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UE2:Controller internal variables (U2)

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

Internal variables

AcquisitionYawRate

Type: int


Default value: 20000

AdjustLoc

Type: Object.Vector

location to move to while adjusting around obstacle

AimRotation

Type: Object.Rotator

rotation to used for aiming

bAdjusting

Type: bool

adjusting around obstacle

bAdvancedTactics

Type: bool

serpentine movement between pathnodes

bAllowedToImpactJump

Type: bool


bAllowedToTranslocate

Type: bool


bAltFire

Type: byte

Modifiers: input


bCanDoSpecial

Type: bool


bCanOpenDoors

Type: bool


bControlAnimations

Type: bool

take control of animations from pawn (don't let pawn play animations based on notifications)

bDuck

Type: byte

Modifiers: input


bEnemyAcquired

Type: bool


bEnemyInfoValid

Type: bool

false when change enemy, true when LastSeenPos etc updated

bFire

Type: byte

Modifiers: input


bGodMode

Type: bool


bHuntPlayer

Type: bool

hunting player

bIsPlayer

Type: bool

Pawn is a player or a player-bot.

bJump

Type: byte

Modifiers: input


bJumpOverWall

Type: bool

true when jumping to clear obstacle

bLOSflag

Type: bool

Modifiers: const

used for alternating LineOfSight traces

bNotifyApex

Type: bool

event NotifyJumpApex() when at apex of jump

bPreparingMove

Type: bool

set true while pawn sets up for a latent move

bRun

Type: byte

Modifiers: input


bShouldPossess

Type: bool


bShowSelf

Type: bool

Pawn should show itself to other Pawns even if !bIsPlayer (!!mdf-tbd: see U2 optimizations, e.g. check team in native code, check health etc.)

bSoaking

Type: bool

pause and focus on this bot if it encounters a problem

bSprint

Type: byte

Modifiers: input


bUsePlayerHearing

Type: bool


CurrentPath

Type: ReachSpec


CurrentPathDir

Type: Object.Vector


Destination

Type: Object.Vector

location being moved toward

Enemy

Type: Pawn


FailedReachLocation

Type: Object.Vector

Modifiers: const


FailedReachTime

Type: float

Modifiers: const


FearSpots

Type: AvoidMarker

Array size: 2

avoid these spots when moving

FocalPoint

Type: Object.Vector

location being looked at

Focus

Type: Actor

actor being looked at

FovAngle

Type: float

X field of view angle in degrees, usually 90.

Default value: 90.0

GoalList

Type: Actor

Array size: 4

used by navigation AI - list of intermediate goals

GroundPitchTime

Type: float


home

Type: NavigationPoint

set when begin play, used for retreating and attitude checks

LastFailedReach

Type: Actor

Modifiers: const

cache to avoid trying failed actorreachable more than once per frame

LastPawnWeapon

Type: class<Weapon>

used by game stats

LastRange

Type: int

NEW (mdf) last range (1..Ranges.Num, 0 means not set

LastRangeEnemy

Type: Pawn

NEW (mdf) last enemy used for range check

LastRouteFind

Type: float


LastSeeingPos

Type: Object.Vector

position where I last saw enemy (auto updated if EnemyNotVisible enabled)

LastSeenPos

Type: Object.Vector

enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)

LastSeenTime

Type: float


MinHitWall

Type: float

Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics

Default value: -1.0

MonitoredPawn

Type: Pawn

used by latent function MonitorPawn()

MonitorMaxDistSq

Type: float


MonitorStartLoc

Type: Object.Vector

used by latent function MonitorPawn()

MoveTarget

Type: Actor

actor being moved toward

MoveTimer

Type: float


nextController

Type: Controller

Modifiers: const

chained Controller list

OldMessageTime

Type: float


Pawn

Type: Pawn


PawnClass

Type: class<Pawn>

class of pawn to spawn (for players)

PendingMover

Type: Mover

mover pawn is waiting for to complete its move

PlayerNum

Type: int

Modifiers: const

The player number - per-match player number.

PlayerReplicationInfo

Type: PlayerReplicationInfo


PreviousPawnClass

Type: class<Pawn>

Holds the player's previous class

RangeCounter

Type: float

NEW (mdf) counter for checking for EnemyInRange events

Ranges

Type: array<float>


RespawnPredictionTime

Type: float

how far ahead to predict respawns when looking for inventory

RouteCache

Type: Actor

Array size: 16


RouteDist

Type: float

total distance for current route

RouteGoal

Type: Actor

final destination for current route

SightCounter

Type: float

Used to keep track of when to check player visibility

StartSpot

Type: NavigationPoint


Stimulus

Type: float


Target

Type: Actor


ViewX

Type: Object.Vector


ViewY

Type: Object.Vector


ViewZ

Type: Object.Vector

Viewrotation encoding for PHYS_Spider