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UE3:Controller events (UT3)
Object >> Actor >> Controller (events) |
Contents
- 1 Events
- 1.1 AllowDetourTo
- 1.2 CurrentLevelUnloaded
- 1.3 Destroyed
- 1.4 EnemyNotVisible
- 1.5 GetActorEyesViewPoint
- 1.6 GetPlayerViewPoint
- 1.7 HandlePathObstruction
- 1.8 HearNoise
- 1.9 IsInCombat
- 1.10 LongFall
- 1.11 MayFall
- 1.12 MoverFinished
- 1.13 MoveUnreachable
- 1.14 NotifyBump
- 1.15 NotifyCoverAdjusted
- 1.16 NotifyFallingHitWall
- 1.17 NotifyHeadVolumeChange
- 1.18 NotifyHitWall
- 1.19 NotifyJumpApex
- 1.20 NotifyLanded
- 1.21 NotifyMissedJump
- 1.22 NotifyPhysicsVolumeChange
- 1.23 NotifyPostLanded
- 1.24 Possess
- 1.25 PostBeginPlay
- 1.26 RatePickup
- 1.27 ReplicatedEvent
- 1.28 Reset
- 1.29 SeeMonster
- 1.30 SeePlayer
- 1.31 SetupSpecialPathAbilities
- 1.32 StopFiring
- 1.33 UnPossess
- Controller events in other games:
- UT2004, UDK
- Other member categories for this class:
- instance functions, properties
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Events[edit]
AllowDetourTo[edit]
CurrentLevelUnloaded[edit]
Called when the level this controller is in is unloaded via streaming.
Destroyed[edit]
Overrides: Actor.Destroyed
EnemyNotVisible[edit]
GetActorEyesViewPoint[edit]
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]
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]
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]
IsInCombat[edit]
Returns if controller is in combat
LongFall[edit]
MayFall[edit]
MoverFinished[edit]
MoveUnreachable[edit]
Called by APawn::moveToward when the point is unreachable due to obstruction or height differences.
NotifyBump[edit]
NotifyCoverAdjusted[edit]
Called when a slot is adjusted with this controller as the current owner.
NotifyFallingHitWall[edit]
NotifyHeadVolumeChange[edit]
NotifyHitWall[edit]
NotifyJumpApex[edit]
NotifyLanded[edit]
NotifyMissedJump[edit]
NotifyPhysicsVolumeChange[edit]
NotifyPostLanded[edit]
Possess[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
RatePickup[edit]
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset