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UE3:Controller events (UT3)

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

Events[edit]

AllowDetourTo[edit]

event bool AllowDetourTo (NavigationPoint N)


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 ()


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 ()

Returns if controller is in combat

LongFall[edit]

event LongFall ()


MayFall[edit]

event MayFall ()


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 ()


NotifyPhysicsVolumeChange[edit]

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)


NotifyPostLanded[edit]

event NotifyPostLanded ()


Possess[edit]

event Possess (Pawn inPawn, bool bVehicleTransition)


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RatePickup[edit]

event float RatePickup (Actor PickupHolder, class<InventoryinPickup)


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)


SetupSpecialPathAbilities[edit]

event SetupSpecialPathAbilities ()


StopFiring[edit]

event StopFiring ()


UnPossess[edit]

event UnPossess ()