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UE3:Controller instance functions (UT3)

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

Instance functions

CheckNearMiss

function CheckNearMiss (Pawn Shooter, Weapon W, Object.Vector WeapLoc, Object.Vector LineDir, Object.Vector HitLocation)


CleanupPRI

function CleanupPRI ()


ClientSetLocation

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


ClientSetRotation

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


ClientSetWeapon

reliable client function ClientSetWeapon (class<WeaponWeaponClass)


ClientSwitchToBestWeapon

reliable client function ClientSwitchToBestWeapon (optional bool bForceNewWeapon)


DisplayDebug

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

function EnemyJustTeleported ()


FireWeaponAt

function bool FireWeaponAt (Actor inActor)


GameHasEnded

function GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner)


GamePlayEndedState

function bool GamePlayEndedState ()


GetAdjustedAimFor

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.
  • BaseAimRot - original aiming rotation without any modifications.

GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetKillerController

function Controller GetKillerController ()

called when this Controller causes a kill; gives it the opportunity to override with a different Controller that should get kill credit instead

Returns:

the Controller that should get kill credit

GetRouteGoalAfter

function Actor GetRouteGoalAfter (int RouteIdx)


HandlePickup

function HandlePickup (Inventory Inv)


InitPlayerReplicationInfo

function InitPlayerReplicationInfo ()

spawns and initializes the PlayerReplicationInfo for this Controller

InstantWarnTarget

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


IsAimingAt

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

function bool IsDead ()


IsSpectating

function bool IsSpectating ()

Returns true if controller is spectating

LandingShake

simulated function bool LandingShake ()

LandingShake() returns true if controller wants landing view shake

NotifyAddInventory

function NotifyAddInventory (Inventory NewItem)

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

Parameters:

  • the - Inventory item that was added

NotifyChangedWeapon

function NotifyChangedWeapon (Weapon PrevWeapon, Weapon NewWeapon)


NotifyCoverClaimViolation

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

simulated function NotifyCoverDisabled (CoverLink Link, int SlotIdx)

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

NotifyKilled

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


NotifyProjLanded

function NotifyProjLanded (Projectile Proj)


NotifyTakeHit

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


OnCauseDamage

simulated function OnCauseDamage (SeqAct_CauseDamage Action)

Overrides: Actor.OnCauseDamage

Redirect to pawn.

OnMakeNoise

simulated function OnMakeNoise (SeqAct_MakeNoise Action)

Overrides: Actor.OnMakeNoise

Force this actor to make a noise that the AI may hear

OnPossess

function OnPossess (SeqAct_Possess inAction)

Kismet Action to possess a Pawn or a vehicle

OnTeleport

simulated function OnTeleport (SeqAct_Teleport Action)

Overrides: Actor.OnTeleport

Overridden to redirect to pawn, since teleporting the controller would be useless. If Action == None, this was called from the Pawn already

OnToggleAffectedByHitEffects

function OnToggleAffectedByHitEffects (SeqAct_ToggleAffectedByHitEffects inAction)


OnToggleGodMode

function OnToggleGodMode (SeqAct_ToggleGodMode inAction)

Sets god mode based on the activated link.

OnToggleHidden

simulated function OnToggleHidden (SeqAct_ToggleHidden Action)

Overrides: Actor.OnToggleHidden

Overridden to redirect to the pawn if available.

PawnDied

function PawnDied (Pawn inPawn)


ReadyForLift

function ReadyForLift ()


ReceiveProjectileWarning

function ReceiveProjectileWarning (Projectile Proj)


ReceiveWarning

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


Restart

function Restart (bool bVehicleTransition)


RoundHasEnded

function RoundHasEnded (optional Actor EndRoundFocus)


SendMessage

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


ServerGivePawn

function ServerGivePawn ()


ServerRestartPlayer

reliable server function ServerRestartPlayer ()


SetCharacter

function SetCharacter (string inCharacter)


UnderLift

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

function UpdateSex ()


WaitForMover

function WaitForMover (InterpActor M)


WarnProjExplode

function WarnProjExplode (Projectile Proj)

Notification from given projectil that it is about to explode