Mostly Harmless

UE2:Controller functions (U2XMP)

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U2XMP Object >> Actor >> Controller (functions)

Contents

Controller functions in other games:
U2
Other member categories for this class:
instance functions, internal variables

Functions[edit]

Latent functions[edit]

FinishRotation[edit]

native(508) final latent function FinishRotation (optional int Threshold)


MoveToActor[edit]

native(502) final latent function MoveToActor (Actor DestinationActor, Actor.ETacticalMoveType DesiredTacticalMoveType, optional Actor FinalDestinationActor, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)


MoveToPoint[edit]

native(500) final latent function MoveToPoint (Object.Vector DestinationLocation, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)


WaitForLanding[edit]

native(527) final latent function WaitForLanding (optional float MaxWaitTime)


Exec functions[edit]

RestartLevel[edit]

exec function RestartLevel ()


SwitchToBestWeapon[edit]

exec function bool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode)


Unuse[edit]

exec function Unuse ()


Use[edit]

exec function Use ()


Native functions[edit]

_SetControllerEnemy[edit]

native final private function _SetControllerEnemy (Pawn Enemy)


_SetControllerTarget[edit]

native final private function _SetControllerTarget (Actor Target)


ActorReachable[edit]

native(520) final function bool ActorReachable (Actor TargetActor, optional float MaxDistSquared)


AddController[edit]

native(529) final function AddController ()


AtDestinationActor[edit]

native final function bool AtDestinationActor (Actor DestinationActor, optional float AtDestinationDistance)


AtDestinationPoint[edit]

native final function bool AtDestinationPoint (Object.Vector Destination, optional float AtDestinationDistance)


CanSee[edit]

native(533) final function bool CanSee (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)


CheckActorInRange[edit]

native final function bool CheckActorInRange (Actor Target, float Range)


CheckMeleeAttackRange[edit]

native final function bool CheckMeleeAttackRange (Actor MeleeTarget, optional float Range)


ClearPaths[edit]

native(522) final function ClearPaths ()


EAdjustJump[edit]

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


EndClimbLadder[edit]

native function EndClimbLadder ()


FindBestInventoryPath[edit]

native(540) final function float FindBestInventoryPath (out Actor BestPath, float MinWeight, bool bPredictRespawns, optional bool bClearSpecialColliders)


FindCoverSpot[edit]

native final function CoverSpot FindCoverSpot (Pawn PawnToAvoid, float MinDistance, float MaxDistance, float MinDeltaZ, float MaxDeltaZ, float CosMinAngle, float CosMaxAngle, bool bIncludePathable)


FindPathToActor[edit]

native(518) final function EPathResult FindPathToActor (Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)


FindPathToPoint[edit]

native(517) final function EPathResult FindPathToPoint (Object.Vector TargetVector, optional out Object.Vector ReturnedVector, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)


FindPathTowardNearest[edit]

native final function EPathResult FindPathTowardNearest (class<NavigationPointGoalClass, optional out Actor ReturnedActor, optional bool bClearSpecialColliders)


FindRandomDest[edit]

native(525) final function NavigationPoint FindRandomDest (optional bool bClearPaths, optional bool bClearSpecialColliders)


GetAttitudeTo[edit]

native final function EAttitude GetAttitudeTo (Pawn Other)


IsHandlingLatentMove[edit]

native final function bool IsHandlingLatentMove ()


LineOfSightTo[edit]

native(514) final function bool LineOfSightTo (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)


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)


PickWallAdjust[edit]

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


PointReachable[edit]

native(521) final function bool PointReachable (Object.Vector point, optional float MaxDistSquared)


RemoveController[edit]

native(530) final function RemoveController ()


StopWaiting[edit]

native function StopWaiting ()


ValidCoverActor[edit]

native final function bool ValidCoverActor (Actor CoverActor, Pawn PawnToAvoid, bool bTestReach)


Events[edit]

ActorRangeTransition[edit]

event ActorRangeTransition (bool bInRange)


AIHearSound[edit]

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


Desireability[edit]

event float Desireability (Pickup P)


Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


EnemyInLeapRange[edit]

event EnemyInLeapRange (float Distance)


EnemyInMeleeRange[edit]

event EnemyInMeleeRange ()


EnemyInvalid[edit]

event EnemyInvalid ()


EnemyNotInMeleeRange[edit]

event EnemyNotInMeleeRange ()


EnemyNotVisible[edit]

event EnemyNotVisible ()


EnemyRangeTransition[edit]

event EnemyRangeTransition (float Distance)


HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)


LongFall[edit]

event LongFall ()


MayFall[edit]

event MayFall ()


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)


NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)


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)


Replication[edit]

event Replication ()

Overrides: Actor.Replication


SeeAlertFriend[edit]

event SeeAlertFriend (Pawn Seen)


SeeEnemy[edit]

event SeeEnemy (Pawn Seen)


SeeFriend[edit]

event SeeFriend (Pawn Seen)


SeeOther[edit]

event SeeOther (Actor Seen)


SpecialPathing[edit]

event bool SpecialPathing (ReachSpec Path, out int ExtraCost)


UpdateTactics[edit]

event UpdateTactics ()


Other instance functions[edit]

See Controller instance functions.