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UE3:Controller instance functions (UDK)

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UDK Object >> Actor >> Controller (instance functions)
Controller instance functions in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
Other member categories for this class:
events, properties

Instance functions[edit]

CleanupPRI[edit]

function CleanupPRI ()


ClientSetLocation[edit]

reliable client function ClientSetLocation (Object.Vector NewLocation, Object.Rotator NewRotation)


ClientSetRotation[edit]

reliable client function ClientSetRotation (Object.Rotator NewRotation, optional bool bResetCamera)


ClientSetWeapon[edit]

reliable client function ClientSetWeapon (class<WeaponWeaponClass)


ClientSwitchToBestWeapon[edit]

reliable client function ClientSwitchToBestWeapon (optional bool bForceNewWeapon)


DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

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]

function EnemyJustTeleported ()


FireWeaponAt[edit]

function bool FireWeaponAt (Actor inActor)


GameHasEnded[edit]

function GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner)


GamePlayEndedState[edit]

function bool GamePlayEndedState ()


GetAdjustedAimFor[edit]

function Object.Rotator GetAdjustedAimFor (Weapon W, Object.Vector StartFireLoc)

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]

function float GetDestinationOffset ()

return desired offset to move position... used for MoveTo/MoveToward

GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetRouteGoalAfter[edit]

function Actor GetRouteGoalAfter (int RouteIdx)


HandlePickup[edit]

function HandlePickup (Inventory Inv)


InitNavigationHandle[edit]

function InitNavigationHandle ()

spawn and init Navigation Handle

InitPlayerReplicationInfo[edit]

function InitPlayerReplicationInfo ()

spawns and initializes the PlayerReplicationInfo for this Controller

InstantWarnTarget[edit]

function InstantWarnTarget (Actor InTarget, Weapon FiredWeapon, Object.Vector FireDir)


IsAimingAt[edit]

simulated function bool IsAimingAt (Actor ATarget, float Epsilon)

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]

function bool IsDead ()


LandingShake[edit]

simulated function bool LandingShake ()

LandingShake() returns true if controller wants landing view shake

NotifyAddInventory[edit]

function NotifyAddInventory (Inventory NewItem)

Called when an inventory item is given to our Pawn (owning client only)

Parameters:

  • NewItem - the Inventory item that was added

NotifyChangedWeapon[edit]

function NotifyChangedWeapon (Weapon PrevWeapon, Weapon NewWeapon)


NotifyCoverClaimViolation[edit]

simulated function bool NotifyCoverClaimViolation (Controller NewClaim, CoverLink Link, int SlotIdx)

Called when cover that AI had claimed is claimed forceably by someone else (usually a player)

NotifyCoverDisabled[edit]

simulated function NotifyCoverDisabled (CoverLink Link, int SlotIdx, optional bool bAdjacentIdx)

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

NotifyKilled[edit]

function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn)


NotifyProjLanded[edit]

function NotifyProjLanded (Projectile Proj)


NotifyTakeHit[edit]

function NotifyTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)


OnModifyHealth[edit]

simulated function OnModifyHealth (SeqAct_ModifyHealth Action)

Overrides: Actor.OnModifyHealth

Redirect to pawn.

OnPossess[edit]

function OnPossess (SeqAct_Possess inAction)

Kismet Action to possess a Pawn or a vehicle

OnSetPhysics[edit]

simulated function OnSetPhysics (SeqAct_SetPhysics Action)

Overrides: Actor.OnSetPhysics

Redirects SetPhysics kismet action to the pawn

OnSetVelocity[edit]

simulated function OnSetVelocity (SeqAct_SetVelocity Action)

Overrides: Actor.OnSetVelocity

Redirects SetVelocity kismet action to the pawn

OnTeleport[edit]

simulated function OnTeleport (SeqAct_Teleport Action)

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]

function OnToggleAffectedByHitEffects (SeqAct_ToggleAffectedByHitEffects inAction)


OnToggleGodMode[edit]

function OnToggleGodMode (SeqAct_ToggleGodMode inAction)

Sets god mode based on the activated link.

OnToggleHidden[edit]

simulated function OnToggleHidden (SeqAct_ToggleHidden Action)

Overrides: Actor.OnToggleHidden

Overridden to redirect to the pawn if available.

PawnDied[edit]

function PawnDied (Pawn inPawn)


ReadyForLift[edit]

function ReadyForLift ()


ReceiveProjectileWarning[edit]

function ReceiveProjectileWarning (Projectile Proj)


ReceiveWarning[edit]

function ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)


Restart[edit]

function Restart (bool bVehicleTransition)


RoundHasEnded[edit]

function RoundHasEnded (optional Actor EndRoundFocus)


SendMessage[edit]

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageTypeDamageType)


ServerGivePawn[edit]

function ServerGivePawn ()


ServerRestartPlayer[edit]

reliable server function ServerRestartPlayer ()


SetCharacter[edit]

function SetCharacter (string inCharacter)


UnderLift[edit]

function UnderLift (LiftCenter Lift)

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]

function UpdateSex ()


WaitForMover[edit]

function WaitForMover (InterpActor M)


WarnProjExplode[edit]

function WarnProjExplode (Projectile Proj)

Notification from given projectil that it is about to explode