Mostly Harmless
UE2:Controller instance functions (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Controller (instance functions) |
Contents
- 1 Instance functions
- 1.1 AddFearLocation
- 1.2 AdjustAim
- 1.3 AdjustDesireFor
- 1.4 AdjustView
- 1.5 AllowHitAnimations
- 1.6 AllowHitSounds
- 1.7 BotVoiceMessage
- 1.8 CanHelp
- 1.9 CanRespawn
- 1.10 ChangedWeapon
- 1.11 ClearControllerTarget
- 1.12 ClearLastSeenTimes
- 1.13 ClearReferencesTo
- 1.14 ClientDying
- 1.15 ClientGameEnded
- 1.16 ClientSetLocation
- 1.17 ClientSetRotation
- 1.18 ClientVoiceMessage
- 1.19 DamageAttitudeTo
- 1.20 DeferTo
- 1.21 DisplayDebug
- 1.22 EnableRotation
- 1.23 EnemyDetected
- 1.24 FearThisSpot
- 1.25 FearTimer
- 1.26 FireAt
- 1.27 GetAimingLocation
- 1.28 GetAimRotation
- 1.29 GetAttackRating
- 1.30 GetAttackStyle
- 1.31 GetbDuck
- 1.32 GetbRun
- 1.33 GetDefenseStyle
- 1.34 GetDuckFlag
- 1.35 GetFacingDirection
- 1.36 GetFireRating
- 1.37 GetLastEnemyDetectedLocation
- 1.38 GetLastEnemyDetectedTime
- 1.39 GetLastEnemyDetectionLocation
- 1.40 GetLastEnemySeeingLocation
- 1.41 GetLastEnemySeenLocation
- 1.42 GetLastEnemySeenTime
- 1.43 GetRunFlag
- 1.44 GetSkill
- 1.45 GetStateInfoString
- 1.46 GetTacticalMoveType
- 1.47 GetTarget
- 1.48 GetTimeSinceEnemyLastDetected
- 1.49 GetTimeSinceEnemyLastSeen
- 1.50 GetViewRotation
- 1.51 HandleHelpMessageFrom
- 1.52 HandleKnockDown
- 1.53 HandlePanic
- 1.54 HandlePickup
- 1.55 InitPlayerReplicationInfo
- 1.56 IsFacingTarget
- 1.57 IsFrozen
- 1.58 IsMobile
- 1.59 IsPreparedToAttack
- 1.60 IsPreparedToFire
- 1.61 IsPreparedToMelee
- 1.62 IsRealPlayer
- 1.63 IsStationary
- 1.64 LevelChange
- 1.65 MoverFinished
- 1.66 NotifyAddInventory
- 1.67 NotifyInvalidLanding
- 1.68 NotifyKilled
- 1.69 NotifyRemoveInventory
- 1.70 NotifyStanceChange
- 1.71 NotifyTakeHit
- 1.72 NotifyValidLanding
- 1.73 PawnDied
- 1.74 PawnIsInPain
- 1.75 Possess
- 1.76 PressingAltFire
- 1.77 PressingFire
- 1.78 Reset
- 1.79 Restart
- 1.80 SendMessage
- 1.81 SendVoiceMessage
- 1.82 ServerReStartPlayer
- 1.83 SetActorRangeTest
- 1.84 SetControllerEnemy
- 1.85 SetControllerTarget
- 1.86 SetDuckFlag
- 1.87 SetFall
- 1.88 SetFrozen
- 1.89 SetLastEnemyDetectedLocation
- 1.90 SetRunFlag
- 1.91 SetStationary
- 1.92 ShakeView
- 1.93 ShotFiredNotification
- 1.94 StartFalling
- 1.95 StopFiring
- 1.96 StopMovement
- 1.97 TimeSinceTargetLastSeen
- 1.98 UnderLift
- 1.99 ValidEnemy
- 1.100 ValidPawn
- 1.101 WaitForMover
- 1.102 WantsSmoothedView
- 1.103 WeaponBob
- 1.104 WeaponPreference
- 1.105 WouldReactToNoise
- 1.106 WouldReactToSeeing
- Controller instance functions in other games:
- U2, UE2Runtime, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- 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. |
Instance functions[edit]
AddFearLocation[edit]
function AddFearLocation (Object.Vector FearLocation, float FearDuration)
AdjustAim[edit]
function bool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)
AdjustDesireFor[edit]
AdjustView[edit]
function AdjustView (float DeltaTime)
AllowHitAnimations[edit]
function bool AllowHitAnimations ()
AllowHitSounds[edit]
function bool AllowHitSounds ()
BotVoiceMessage[edit]
CanHelp[edit]
function bool CanHelp ()
CanRespawn[edit]
function bool CanRespawn ()
ChangedWeapon[edit]
function ChangedWeapon ()
ClearControllerTarget[edit]
function ClearControllerTarget ()
ClearLastSeenTimes[edit]
function ClearLastSeenTimes ()
ClearReferencesTo[edit]
function ClearReferencesTo (Pawn P)
ClientDying[edit]
function ClientDying (class<DamageType> DamageType, Object.Vector HitLocation, Pawn InstigatedBy, Object.Vector Momentum)
ClientGameEnded[edit]
function ClientGameEnded ()
ClientSetLocation[edit]
function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)
ClientSetRotation[edit]
function ClientSetRotation (Object.Rotator NewRotation)
ClientVoiceMessage[edit]
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
DamageAttitudeTo[edit]
DeferTo[edit]
function bool DeferTo (Controller Other)
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
EnableRotation[edit]
function EnableRotation (bool bVal)
EnemyDetected[edit]
function EnemyDetected (Object.Vector DetectedLocation)
FearThisSpot[edit]
function FearThisSpot (Actor ASpot)
FearTimer[edit]
function FearTimer ()
FireAt[edit]
function FireAt (Actor A)
GetAimingLocation[edit]
