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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
LATENT_MOVETOWARD
Value: 503
Properties
Structs
VisiblePortalInfo
Modifiers: native
List of destinations whose source portals are visible to this Controller
Functions
Latent functions
FinishRotation
MoveTo
MoveToDirectNonPathPos
MoveToward
WaitForLanding
Exec functions
SwitchToBestWeapon
Native functions
ActorReachable
BeyondFogDistance
CanSee
CanSeeByPoints
EndClimbLadder
FindPathTo
FindPathToIntercept
FindPathToward
FindPathTowardNearest
FindRandomDest
GetAdjustLocation
GetDestinationPosition
Retrive the final position that controller should be moving to
GetFocalPoint
Retrive the final position that controller should be looking at
GetTeamNum
Overrides: Actor.GetTeamNum
InLatentExecution
IsLocalPlayerController
LineOfSightTo
PickTarget
PickWallAdjust
PointReachable
RouteCache_AddItem
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
RouteCache_RemoveIndex
RouteCache_RemoveItem
SetAdjustLocation
SetDestinationPosition
Set Destination as absolute position or offset from base
SetFocalPoint
Set FocalPoint as absolute position or offset from base
StopLatentExecution
Events
See Controller events.
Other instance functions
See Controller instance functions.
States
Dead
Ignores: HearNoise, KilledBy, SeePlayer
Dead.IsDead
Overrides: IsDead (global)
Dead.PawnDied
Overrides: PawnDied (global)
Dead.ServerReStartPlayer
Overrides: ServerRestartPlayer (global)
RoundEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
RoundEnded.BeginState
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
Overrides: GamePlayEndedState (global)