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UE2:Controller functions (U2XMP)
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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 _SetControllerEnemy
- 1.3.2 _SetControllerTarget
- 1.3.3 ActorReachable
- 1.3.4 AddController
- 1.3.5 AtDestinationActor
- 1.3.6 AtDestinationPoint
- 1.3.7 CanSee
- 1.3.8 CheckActorInRange
- 1.3.9 CheckMeleeAttackRange
- 1.3.10 ClearPaths
- 1.3.11 EAdjustJump
- 1.3.12 EndClimbLadder
- 1.3.13 FindBestInventoryPath
- 1.3.14 FindCoverSpot
- 1.3.15 FindPathToActor
- 1.3.16 FindPathToPoint
- 1.3.17 FindPathTowardNearest
- 1.3.18 FindRandomDest
- 1.3.19 GetAttitudeTo
- 1.3.20 IsHandlingLatentMove
- 1.3.21 LineOfSightTo
- 1.3.22 PickAnyTarget
- 1.3.23 PickTarget
- 1.3.24 PickWallAdjust
- 1.3.25 PointReachable
- 1.3.26 RemoveController
- 1.3.27 StopWaiting
- 1.3.28 ValidCoverActor
- 1.4 Events
- 1.4.1 ActorRangeTransition
- 1.4.2 AIHearSound
- 1.4.3 Desireability
- 1.4.4 Destroyed
- 1.4.5 EnemyInLeapRange
- 1.4.6 EnemyInMeleeRange
- 1.4.7 EnemyInvalid
- 1.4.8 EnemyNotInMeleeRange
- 1.4.9 EnemyNotVisible
- 1.4.10 EnemyRangeTransition
- 1.4.11 HearNoise
- 1.4.12 LongFall
- 1.4.13 MayFall
- 1.4.14 NotifyBump
- 1.4.15 NotifyHeadVolumeChange
- 1.4.16 NotifyHitMover
- 1.4.17 NotifyHitWall
- 1.4.18 NotifyLanded
- 1.4.19 NotifyPhysicsVolumeChange
- 1.4.20 PostBeginPlay
- 1.4.21 PreBeginPlay
- 1.4.22 PrepareForMove
- 1.4.23 RenderOverlays
- 1.4.24 Replication
- 1.4.25 SeeAlertFriend
- 1.4.26 SeeEnemy
- 1.4.27 SeeFriend
- 1.4.28 SeeOther
- 1.4.29 SpecialPathing
- 1.4.30 UpdateTactics
- 1.5 Other instance functions
- Controller functions in other games:
- U2
- 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 (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]
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]
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]
CheckMeleeAttackRange[edit]
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<NavigationPoint> GoalClass, optional out Actor ReturnedActor, optional bool bClearSpecialColliders)
FindRandomDest[edit]
native(525) final function NavigationPoint FindRandomDest (optional bool bClearPaths, optional bool bClearSpecialColliders)
GetAttitudeTo[edit]
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]
RemoveController[edit]
native(530) final function RemoveController ()
StopWaiting[edit]
native function StopWaiting ()
ValidCoverActor[edit]
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]
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]
LongFall[edit]
event LongFall ()
MayFall[edit]
event MayFall ()
NotifyBump[edit]
NotifyHeadVolumeChange[edit]
event bool NotifyHeadVolumeChange (PhysicsVolume NewVolume)
NotifyHitMover[edit]
event NotifyHitMover (Object.Vector HitNormal, Mover Wall)
NotifyHitWall[edit]
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]
UpdateTactics[edit]
event UpdateTactics ()