Mostly Harmless

UE3:Controller events (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Controller (events)
Controller events in other games:
UT2004, UT3
Other member categories for this class:
instance functions, properties

Events

AllowDetourTo

event bool AllowDetourTo (NavigationPoint N)


BeginAnimControl

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

event CurrentLevelUnloaded ()

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

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


EnemyNotVisible

event EnemyNotVisible ()


FinishAnimControl

simulated event FinishAnimControl (InterpGroup InInterpGroup)

Overrides: Actor.FinishAnimControl

Called when we are done with the AnimControl track.

GetActorEyesViewPoint

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

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

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

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


IsInCombat

event bool IsInCombat (optional bool bForceCheck)

Returns if controller is in combat

IsSpectating

event bool IsSpectating ()

Returns true if controller is spectating

LongFall

event LongFall ()


MayFall

event MayFall (bool bFloor, Object.Vector FloorNormal)


MoverFinished

event bool MoverFinished ()


MoveUnreachable

event MoveUnreachable (Object.Vector AttemptedDest, Actor AttemptedTarget)

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

NotifyBump

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


NotifyCoverAdjusted

simulated event NotifyCoverAdjusted ()

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

NotifyFallingHitWall

event NotifyFallingHitWall (Object.Vector HitNormal, Actor Wall)


NotifyHeadVolumeChange

event bool NotifyHeadVolumeChange (PhysicsVolume NewVolume)


NotifyHitWall

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


NotifyJumpApex

event NotifyJumpApex ()


NotifyLanded

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


NotifyMissedJump

event NotifyMissedJump ()


NotifyPathChanged

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

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)


NotifyPostLanded

event NotifyPostLanded ()


PlayActorFaceFXAnim

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

event Possess (Pawn inPawn, bool bVehicleTransition)


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RatePickup

event float RatePickup (Actor PickupHolder, class<InventoryinPickup)


ReachedPreciseDestination

event ReachedPreciseDestination ()

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

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset

event Reset ()

Overrides: Actor.Reset


SeeMonster

event SeeMonster (Pawn Seen)


SeePlayer

event SeePlayer (Pawn Seen)


SetAnimPosition

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

event SetMorphWeight (name MorphNodeName, float MorphWeight)

Overrides: Actor.SetMorphWeight

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

SetSkelControlScale

event SetSkelControlScale (name SkelControlName, float Scale)

Overrides: Actor.SetSkelControlScale

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

SetupSpecialPathAbilities

event SetupSpecialPathAbilities ()


StopActorFaceFXAnim

event StopActorFaceFXAnim ()

Overrides: Actor.StopActorFaceFXAnim

Stop any matinee FaceFX animations on this Actor.

StopFiring

event StopFiring ()


UnPossess

event UnPossess ()