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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
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Functions
Latent functions
FinishRotation
native(508) final latent function FinishRotation (optional int Threshold)
MoveToActor
native(502) final latent function MoveToActor (Actor DestinationActor, Actor.ETacticalMoveType DesiredTacticalMoveType, optional Actor FinalDestinationActor, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)
MoveToPoint
native(500) final latent function MoveToPoint (Object.Vector DestinationLocation, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)
WaitForLanding
native(527) final latent function WaitForLanding (optional float MaxWaitTime)
Exec functions
RestartLevel
exec function RestartLevel ()
SwitchToBestWeapon
Unuse
exec function Unuse ()
Use
exec function Use ()
Native functions
_SetControllerEnemy
native final private function _SetControllerEnemy (Pawn Enemy)
_SetControllerTarget
native final private function _SetControllerTarget (Actor Target)
ActorReachable
AddController
native(529) final function AddController ()
AtDestinationActor
native final function bool AtDestinationActor (Actor DestinationActor, optional float AtDestinationDistance)
AtDestinationPoint
native final function bool AtDestinationPoint (Object.Vector Destination, optional float AtDestinationDistance)
CanSee
native(533) final function bool CanSee (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)
CheckActorInRange
CheckMeleeAttackRange
ClearPaths
native(522) final function ClearPaths ()
EAdjustJump
native(523) final function Object.Vector EAdjustJump (Object.Vector TargetLocation, float BaseZ, float XYSpeed)
EndClimbLadder
native function EndClimbLadder ()
FindBestInventoryPath
native(540) final function float FindBestInventoryPath (out Actor BestPath, float MinWeight, bool bPredictRespawns, optional bool bClearSpecialColliders)
FindCoverSpot
native final function CoverSpot FindCoverSpot (Pawn PawnToAvoid, float MinDistance, float MaxDistance, float MinDeltaZ, float MaxDeltaZ, float CosMinAngle, float CosMaxAngle, bool bIncludePathable)
FindPathToActor
native(518) final function EPathResult FindPathToActor (Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)
FindPathToPoint
native(517) final function EPathResult FindPathToPoint (Object.Vector TargetVector, optional out Object.Vector ReturnedVector, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)
FindPathTowardNearest
native final function EPathResult FindPathTowardNearest (class<NavigationPoint> GoalClass, optional out Actor ReturnedActor, optional bool bClearSpecialColliders)
FindRandomDest
native(525) final function NavigationPoint FindRandomDest (optional bool bClearPaths, optional bool bClearSpecialColliders)
GetAttitudeTo
IsHandlingLatentMove
native final function bool IsHandlingLatentMove ()
LineOfSightTo
native(514) final function bool LineOfSightTo (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)
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)
PickWallAdjust
native(526) final function bool PickWallAdjust (Object.Vector HitNormal)
PointReachable
RemoveController
native(530) final function RemoveController ()
StopWaiting
native function StopWaiting ()
ValidCoverActor
Events
ActorRangeTransition
event ActorRangeTransition (bool bInRange)
AIHearSound
event AIHearSound (Actor Actor, int Id, Sound S, Object.Vector SoundLocation, Object.Vector Parameters, bool Attenuate)
Desireability
Destroyed
simulated event Destroyed ()
Overrides: Actor.Destroyed
EnemyInLeapRange
event EnemyInLeapRange (float Distance)
EnemyInMeleeRange
event EnemyInMeleeRange ()
EnemyInvalid
event EnemyInvalid ()
EnemyNotInMeleeRange
event EnemyNotInMeleeRange ()
EnemyNotVisible
event EnemyNotVisible ()
EnemyRangeTransition
event EnemyRangeTransition (float Distance)
HearNoise
LongFall
event LongFall ()
MayFall
event MayFall ()
NotifyBump
NotifyHeadVolumeChange
event bool NotifyHeadVolumeChange (PhysicsVolume NewVolume)
NotifyHitMover
event NotifyHitMover (Object.Vector HitNormal, Mover Wall)
NotifyHitWall
NotifyLanded
event bool NotifyLanded (Object.Vector HitNormal)
NotifyPhysicsVolumeChange
event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
PostBeginPlay
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
PreBeginPlay
simulated event PreBeginPlay ()
Overrides: Actor.PreBeginPlay
PrepareForMove
event PrepareForMove (NavigationPoint Goal, ReachSpec Path)
RenderOverlays
simulated event RenderOverlays (Canvas Canvas)
Replication
event Replication ()
Overrides: Actor.Replication
SeeAlertFriend
event SeeAlertFriend (Pawn Seen)
SeeEnemy
event SeeEnemy (Pawn Seen)
SeeFriend
event SeeFriend (Pawn Seen)
SeeOther
event SeeOther (Actor Seen)
SpecialPathing
UpdateTactics
event UpdateTactics ()