function bool GetAimingLocation (out Object.Vector TargetLocation)
GetAimRotation[edit]
function Object.Rotator GetAimRotation ()
GetAttackRating[edit]
GetAttackStyle[edit]
GetbDuck[edit]
function byte GetbDuck ()
GetbRun[edit]
function byte GetbRun ()
GetDefenseStyle[edit]
GetDuckFlag[edit]
function byte GetDuckFlag ()
GetFacingDirection[edit]
function int GetFacingDirection ()
GetFireRating[edit]
function float GetFireRating ()
GetLastEnemyDetectedLocation[edit]
function Object.Vector GetLastEnemyDetectedLocation ()
GetLastEnemyDetectedTime[edit]
function float GetLastEnemyDetectedTime ()
GetLastEnemyDetectionLocation[edit]
function Object.Vector GetLastEnemyDetectionLocation ()
GetLastEnemySeeingLocation[edit]
function Object.Vector GetLastEnemySeeingLocation ()
GetLastEnemySeenLocation[edit]
function Object.Vector GetLastEnemySeenLocation ()
GetLastEnemySeenTime[edit]
function float GetLastEnemySeenTime ()
GetRunFlag[edit]
function byte GetRunFlag ()
GetSkill[edit]
function float GetSkill ()
Overrides: Actor.GetSkill
GetStateInfoString[edit]
function string GetStateInfoString ()
GetTacticalMoveType[edit]
function Actor.ETacticalMoveType GetTacticalMoveType ()
GetTarget[edit]
function Actor GetTarget ()
GetTimeSinceEnemyLastDetected[edit]
function float GetTimeSinceEnemyLastDetected ()
GetTimeSinceEnemyLastSeen[edit]
function float GetTimeSinceEnemyLastSeen ()
GetViewRotation[edit]
function Object.Rotator GetViewRotation ()
HandleHelpMessageFrom[edit]
function HandleHelpMessageFrom (Controller Other)
HandleKnockDown[edit]
function HandleKnockDown ()
HandlePanic[edit]
function HandlePanic ()
HandlePickup[edit]
function HandlePickup (Pickup pick)
InitPlayerReplicationInfo[edit]
function InitPlayerReplicationInfo ()
IsFacingTarget[edit]
IsFrozen[edit]
function bool IsFrozen ()
IsMobile[edit]
function bool IsMobile ()
IsPreparedToAttack[edit]
IsPreparedToFire[edit]
function bool IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating)
IsPreparedToMelee[edit]
function bool IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating)
IsRealPlayer[edit]
function bool IsRealPlayer ()
Overrides: Actor.IsRealPlayer
IsStationary[edit]
function bool IsStationary ()
LevelChange[edit]
function LevelChange ()
MoverFinished[edit]
function MoverFinished ()
NotifyAddInventory[edit]
function NotifyAddInventory (Inventory NewItem)
NotifyInvalidLanding[edit]
function NotifyInvalidLanding (Actor.CheckResult Hit)
NotifyKilled[edit]
function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType)
NotifyRemoveInventory[edit]
function NotifyRemoveInventory (Inventory RemovedItem)
NotifyStanceChange[edit]
NotifyTakeHit[edit]
function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageType> DamageType, Object.Vector Momentum)
NotifyValidLanding[edit]
function NotifyValidLanding (Actor.CheckResult Hit)
PawnDied[edit]
function PawnDied ()
PawnIsInPain[edit]
function PawnIsInPain (PhysicsVolume PainVolume)
Possess[edit]
function Possess (Pawn aPawn)
PressingAltFire[edit]
function bool PressingAltFire ()
PressingFire[edit]
function bool PressingFire ()
Reset[edit]
function Reset ()
Overrides: Actor.Reset
Restart[edit]
function Restart ()
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)
ServerReStartPlayer[edit]
function ServerReStartPlayer ()
SetActorRangeTest[edit]
SetControllerEnemy[edit]
function SetControllerEnemy (Pawn Enemy)
SetControllerTarget[edit]
function SetControllerTarget (Actor Target)
SetDuckFlag[edit]
function SetDuckFlag (byte Val)
SetFall[edit]
function SetFall ()
SetFrozen[edit]
function SetFrozen (bool bVal)
SetLastEnemyDetectedLocation[edit]
function SetLastEnemyDetectedLocation (Object.Vector DetectedLocation)
SetRunFlag[edit]
function SetRunFlag (byte Val)
SetStationary[edit]
ShakeView[edit]
ShotFiredNotification[edit]
function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed)
StartFalling[edit]
function StartFalling ()
StopFiring[edit]
function StopFiring (float SuggestedFireAgainDelay, EStopFiringInfo SFInfo)
StopMovement[edit]
Overrides: Actor.StopMovement
TimeSinceTargetLastSeen[edit]
UnderLift[edit]
function UnderLift (Mover M)
ValidEnemy[edit]
ValidPawn[edit]
WaitForMover[edit]
function WaitForMover (Mover M)
WantsSmoothedView[edit]
function bool WantsSmoothedView ()
WeaponBob[edit]
function Object.Vector WeaponBob (float BobDamping)