Cogito, ergo sum
UE3:Controller instance functions (UDK)
Object >> Actor >> Controller (instance functions) |
Contents
- 1 Instance functions
- 1.1 CleanupPRI
- 1.2 ClientSetLocation
- 1.3 ClientSetRotation
- 1.4 ClientSetWeapon
- 1.5 ClientSwitchToBestWeapon
- 1.6 DisplayDebug
- 1.7 EnemyJustTeleported
- 1.8 FireWeaponAt
- 1.9 GameHasEnded
- 1.10 GamePlayEndedState
- 1.11 GetAdjustedAimFor
- 1.12 GetDestinationOffset
- 1.13 GetHumanReadableName
- 1.14 GetRouteGoalAfter
- 1.15 HandlePickup
- 1.16 InitNavigationHandle
- 1.17 InitPlayerReplicationInfo
- 1.18 InstantWarnTarget
- 1.19 IsAimingAt
- 1.20 IsDead
- 1.21 LandingShake
- 1.22 NotifyAddInventory
- 1.23 NotifyChangedWeapon
- 1.24 NotifyCoverClaimViolation
- 1.25 NotifyCoverDisabled
- 1.26 NotifyKilled
- 1.27 NotifyProjLanded
- 1.28 NotifyTakeHit
- 1.29 OnModifyHealth
- 1.30 OnPossess
- 1.31 OnSetPhysics
- 1.32 OnSetVelocity
- 1.33 OnTeleport
- 1.34 OnToggleAffectedByHitEffects
- 1.35 OnToggleGodMode
- 1.36 OnToggleHidden
- 1.37 PawnDied
- 1.38 ReadyForLift
- 1.39 ReceiveProjectileWarning
- 1.40 ReceiveWarning
- 1.41 Restart
- 1.42 RoundHasEnded
- 1.43 SendMessage
- 1.44 ServerGivePawn
- 1.45 ServerRestartPlayer
- 1.46 SetCharacter
- 1.47 UnderLift
- 1.48 UpdateSex
- 1.49 WaitForMover
- 1.50 WarnProjExplode
- Controller instance functions in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- events, properties
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Instance functions[edit]
CleanupPRI[edit]
ClientSetLocation[edit]
ClientSetRotation[edit]
ClientSetWeapon[edit]
ClientSwitchToBestWeapon[edit]
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
list important Controller variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
EnemyJustTeleported[edit]
FireWeaponAt[edit]
GameHasEnded[edit]
GamePlayEndedState[edit]
GetAdjustedAimFor[edit]
Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
Parameters:
- W - weapon about to fire
- StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
GetDestinationOffset[edit]
return desired offset to move position... used for MoveTo/MoveToward
GetHumanReadableName[edit]
Overrides: Actor.GetHumanReadableName
GetRouteGoalAfter[edit]
HandlePickup[edit]
[edit]
spawn and init Navigation Handle
InitPlayerReplicationInfo[edit]
spawns and initializes the PlayerReplicationInfo for this Controller
InstantWarnTarget[edit]
IsAimingAt[edit]
This will return whether or not this controller is aiming at the passed in actor. We are defining AIMing to mean that you are attempting to target the actor. Not just looking in the direction of the actor.
IsDead[edit]
LandingShake[edit]
LandingShake() returns true if controller wants landing view shake
NotifyAddInventory[edit]
Called when an inventory item is given to our Pawn (owning client only)
Parameters:
- NewItem - the Inventory item that was added
NotifyChangedWeapon[edit]
NotifyCoverClaimViolation[edit]
Called when cover that AI had claimed is claimed forceably by someone else (usually a player)
NotifyCoverDisabled[edit]
Called when a slot is disabled with this controller as the current owner.
NotifyKilled[edit]
NotifyProjLanded[edit]
NotifyTakeHit[edit]
OnModifyHealth[edit]
Overrides: Actor.OnModifyHealth
Redirect to pawn.
OnPossess[edit]
Kismet Action to possess a Pawn or a vehicle
OnSetPhysics[edit]
Overrides: Actor.OnSetPhysics
Redirects SetPhysics kismet action to the pawn
OnSetVelocity[edit]
Overrides: Actor.OnSetVelocity
Redirects SetVelocity kismet action to the pawn
OnTeleport[edit]
Overrides: Actor.OnTeleport
(Description copied from Actor.OnTeleport)
Called upon receiving a SeqAct_Teleport action. Grabs the first destination available and attempts to teleport this actor.
Parameters:
- Action - teleport action that was activated
OnToggleAffectedByHitEffects[edit]
OnToggleGodMode[edit]
Sets god mode based on the activated link.
OnToggleHidden[edit]
Overrides: Actor.OnToggleHidden
Overridden to redirect to the pawn if available.
PawnDied[edit]
ReadyForLift[edit]
ReceiveProjectileWarning[edit]
ReceiveWarning[edit]
Restart[edit]
RoundHasEnded[edit]
SendMessage[edit]
ServerGivePawn[edit]
ServerRestartPlayer[edit]
SetCharacter[edit]
UnderLift[edit]
Called when the this Controller's Pawn gets hit by an InterpActor interpolating downward while this Controller has Lift set as its PendingMover
Parameters:
- Lift - the LiftCenter associated with the InterpActor that hit the Pawn
UpdateSex[edit]
WaitForMover[edit]
WarnProjExplode[edit]
Notification from given projectil that it is about to explode