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UE2:Controller instance functions (U2)

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U2 Object >> Actor >> Controller (instance functions)
Controller instance functions in other games:
U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
functions, internal variables

Instance functions[edit]

AdjustAim[edit]

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustDesireFor[edit]

function float AdjustDesireFor (Pickup P)


AdjustToss[edit]

function Object.Vector AdjustToss (float TSpeed, Object.Vector Start, Object.Vector End, bool bNormalize)


AdjustView[edit]

function AdjustView (float DeltaTime)


AllowVoiceMessage[edit]

function bool AllowVoiceMessage (name MessageType)


AutoTaunt[edit]

function bool AutoTaunt ()


AvoidCertainDeath[edit]

function bool AvoidCertainDeath ()


BotVoiceMessage[edit]

function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)


ChangedWeapon[edit]

function ChangedWeapon ()


CheckFutureSight[edit]

function bool CheckFutureSight (float DeltaTime)


ClientDying[edit]

function ClientDying (class<DamageTypeDamageType, Object.Vector HitLocation)


ClientGameEnded[edit]

function ClientGameEnded ()


ClientRevived[edit]

function ClientRevived ()


ClientSetLocation[edit]

function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)


ClientSetRotation[edit]

function ClientSetRotation (Object.Rotator NewRotation)


ClientSetWeapon[edit]

function ClientSetWeapon (class<WeaponWeaponClass)


ClientSwitchToBestWeapon[edit]

function ClientSwitchToBestWeapon ()


ClientVoiceMessage[edit]

function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, optional Object OptionalObject)


damageAttitudeTo[edit]

function damageAttitudeTo (Pawn Other, float Damage)


DisplayDebug[edit]

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


DontReuseTaunt[edit]

function bool DontReuseTaunt (int T)


FearThisSpot[edit]

function FearThisSpot (AvoidMarker aSpot)


FireWeaponAt[edit]

function bool FireWeaponAt (Actor A)


GameHasEnded[edit]

function GameHasEnded ()


GetAimRotation[edit]

function Object.Rotator GetAimRotation ()


GetFacingDirection[edit]

function int GetFacingDirection ()


GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetLastWeapon[edit]

function class<WeaponGetLastWeapon ()


GetMessageIndex[edit]

function byte GetMessageIndex (name PhraseName)


GetPawnClassName[edit]

function string GetPawnClassName (class<PawnPawnClass, int Team)


GetTeam[edit]

simulated function int GetTeam ()

Overrides: Actor.GetTeam


GetViewRotation[edit]

function Object.Rotator GetViewRotation ()


HandleDying[edit]

function HandleDying ()


HandleMercyKilled[edit]

function HandleMercyKilled ()


HandlePickup[edit]

function HandlePickup (Pickup pick)


HandleRevived[edit]

function HandleRevived ()


HideHackEffects[edit]

function HideHackEffects ()


InitPlayerReplicationInfo[edit]

function InitPlayerReplicationInfo ()


IsRealPlayer[edit]

function bool IsRealPlayer ()

Overrides: Actor.IsRealPlayer


MoverFinished[edit]

function MoverFinished ()


NotifyAddInventory[edit]

function NotifyAddInventory (Inventory NewItem)


NotifyAmmoChanged[edit]

function NotifyAmmoChanged ()


NotifyDeleteInventory[edit]

function NotifyDeleteInventory (Inventory NewItem)


NotifyGutBlowed[edit]

function NotifyGutBlowed ()


NotifyKilled[edit]

function NotifyKilled (Controller Killer, Controller Killed, Pawn Other)


NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)


PawnDied[edit]

function PawnDied (Pawn P)


PawnIsInPain[edit]

function PawnIsInPain (PhysicsVolume PainVolume)


PendingStasis[edit]

function PendingStasis ()


Possess[edit]

function Possess (Pawn aPawn)


RateWeapon[edit]

simulated function float RateWeapon (Weapon w)


ReceiveWarning[edit]

function ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)


Reset[edit]

function Reset ()

Overrides: Actor.Reset


Restart[edit]

function Restart ()


SameTeamAs[edit]

function bool SameTeamAs (Controller C)


SendMessage[edit]

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)


SendVoiceMessage[edit]

function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)


ServerGivePawn[edit]

function ServerGivePawn ()


ServerReStartPlayer[edit]

function ServerReStartPlayer ()


SetFall[edit]

function SetFall ()


SetPawnClass[edit]

function SetPawnClass (string inClass, string inCharacter)


SetTeam[edit]

simulated function SetTeam (int NewTeam)

Overrides: Actor.SetTeam


ShakeView[edit]

function ShakeView (float Magnitude, optional float Duration)


ShowHackEffects[edit]

function ShowHackEffects (Actor HackObject)


StartMonitoring[edit]

function StartMonitoring (Pawn P, float MaxDist)


StopFiring[edit]

function StopFiring ()


UnderLift[edit]

function UnderLift (Mover M)


UnPossess[edit]

function UnPossess ()


WaitForMover[edit]

function WaitForMover (Mover M)


WantsSmoothedView[edit]

function bool WantsSmoothedView ()


WasKilledBy[edit]

function WasKilledBy (Controller Other)


WeaponPreference[edit]

function float WeaponPreference (Weapon W)


WouldReactToNoise[edit]

function bool WouldReactToNoise (float Loudness, Actor NoiseMaker)


WouldReactToSeeing[edit]

function bool WouldReactToSeeing (Pawn Seen)