 3.3.3 CanSee
- 3.3.4 EAdjustJump
- 3.3.5 EndClimbLadder
- 3.3.6 FindBestInventoryPath
- 3.3.7 FindPathTo
- 3.3.8 FindPathToIntercept
- 3.3.9 FindPathToward
- 3.3.10 FindPathTowardNearest
- 3.3.11 FindRandomDest
- 3.3.12 InLatentExecution
- 3.3.13 LineOfSightTo
- 3.3.14 PickAnyTarget
- 3.3.15 PickTarget
- 3.3.16 PickWallAdjust
- 3.3.17 pointReachable
- 3.3.18 RemoveController
- 3.3.19 StopWaiting
- 3.4 Events
- 3.4.1 AIHearSound
- 3.4.2 AllowDetourTo
- 3.4.3 Desireability
- 3.4.4 Destroyed
- 3.4.5 EnemyNotVisible
- 3.4.6 HearNoise
- 3.4.7 LongFall
- 3.4.8 MayFall
- 3.4.9 MonitoredPawnAlert
- 3.4.10 NotifyBump
- 3.4.11 NotifyHeadVolumeChange
- 3.4.12 NotifyHitMover
- 3.4.13 NotifyHitWall
- 3.4.14 NotifyJumpApex
- 3.4.15 NotifyLanded
- 3.4.16 NotifyMissedJump
- 3.4.17 NotifyPhysicsVolumeChange
- 3.4.18 PostBeginPlay
- 3.4.19 PreBeginPlay
- 3.4.20 PrepareForMove
- 3.4.21 RenderOverlays
- 3.4.22 SeeMonster
- 3.4.23 SeePlayer
- 3.4.24 SetupSpecialPathAbilities
- 3.4.25 SoakStop
- 3.5 Other instance functions
- 4 States
- Package:
- Engine
- Direct subclasses:
- AIController, PlayerController
- This class in other games:
- UE2Runtime, U2, U2XMP, UT2004, UT3, UDK
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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 |
|
Functions[edit]
Latent functions[edit]
FinishRotation[edit]
MoveTo[edit]
MoveToward[edit]
WaitForLanding[edit]
Exec functions[edit]
SwitchToBestWeapon[edit]
Native functions[edit]
actorReachable[edit]
AddController[edit]
CanSee[edit]
EAdjustJump[edit]
EndClimbLadder[edit]
FindBestInventoryPath[edit]
FindPathTo[edit]
FindPathToIntercept[edit]
FindPathToward[edit]
FindPathTowardNearest[edit]
FindRandomDest[edit]
InLatentExecution[edit]
LineOfSightTo[edit]
PickAnyTarget[edit]
PickTarget[edit]
PickWallAdjust[edit]
pointReachable[edit]
RemoveController[edit]
StopWaiting[edit]
Events[edit]
AIHearSound[edit]
AllowDetourTo[edit]
Desireability[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
EnemyNotVisible[edit]
HearNoise[edit]
LongFall[edit]
MayFall[edit]
MonitoredPawnAlert[edit]
NotifyBump[edit]
NotifyHeadVolumeChange[edit]
NotifyHitMover[edit]
NotifyHitWall[edit]
NotifyJumpApex[edit]
NotifyLanded[edit]
NotifyMissedJump[edit]
NotifyPhysicsVolumeChange[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
PrepareForMove[edit]
RenderOverlays[edit]
Overrides: Actor.RenderOverlays
SeeMonster[edit]
SeePlayer[edit]
SetupSpecialPathAbilities[edit]
SoakStop[edit]
Other instance functions[edit]
See Controller instance functions.
States[edit]
Dead[edit]
Ignores: HearNoise, KilledBy, SeePlayer
Dead.PawnDied[edit]
Overrides: PawnDied (global)
Dead.ServerReStartPlayer[edit]
Overrides: ServerReStartPlayer (global)
GameEnded[edit]
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
GameEnded.BeginState[edit]
Overrides: Object.BeginState (global)