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UE2:Controller internal variables (U2XMP)

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U2XMP Object >> Actor >> Controller (internal variables)

Contents

Controller internal variables in other games:
U2, UE2Runtime, UT2003, UT2004
Other member categories for this class:
functions, instance functions

Internal variables

ActorRangeCounter

Type: float

NEW (mib) counter for checking for ActorRangeTransition events

AdjustLoc

Type: Object.Vector


AimRotation

Type: Object.Rotator


AudioRadiusModifier

Type: float

gets used if obstructed with slow occlusion.

Default value: 0.5

AudioVolumeModifier

Type: float


Default value: 0.35

bAdjusting

Type: bool

Modifiers: const


bAltFire

Type: byte

Modifiers: input


bControlAnimations

Type: bool

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

bDuck

Type: byte

Modifiers: private, input

!!mdf-tbd: make public/protected again?

bEnemyAcquired

Type: bool


bFire

Type: byte

Modifiers: input


bGodMode

Type: bool


bIsBot

Type: bool

NEW (mdf) Pawn is a player-bot.

bIsPlayer

Type: bool

Pawn is a player or a player-bot.

bJump

Type: byte

Modifiers: input


bLeanForward

Type: byte

Modifiers: input


bLeanLeft

Type: byte

Modifiers: input


bLeanRight

Type: byte

Modifiers: input


bLeanUp

Type: byte

Modifiers: input


bLOSflag

Type: bool

Modifiers: const


bNoTact

Type: bool


bPlayerCanFire

Type: bool


Default value: True

bPreparingMove

Type: bool

set true while pawn sets up for a latent move

bRun

Type: byte

Modifiers: private, input


bShouldPossess

Type: bool


bSlowAudioOcclusion

Type: bool

whether to use slow or fast audio occlusion.

Default value: True

bSpecialJump

Type: bool


bTacticalDir

Type: bool

used during movement between pathnodes

ControllerEnemy

Type: Pawn

Modifiers: const


ControllerTarget

Type: Actor

Modifiers: const


CosMinFacingTargetAngle

Type: float

NEW (mdf) min angle between NPC's rotation and line to enemy for firing

Default value: 0.984

CurrentCoverSpot

Type: CoverSpot

NEW (mdf) NPC's current cover spot (if set).

CurrentPath

Type: ReachSpec


CurrentPathDir

Type: Object.Vector

NEW (mdf) serpentine support

DefaultMoveSpeed

Type: float

NEW (mdf)

Default value: 1.0

Destination

Type: Object.Vector

set by Movement natives

FallWaitTime

Type: float

used to countdown MaxWaitTime (if non-zero when WaitForLanding called)

FearLocations

Type: array<TFearLocationInfo>

NEW (mdf) locations an NPC is afraid of

FinishRotationThreshold

Type: float

Modifiers: const

NEW (mdf) support threshold with FinishRotation

FocalPoint

Type: Object.Vector

set by Movement natives

Focus

Type: Actor


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


Handedness

Type: float

Modifiers: globalconfig


home

Type: NavigationPoint

set when begin play, used for retreating and attitude checks

InRangeActor

Type: Actor

actor whose distance we're checking

InRangebSendInitialEvent

Type: bool

send an event the first time the range is tested

InRangeDistance

Type: float

distance at which actor goes in / out of range

LastEnemyDetectedLocation

Type: Object.Vector

Modifiers: private


LastEnemyDetectedTime

Type: float

Modifiers: private


LastEnemyDetectionLocation

Type: Object.Vector

Modifiers: private


LastEnemySeeingLocation

Type: Object.Vector

Modifiers: private

position where I last saw enemy

LastEnemySeenLocation

Type: Object.Vector

Modifiers: private

enemy position when I last saw enemy

LastEnemySeenTime

Type: float

Modifiers: private


LastInRangeResult

Type: int


LastRange

Type: int

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

LastRangeEnemy

Type: Pawn

last enemy used for range check

LeapCounter

Type: float

NEW (mdf) counter for checking for Enemy[Not]InMeleeRange events

MeleeCounter

Type: float

NEW (mdf) counter for checking for Enemy[Not]InMeleeRange events

MinHitWall

Type: float

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

Default value: -1.0

MoveAtFinalDestinationDistance

Type: float

Modifiers: const

set by Movement natives during call to MoveToActor

MoveFinalDestinationActor

Type: Actor

Modifiers: const

set by Movement natives during call to MoveToActor

MoveResult

Type: EMoveResult

Modifiers: const

set by Movement natives during call to MoveToXXX

MoveTarget

Type: Actor

set by movement natives

MoveTimer

Type: float


nextController

Type: Controller

Modifiers: const


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

PlayerReplicationInfo

Type: PlayerReplicationInfo


RangeCounter

Type: float

NEW (mdf) counter for checking for EnemyInRange events

Ranges

Type: array<float>

NEW (mdf) optional list of important ranges to check in engine (calls EnemyRangeTransition if threshold crossed)

RouteCache

Type: Actor

Array size: 16


RouteDist

Type: float


RouteGoal

Type: Actor

final destination for current route

SightCounter

Type: float

Used to keep track of when to check player visibility

StartSpot

Type: NavigationPoint


StrafeTimer

Type: float

C++ timer used if using ST_Basic strafing while moving towards destination (call UpdateTactics)

TacticalMoveType

Type: Actor.ETacticalMoveType

Modifiers: private, const

used during movement towards destination (MoveToPoint not supported currently)

ViewX

Type: Object.Vector


ViewY

Type: Object.Vector


ViewZ

Type: Object.Vector

Viewrotation encoding for PHYS_Spider

VoicePitch

Type: byte

for speech

VoiceType

Type: string

for speech