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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

LATENT_MOVETOWARD

Value: 503


Properties

See Controller properties.

Structs

VisiblePortalInfo

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

Latent functions

FinishRotation

native(508) final latent function FinishRotation ()


MoveTo

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


MoveToDirectNonPathPos

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


MoveToward

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


WaitForLanding

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


Exec functions

SwitchToBestWeapon

exec function SwitchToBestWeapon (optional bool bForceNewWeapon)


Native functions

ActorReachable

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


BeyondFogDistance

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


CanSee

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


CanSeeByPoints

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


EndClimbLadder

native function EndClimbLadder ()


FindPathTo

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


FindPathToIntercept

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


FindPathToward

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


FindPathTowardNearest

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


FindRandomDest

native(525) final function NavigationPoint FindRandomDest ()


GetAdjustLocation

native final function Object.Vector GetAdjustLocation ()


GetDestinationPosition

native final function Object.Vector GetDestinationPosition ()

Retrive the final position that controller should be moving to

GetFocalPoint

native final function Object.Vector GetFocalPoint ()

Retrive the final position that controller should be looking at

GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


InLatentExecution

native final function bool InLatentExecution (int LatentActionNumber)


IsLocalPlayerController

native function bool IsLocalPlayerController ()


LineOfSightTo

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


PickTarget

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


PickWallAdjust

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


PointReachable

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


RouteCache_AddItem

native function RouteCache_AddItem (NavigationPoint Nav)


RouteCache_Empty

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

native function RouteCache_InsertItem (NavigationPoint Nav, int Idx)


RouteCache_RemoveIndex

native function RouteCache_RemoveIndex (int InIndex, int Count)


RouteCache_RemoveItem

native function RouteCache_RemoveItem (NavigationPoint Nav)


SetAdjustLocation

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


SetDestinationPosition

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

Set Destination as absolute position or offset from base

SetFocalPoint

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

Set FocalPoint as absolute position or offset from base

StopLatentExecution

native final function StopLatentExecution ()


Events

See Controller events.

Other instance functions

See Controller instance functions.

States

Dead

Ignores: HearNoise, KilledBy, SeePlayer

Dead.IsDead

function bool IsDead ()

Overrides: IsDead (global)


Dead.PawnDied

function PawnDied (Pawn P)

Overrides: PawnDied (global)


Dead.ServerReStartPlayer

reliable server function ServerReStartPlayer ()

Overrides: ServerRestartPlayer (global)


RoundEnded

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

RoundEnded.BeginState

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

function bool GamePlayEndedState ()

Overrides: GamePlayEndedState (global)