Mostly Harmless
UE2:Controller functions (U2)
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Object >> Actor >> Controller (functions) |
Contents
- 1 Functions
- 1.1 Latent functions
- 1.2 Exec functions
- 1.3 Native functions
- 1.3.1 actorReachable
- 1.3.2 AddController
- 1.3.3 CanSee
- 1.3.4 EAdjustJump
- 1.3.5 EndClimbLadder
- 1.3.6 FindBestInventoryPath
- 1.3.7 FindPathTo
- 1.3.8 FindPathToIntercept
- 1.3.9 FindPathToward
- 1.3.10 FindPathTowardNearest
- 1.3.11 FindRandomDest
- 1.3.12 InLatentExecution
- 1.3.13 LineOfSightTo
- 1.3.14 PickAnyTarget
- 1.3.15 PickTarget
- 1.3.16 PickWallAdjust
- 1.3.17 pointReachable
- 1.3.18 RemoveController
- 1.3.19 StopWaiting
- 1.3.20 ValidPawn
- 1.4 Events
- 1.4.1 AIHearSound
- 1.4.2 AllowDetourTo
- 1.4.3 Desireability
- 1.4.4 Destroyed
- 1.4.5 EnemyInvalid
- 1.4.6 EnemyNotVisible
- 1.4.7 EnemyRangeTransition
- 1.4.8 HearNoise
- 1.4.9 LongFall
- 1.4.10 MayFall
- 1.4.11 MonitoredPawnAlert
- 1.4.12 NotifyBump
- 1.4.13 NotifyHeadVolumeChange
- 1.4.14 NotifyHitMover
- 1.4.15 NotifyHitWall
- 1.4.16 NotifyJumpApex
- 1.4.17 NotifyLanded
- 1.4.18 NotifyMissedJump
- 1.4.19 NotifyPhysicsVolumeChange
- 1.4.20 PostBeginPlay
- 1.4.21 PreBeginPlay
- 1.4.22 PrepareForMove
- 1.4.23 RenderOverlays
- 1.4.24 SeeEnemy
- 1.4.25 SetupSpecialPathAbilities
- 1.4.26 SoakStop
- 1.5 Other instance functions
- Controller functions in other games:
- U2XMP
- Other member categories for this class:
- instance functions, internal variables
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
AddController[edit]
native(529) final function AddController ()
CanSee[edit]
EAdjustJump[edit]
EndClimbLadder[edit]
native function EndClimbLadder ()
FindBestInventoryPath[edit]
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]
FindPathTowardNearest[edit]
native final function Actor FindPathTowardNearest (class<NavigationPoint> GoalClass, optional bool bWeightDetours)
FindRandomDest[edit]
native(525) final function NavigationPoint FindRandomDest ()
InLatentExecution[edit]
LineOfSightTo[edit]
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 ()
ValidPawn[edit]
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]
Destroyed[edit]
simulated event Destroyed ()
Overrides: Actor.Destroyed
EnemyInvalid[edit]
event EnemyInvalid ()
EnemyNotVisible[edit]
event EnemyNotVisible ()
EnemyRangeTransition[edit]
event EnemyRangeTransition (float Distance)
HearNoise[edit]
LongFall[edit]
event LongFall ()
MayFall[edit]
event MayFall ()
MonitoredPawnAlert[edit]
event MonitoredPawnAlert ()
NotifyBump[edit]
NotifyHeadVolumeChange[edit]
event bool NotifyHeadVolumeChange (PhysicsVolume NewVolume)
NotifyHitMover[edit]
event NotifyHitMover (Object.Vector HitNormal, Mover Wall)
NotifyHitWall[edit]
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]
simulated event PreBeginPlay ()
Overrides: Actor.PreBeginPlay
PrepareForMove[edit]
event PrepareForMove (NavigationPoint Goal, ReachSpec Path)
RenderOverlays[edit]
simulated event RenderOverlays (Canvas Canvas)
Overrides: Actor.RenderOverlays
SeeEnemy[edit]
event SeeEnemy (Pawn Seen)
SetupSpecialPathAbilities[edit]
event SetupSpecialPathAbilities ()
SoakStop[edit]
event SoakStop (string problem)