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UE3:Controller (UDK)
Contents
- 1 Constants
- 2 Properties
- 3 Structs
- 4 Functions
- 4.1 Latent functions
- 4.2 Exec functions
- 4.3 Native functions
- 4.3.1 ActorReachable
- 4.3.2 BeyondFogDistance
- 4.3.3 CanSee
- 4.3.4 CanSeeByPoints
- 4.3.5 EndClimbLadder
- 4.3.6 FindPathTo
- 4.3.7 FindPathToIntercept
- 4.3.8 FindPathToward
- 4.3.9 FindPathTowardNearest
- 4.3.10 FindRandomDest
- 4.3.11 GetAdjustLocation
- 4.3.12 GetDestinationPosition
- 4.3.13 GetFocalPoint
- 4.3.14 GetTeamNum
- 4.3.15 InLatentExecution
- 4.3.16 IsLocalPlayerController
- 4.3.17 LineOfSightTo
- 4.3.18 PickTarget
- 4.3.19 PickWallAdjust
- 4.3.20 PointReachable
- 4.3.21 RouteCache_AddItem
- 4.3.22 RouteCache_Empty
- 4.3.23 RouteCache_InsertItem
- 4.3.24 RouteCache_RemoveIndex
- 4.3.25 RouteCache_RemoveItem
- 4.3.26 SetAdjustLocation
- 4.3.27 SetDestinationPosition
- 4.3.28 SetFocalPoint
- 4.3.29 StopLatentExecution
- 4.4 Events
- 4.5 Other instance functions
- 5 States
- Package:
- Engine
- Implemented interfaces:
- Interface_NavigationHandle
- Direct subclasses:
- AIController, PlayerController
- This class in other games:
- UE2Runtime, U2, U2XMP, UT2003, UT2004, UT3
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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]
Structs[edit]
VisiblePortalInfo[edit]
Modifiers: native
List of destinations whose source portals are visible to this Controller
Functions[edit]
Latent functions[edit]
FinishRotation[edit]
MoveTo[edit]
MoveToDirectNonPathPos[edit]
MoveToward[edit]
WaitForLanding[edit]
Exec functions[edit]
SwitchToBestWeapon[edit]
Native functions[edit]
ActorReachable[edit]
BeyondFogDistance[edit]
CanSee[edit]
CanSeeByPoints[edit]
EndClimbLadder[edit]
FindPathTo[edit]
FindPathToIntercept[edit]
FindPathToward[edit]
FindPathTowardNearest[edit]
FindRandomDest[edit]
GetAdjustLocation[edit]
GetDestinationPosition[edit]
Retrive the final position that controller should be moving to
GetFocalPoint[edit]
Retrive the final position that controller should be looking at
GetTeamNum[edit]
Overrides: Actor.GetTeamNum
InLatentExecution[edit]
IsLocalPlayerController[edit]
LineOfSightTo[edit]
PickTarget[edit]
PickWallAdjust[edit]
PointReachable[edit]
RouteCache_AddItem[edit]
RouteCache_Empty[edit]
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]
RouteCache_RemoveIndex[edit]
RouteCache_RemoveItem[edit]
SetAdjustLocation[edit]
SetDestinationPosition[edit]
Set Destination as absolute position or offset from base
SetFocalPoint[edit]
Set FocalPoint as absolute position or offset from base
StopLatentExecution[edit]
Events[edit]
See Controller events.
Other instance functions[edit]
See Controller instance functions.
States[edit]
Dead[edit]
Ignores: HearNoise, KilledBy, SeePlayer
Dead.IsDead[edit]
Overrides: IsDead (global)
Dead.PawnDied[edit]
Overrides: PawnDied (global)
Dead.ServerReStartPlayer[edit]
Overrides: ServerRestartPlayer (global)
RoundEnded[edit]
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
RoundEnded.BeginState[edit]
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]
Overrides: GamePlayEndedState (global)