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Difference between revisions of "UE3:Controller properties (UDK)"
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m (1 revision: class descriptions for UDK January update (part 1)) |
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Latest revision as of 05:37, 17 January 2010
Object >> Actor >> Controller (properties) |
Contents
- 1 Properties
- 1.1 AdjustPosition
- 1.2 bAdjusting
- 1.3 bAdvancedTactics
- 1.4 bAffectedByHitEffects
- 1.5 bAltFire
- 1.6 bCanDoSpecial
- 1.7 bFire
- 1.8 bForceStrafe
- 1.9 bGodMode
- 1.10 bIsPlayer
- 1.11 bLOSflag
- 1.12 bNotifyApex
- 1.13 bNotifyFallingHitWall
- 1.14 bNotifyPostLanded
- 1.15 bPreciseDestination
- 1.16 bPreparingMove
- 1.17 bSeeFriendly
- 1.18 bSkipExtraLOSChecks
- 1.19 bSlowerZAcquire
- 1.20 bSoaking
- 1.21 bUsingPathLanes
- 1.22 CurrentPath
- 1.23 CurrentPathDir
- 1.24 DestinationPosition
- 1.25 Enemy
- 1.26 FailedMoveTarget
- 1.27 FailedReachLocation
- 1.28 FailedReachTime
- 1.29 FocalPosition
- 1.30 Focus
- 1.31 GoalList
- 1.32 GroundPitchTime
- 1.33 HighJumpNodeCostModifier
- 1.34 InUseNodeCostMultiplier
- 1.35 LaneOffset
- 1.36 LastFailedReach
- 1.37 LastRouteFind
- 1.38 MaxMoveTowardPawnTargetTime
- 1.39 MinHitWall
- 1.40 MoveFailureCount
- 1.41 MoveTarget
- 1.42 MoveTimer
- 1.43 NavigationHandle
- 1.44 NavigationHandleClass
- 1.45 NavMeshPath_SearchExtent_Modifier
- 1.46 NextController
- 1.47 NextRoutePath
- 1.48 OldBasedRotation
- 1.49 Pawn
- 1.50 PendingMover
- 1.51 PlayerNum
- 1.52 PlayerReplicationInfo
- 1.53 RouteCache
- 1.54 RouteDist
- 1.55 RouteGoal
- 1.56 ShotTarget
- 1.57 SightCounter
- 1.58 SightCounterInterval
- 1.59 StartSpot
- 1.60 ViewX
- 1.61 ViewY
- 1.62 ViewZ
- 1.63 VisiblePortals
- 1.64 Default values
- 1.65 Subobjects
- Controller properties in other games:
- UT3
- Other member categories for this class:
- events, instance functions
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. |
Properties[edit]
AdjustPosition[edit]
Type: Actor.BasedPosition
intermediate destination used while adjusting around obstacle (bAdjusting is true)
bAdjusting[edit]
Type: bool
adjusting around obstacle
bAdvancedTactics[edit]
Type: bool
serpentine movement between pathnodes
bAffectedByHitEffects[edit]
Type: bool
cheat - when true, can't be affected by effects from damage (e.g. momentum transfer, hit effects, etc.)
Default value: True
bAltFire[edit]
Type: byte
Modifiers: input
If true, the controlled pawn will attempt to alt fire
bCanDoSpecial[edit]
Type: bool
are we able to traverse R_SPECIAL reach specs?
bFire[edit]
Type: byte
Modifiers: input
bForceStrafe[edit]
Type: bool
Used by AI, set true to force AI to use serpentine/strafing movement when possible.
bGodMode[edit]
Type: bool
cheat - when true, can't be killed or hurt
bIsPlayer[edit]
Type: bool
Pawn is a player or a player-bot.
bLOSflag[edit]
Type: bool
Modifiers: const
used for alternating LineOfSight traces
bNotifyApex[edit]
Type: bool
if true, event NotifyJumpApex() when at apex of jump
bNotifyFallingHitWall[edit]
Type: bool
If true, controller gets NotifyFallingHitWall() when pawn hits wall while falling
bNotifyPostLanded[edit]
Type: bool
if true, event NotifyPostLanded() after pawn lands after falling.
bPreciseDestination[edit]
Type: bool
Forces all velocity to be directed towards reaching Destination
bPreparingMove[edit]
Type: bool
set true while pawn sets up for a latent move
bSeeFriendly[edit]
Type: bool
Do visibility checks, call SeePlayer events() for pawns on same team as self. Setting to true will result in a lot more AI visibility line checks.
