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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
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 |
|
Functions
Latent functions
FinishRotation
MoveTo
MoveToward
WaitForLanding
Exec functions
SwitchToBestWeapon
Native functions
actorReachable
AddController
CanSee
EAdjustJump
EndClimbLadder
FindBestInventoryPath
FindPathTo
FindPathToIntercept
FindPathToward
FindPathTowardNearest
FindRandomDest
InLatentExecution
LineOfSightTo
PickAnyTarget
PickTarget
PickWallAdjust
pointReachable
RemoveController
StopWaiting
Events
AIHearSound
AllowDetourTo
Desireability
Destroyed
Overrides: Actor.Destroyed
EnemyNotVisible
HearNoise
LongFall
MayFall
MonitoredPawnAlert
NotifyBump
NotifyHeadVolumeChange
NotifyHitMover
NotifyHitWall
NotifyJumpApex
NotifyLanded
NotifyMissedJump
NotifyPhysicsVolumeChange
PostBeginPlay
Overrides: Actor.PostBeginPlay
PreBeginPlay
Overrides: Actor.PreBeginPlay
PrepareForMove
RenderOverlays
Overrides: Actor.RenderOverlays
SeeMonster
SeePlayer
SetupSpecialPathAbilities
SoakStop
Other instance functions
See Controller instance functions.
States
Dead
Ignores: HearNoise, KilledBy, SeePlayer
Dead.PawnDied
Overrides: PawnDied (global)
Dead.ServerReStartPlayer
Overrides: ServerReStartPlayer (global)
GameEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
GameEnded.BeginState
Overrides: Object.BeginState (global)