I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

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:
U2, U2XMP, UE2Runtime, 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

LATENT_MOVETOWARD

Value: 503

LatentAction number for Movetoward() latent function

Properties

Property group 'Controller'

PlayerReplicationInfoClass

Type: class<PlayerReplicationInfo>


Default value: Class'Engine.PlayerReplicationInfo'

Internal variables

See Controller internal variables.

Default values

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

Functions

Latent functions

FinishRotation

native(508) final latent function FinishRotation ()


MoveTo

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


MoveToward

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


WaitForLanding

native(527) final latent function WaitForLanding ()


Exec functions

SwitchToBestWeapon

exec function SwitchToBestWeapon ()


Native functions

actorReachable

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


AddController

native(529) final function AddController ()


CanSee

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


EAdjustJump

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


EndClimbLadder

native function EndClimbLadder ()


FindBestInventoryPath

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


FindPathTo

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


FindPathToIntercept

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


FindPathToward

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


FindPathTowardNearest

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


FindRandomDest

native(525) final function NavigationPoint FindRandomDest ()


InLatentExecution

native final function bool InLatentExecution (int LatentActionNumber)


LineOfSightTo

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


PickAnyTarget

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


PickTarget

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


PickWallAdjust

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


pointReachable

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


RemoveController

native(530) final function RemoveController ()


StopWaiting

native function StopWaiting ()


Events

AIHearSound

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


AllowDetourTo

event bool AllowDetourTo (NavigationPoint N)


Desireability

event float Desireability (Pickup P)


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


EnemyNotVisible

event EnemyNotVisible ()


HearNoise

event HearNoise (float Loudness, Actor NoiseMaker)


LongFall

event LongFall ()


MayFall

event MayFall ()


MonitoredPawnAlert

event MonitoredPawnAlert ()


NotifyBump

event bool NotifyBump (Actor Other)


NotifyHeadVolumeChange

event bool NotifyHeadVolumeChange (PhysicsVolume NewVolume)


NotifyHitMover

event NotifyHitMover (Object.Vector HitNormal, Mover Wall)


NotifyHitWall

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


NotifyJumpApex

event NotifyJumpApex ()


NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)


NotifyMissedJump

event NotifyMissedJump ()


NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


PrepareForMove

event PrepareForMove (NavigationPoint Goal, ReachSpec Path)


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Actor.RenderOverlays


SeeMonster

event SeeMonster (Pawn Seen)


SeePlayer

event SeePlayer (Pawn Seen)


SetupSpecialPathAbilities

event SetupSpecialPathAbilities ()


SoakStop

event SoakStop (string problem)


Other instance functions

See Controller instance functions.

States

Dead

Ignores: HearNoise, KilledBy, SeePlayer

Dead.PawnDied

function PawnDied (Pawn P)

Overrides: PawnDied (global)


Dead.ServerReStartPlayer

function ServerReStartPlayer ()

Overrides: ServerReStartPlayer (global)


GameEnded

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

GameEnded.BeginState

event BeginState ()

Overrides: Object.BeginState (global)