bSkipExtraLOSChecks[edit]
Type: bool
Skip viewport nudging checks for LOS
bSlowerZAcquire[edit]
Type: bool
Default value: True
bSoaking[edit]
Type: bool
pause and focus on pawn controlled by this controller if it encounters a problem
bUsingPathLanes[edit]
Type: bool
indicates that the AI is within a lane in its CurrentPath (like a road) to avoid ramming other Pawns also using that path set by MoveToward() when it detects multiple AI pawns using the same path when this is true, serpentine movement and cutting corners are disabled
CurrentPath[edit]
Type: ReachSpec
Current path being moved along
CurrentPathDir[edit]
Type: Object.Vector
direction vector of current path
DestinationPosition[edit]
Type: Actor.BasedPosition
destination controlled pawn is moving toward
Enemy[edit]
Type: Pawn
FailedMoveTarget[edit]
Type: Actor
used for discovering navigation failures
FailedReachLocation[edit]
Type: Object.Vector
Modifiers: const
FailedReachTime[edit]
Type: float
Modifiers: const
FocalPosition[edit]
Type: Actor.BasedPosition
position controlled pawn is looking at
Focus[edit]
Type: Actor
actor being looked at
GoalList[edit]
Type: Actor
Array size: 4
used by navigation AI - list of intermediate goals
GroundPitchTime[edit]
Type: float
HighJumpNodeCostModifier[edit]
Type: int
additive modifier to cost of NavigationPoints that require high jumping
InUseNodeCostMultiplier[edit]
Type: float
multiplier to cost of NavigationPoints that another Pawn is currently anchored to
LaneOffset[edit]
Type: float
the offset from the center of CurrentPath to the center of the lane in use (the Pawn's CollisionRadius defines the extent) positive values are to the Pawn's right, negative to the Pawn's left
LastFailedReach[edit]
Type: Actor
Modifiers: const
cache to avoid trying failed actorreachable more than once per frame
LastRouteFind[edit]
Type: float
time at which last route finding occured
MaxMoveTowardPawnTargetTime[edit]
Type: float
Max time when moving toward a pawn target before latent movetoward returns (allowing reassessment of movement)
Default value: 1.2
MinHitWall[edit]
Type: float
Default value: -1.0
MoveFailureCount[edit]
Type: int
MoveTarget[edit]
Type: Actor
actor being moved toward
MoveTimer[edit]
Type: float
internal timer for latent moves, useful for setting a max duration
[edit]
Type: NavigationHandle
[edit]
Type: class<NavigationHandle>
Navigation handle used for pathing when using NavMesh
Default value: Class'Engine.NavigationHandle'
[edit]
Type: Object.Vector
allows easy modification of the search extent provided by setuppathfindingparams()
NextController[edit]
Type: Controller
Modifiers: const, private
chained Controller list
NextRoutePath[edit]
Type: ReachSpec
Next path in route to destination
OldBasedRotation[edit]
Type: Object.Rotator
Modifiers: const
Used for reversing rejected mover base movement
Pawn[edit]
Type: Pawn
Modifiers: repnotify
Pawn currently being controlled by this controller. Use Pawn.Possess() to take control of a pawn
PendingMover[edit]
Type: InterpActor
InterpActor that controller is currently waiting on (e.g. door or lift)
PlayerNum[edit]
Type: int
Modifiers: const
The player number - per-match player number.
PlayerReplicationInfo[edit]
Type: PlayerReplicationInfo
Modifiers: repnotify
PlayerReplicationInfo containing replicated information about the player using this controller (only exists if bIsPlayer is true).
RouteCache[edit]
Type: array<NavigationPoint>
Cached list of nodes filled in by the last call to FindPathXXX
RouteDist[edit]
Type: float
total distance for current route
RouteGoal[edit]
Type: Actor
final destination for current route
ShotTarget[edit]
Type: Pawn
Target most recently aimed at
SightCounter[edit]
Type: float
Used to keep track of when to check player visibility
SightCounterInterval[edit]
Type: float
how often player visibility is checked
Default value: 0.2
StartSpot[edit]
Type: NavigationPoint
where player started the match
ViewX[edit]
Type: Object.Vector
ViewY[edit]
Type: Object.Vector
ViewZ[edit]
Type: Object.Vector
Viewrotation encoding for PHYS_Spider
VisiblePortals[edit]
Type: array<VisiblePortalInfo>
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bHidden | True | ||||||||
bHiddenEd | True | ||||||||
bOnlyRelevantToOwner | True | ||||||||
CollisionType | COLLIDE_CustomDefault | ||||||||
Components[0] | SpriteComponent'Sprite' | ||||||||
RotationRate |
|
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |