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UE3:Controller events (UDK)

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UDK Object >> Actor >> Controller (events)
Controller events in other games:
UT2004, UT3
Other member categories for this class:
instance functions, properties

Events[edit]

AllowDetourTo[edit]

event bool AllowDetourTo (NavigationPoint N)


BeginAnimControl[edit]

simulated event BeginAnimControl (InterpGroup InInterpGroup)

Overrides: Actor.BeginAnimControl

Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.

CurrentLevelUnloaded[edit]

event CurrentLevelUnloaded ()

Called when the level this controller is in is unloaded via streaming.

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


EnemyNotVisible[edit]

event EnemyNotVisible ()


FinishAnimControl[edit]

simulated event FinishAnimControl (InterpGroup InInterpGroup)

Overrides: Actor.FinishAnimControl

Called when we are done with the AnimControl track.

GetActorEyesViewPoint[edit]

simulated event GetActorEyesViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: Actor.GetActorEyesViewPoint

returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.

Output: out_Rotation, view rotation of actor.

GetPlayerViewPoint[edit]

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_rotation)

Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

Output: out_rotation, view rotation of player

HandlePathObstruction[edit]

event bool HandlePathObstruction (Actor BlockedBy)

called when a ReachSpec the AI wants to use is blocked by a dynamic obstruction gives the AI an opportunity to do something to get rid of it instead of trying to find another path

Parameters:

  • BlockedBy - the object blocking the path

Returns:

true if the AI did something about the obstruction and should use the path anyway, false if the path is unusable and the bot must find some other way to go

Note: MoveTarget is the actor the AI wants to move toward, CurrentPath the ReachSpec it wants to use

HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker, optional name NoiseType)


IsInCombat[edit]

event bool IsInCombat (optional bool bForceCheck)

Returns if controller is in combat

IsSpectating[edit]

event bool IsSpectating ()

Returns true if controller is spectating

LongFall[edit]

event LongFall ()


MayFall[edit]

event MayFall (bool bFloor, Object.Vector FloorNormal)


MoverFinished[edit]

event bool MoverFinished ()


MoveUnreachable[edit]

event MoveUnreachable (Object.Vector AttemptedDest, Actor AttemptedTarget)

Called by APawn::moveToward when the point is unreachable due to obstruction or height differences.

NotifyBump[edit]

event bool NotifyBump (Actor Other, Object.Vector HitNormal)


NotifyCoverAdjusted[edit]

simulated event NotifyCoverAdjusted ()

Called when a slot is adjusted with this controller as the current owner.

NotifyFallingHitWall[edit]

event NotifyFallingHitWall (Object.Vector HitNormal, Actor Wall)


NotifyHeadVolumeChange[edit]

event bool NotifyHeadVolumeChange (PhysicsVolume NewVolume)


NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)


NotifyJumpApex[edit]

event NotifyJumpApex ()


NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)


NotifyMissedJump[edit]

event NotifyMissedJump ()


NotifyPathChanged[edit]

event NotifyPathChanged ()

Specified by: Interface_NavigationHandle.NotifyPathChanged

this event is called when an edge is deleted that this controller's handle is actively using

NotifyPhysicsVolumeChange[edit]

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)


NotifyPostLanded[edit]

event NotifyPostLanded ()


PlayActorFaceFXAnim[edit]

event bool PlayActorFaceFXAnim (FaceFXAnimSet AnimSet, string GroupName, string SeqName, SoundCue SoundCueToPlay)

Overrides: Actor.PlayActorFaceFXAnim

Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.

Possess[edit]

event Possess (Pawn inPawn, bool bVehicleTransition)


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RatePickup[edit]

event float RatePickup (Actor PickupHolder, class<InventoryinPickup)


ReachedPreciseDestination[edit]

event ReachedPreciseDestination ()

Called when our pawn reaches Controller.Destination after setting bPreciseDestination = TRUE

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


SeeMonster[edit]

event SeeMonster (Pawn Seen)


SeePlayer[edit]

event SeePlayer (Pawn Seen)


SetAnimPosition[edit]

simulated event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Overrides: Actor.SetAnimPosition

Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

SetMorphWeight[edit]

event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

Called each frame by Matinee to update the weight of a particular MorphNodeWeight.

SetSkelControlScale[edit]

event SetSkelControlScale (name SkelControlName, float Scale)

Overrides: Actor.SetSkelControlScale

Called each frame by Matinee to update the scaling on a SkelControl.

SetupSpecialPathAbilities[edit]

event SetupSpecialPathAbilities ()


StopActorFaceFXAnim[edit]

event StopActorFaceFXAnim ()

Overrides: Actor.StopActorFaceFXAnim

Stop any matinee FaceFX animations on this Actor.

StopFiring[edit]

event StopFiring ()


UnPossess[edit]

event UnPossess ()