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UE3:Controller (UDK)

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UDK Object >> Actor >> Controller
Package: 
Engine
Implemented interfaces
Interface_NavigationHandle
Direct subclasses:
AIController, PlayerController
This class in other games:
UE2Runtime, U2, U2XMP, UT2003, UT2004, UT3

Controller, the base class of players or AI.

Controllers are non-physical actors that can be attached to a pawn to control its actions. PlayerControllers are used by human players to control pawns, while AIControllers implement the artificial intelligence for the pawns they control. Controllers take control of a pawn using their Possess() method, and relinquish control of the pawn by calling UnPossess().

Controllers receive notifications for many of the events occuring for the Pawn they are controlling. This gives the controller the opportunity to implement the behavior in response to this event, intercepting the event and superceding the Pawn's default behavior.

Constants[edit]

LATENT_MOVETOWARD[edit]

Value: 503


Properties[edit]

See Controller properties.

Structs[edit]

VisiblePortalInfo[edit]

Modifiers: native

List of destinations whose source portals are visible to this Controller

Actor Source 
source actor of portal
Actor Destination 
destination actor of portal

Functions[edit]

Latent functions[edit]

FinishRotation[edit]

native(508) final latent function FinishRotation ()


MoveTo[edit]

native(500) noexport final latent function MoveTo (Object.Vector NewDestination, optional Actor ViewFocus, optional float DestinationOffset, optional bool bShouldWalk)


MoveToDirectNonPathPos[edit]

native noexport final latent function MoveToDirectNonPathPos (Object.Vector NewDestination, optional Actor ViewFocus, optional float DestinationOffset, optional bool bShouldWalk)


MoveToward[edit]

native(502) noexport final latent function MoveToward (Actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk)


WaitForLanding[edit]

native(527) noexport final latent function WaitForLanding (optional float waitDuration)


Exec functions[edit]

SwitchToBestWeapon[edit]

exec function SwitchToBestWeapon (optional bool bForceNewWeapon)


Native functions[edit]

ActorReachable[edit]

native(520) final function bool ActorReachable (Actor anActor)


BeyondFogDistance[edit]

final native function bool BeyondFogDistance (Object.Vector ViewPoint, Object.Vector OtherPoint)


CanSee[edit]

native(533) final function bool CanSee (Pawn Other)


CanSeeByPoints[edit]

native(537) final function bool CanSeeByPoints (Object.Vector ViewLocation, Object.Vector TestLocation, Object.Rotator ViewRotation)


EndClimbLadder[edit]

native function EndClimbLadder ()


FindPathTo[edit]

native(518) final function Actor FindPathTo (Object.Vector aPoint, optional int MaxPathLength, optional bool bReturnPartial)


FindPathToIntercept[edit]

native final function Actor FindPathToIntercept (Pawn P, Actor InRouteGoal, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)


FindPathToward[edit]

native(517) final function Actor FindPathToward (Actor anActor, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)


FindPathTowardNearest[edit]

native final function Actor FindPathTowardNearest (class<NavigationPointGoalClass, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)


FindRandomDest[edit]

native(525) final function NavigationPoint FindRandomDest ()


GetAdjustLocation[edit]

native final function Object.Vector GetAdjustLocation ()


GetDestinationPosition[edit]

native final function Object.Vector GetDestinationPosition ()

Retrive the final position that controller should be moving to

GetFocalPoint[edit]

native final function Object.Vector GetFocalPoint ()

Retrive the final position that controller should be looking at

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


InLatentExecution[edit]

native final function bool InLatentExecution (int LatentActionNumber)


IsLocalPlayerController[edit]

native function bool IsLocalPlayerController ()


LineOfSightTo[edit]

native(514) noexport final function bool LineOfSightTo (Actor Other, optional Object.Vector chkLocation, optional bool bTryAlternateTargetLoc)


PickTarget[edit]

native(531) final function Pawn PickTarget (class<PawnTargetClass, out float bestAim, out float bestDist, Object.Vector FireDir, Object.Vector projStart, float MaxRange)


PickWallAdjust[edit]

native(526) final function bool PickWallAdjust (Object.Vector HitNormal)


PointReachable[edit]

native(521) final function bool PointReachable (Object.Vector aPoint)


RouteCache_AddItem[edit]

native function RouteCache_AddItem (NavigationPoint Nav)


RouteCache_Empty[edit]

native function RouteCache_Empty ()

Route Cache Operations Allows operations on nodes in the route while modifying route (ie before emptying the cache) Should override in subclasses as needed

RouteCache_InsertItem[edit]

native function RouteCache_InsertItem (NavigationPoint Nav, int Idx)


RouteCache_RemoveIndex[edit]

native function RouteCache_RemoveIndex (int InIndex, int Count)


RouteCache_RemoveItem[edit]

native function RouteCache_RemoveItem (NavigationPoint Nav)


SetAdjustLocation[edit]

native final virtual function SetAdjustLocation (Object.Vector NewLoc, bool bAdjust, optional bool bOffsetFromBase)


SetDestinationPosition[edit]

native final function SetDestinationPosition (Object.Vector Dest, optional bool bOffsetFromBase)

Set Destination as absolute position or offset from base

SetFocalPoint[edit]

native final function SetFocalPoint (Object.Vector FP, optional bool bOffsetFromBase)

Set FocalPoint as absolute position or offset from base

StopLatentExecution[edit]

native final function StopLatentExecution ()


Events[edit]

See Controller events.

Other instance functions[edit]

See Controller instance functions.

States[edit]

Dead[edit]

Ignores: HearNoise, KilledBy, SeePlayer

Dead.IsDead[edit]

function bool IsDead ()

Overrides: IsDead (global)


Dead.PawnDied[edit]

function PawnDied (Pawn P)

Overrides: PawnDied (global)


Dead.ServerReStartPlayer[edit]

reliable server function ServerReStartPlayer ()

Overrides: ServerRestartPlayer (global)


RoundEnded[edit]

Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage

RoundEnded.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

RoundEnded.GamePlayEndedState[edit]

function bool GamePlayEndedState ()

Overrides: GamePlayEndedState (global)