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UE3:Controller properties (UDK)
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 MinHitWall
- 1.39 MoveFailureCount
- 1.40 MoveTarget
- 1.41 MoveTimer
- 1.42 NavigationHandle
- 1.43 NavigationHandleClass
- 1.44 NextController
- 1.45 NextRoutePath
- 1.46 OldBasedRotation
- 1.47 Pawn
- 1.48 PendingMover
- 1.49 PlayerNum
- 1.50 PlayerReplicationInfo
- 1.51 RouteCache
- 1.52 RouteDist
- 1.53 RouteGoal
- 1.54 ShotTarget
- 1.55 SightCounter
- 1.56 SightCounterInterval
- 1.57 StartSpot
- 1.58 ViewX
- 1.59 ViewY
- 1.60 ViewZ
- 1.61 VisiblePortals
- 1.62 Default values
- 1.63 Subobjects
- Controller properties in other games:
- UT3
- Other member categories for this class:
- events, instance functions
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Properties
AdjustPosition
Type: Actor.BasedPosition
intermediate destination used while adjusting around obstacle (bAdjusting is true)
bAdjusting
Type: bool
adjusting around obstacle
bAdvancedTactics
Type: bool
serpentine movement between pathnodes
bAffectedByHitEffects
Type: bool
cheat - when true, can't be affected by effects from damage (e.g. momentum transfer, hit effects, etc.)
Default value: True
bAltFire
Type: byte
Modifiers: input
If true, the controlled pawn will attempt to alt fire
bCanDoSpecial
Type: bool
are we able to traverse R_SPECIAL reach specs?
bFire
Type: byte
Modifiers: input
bForceStrafe
Type: bool
Used by AI, set true to force AI to use serpentine/strafing movement when possible.
bGodMode
Type: bool
cheat - when true, can't be killed or hurt
bIsPlayer
Type: bool
Pawn is a player or a player-bot.
bLOSflag
Type: bool
Modifiers: const
used for alternating LineOfSight traces
bNotifyApex
Type: bool
if true, event NotifyJumpApex() when at apex of jump
bNotifyFallingHitWall
Type: bool
If true, controller gets NotifyFallingHitWall() when pawn hits wall while falling
bNotifyPostLanded
Type: bool
if true, event NotifyPostLanded() after pawn lands after falling.
bPreciseDestination
Type: bool
Forces all velocity to be directed towards reaching Destination
bPreparingMove
Type: bool
set true while pawn sets up for a latent move
bSeeFriendly
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
Type: bool
Skip viewport nudging checks for LOS
bSlowerZAcquire
Type: bool
Default value: True
bSoaking
Type: bool
pause and focus on pawn controlled by this controller if it encounters a problem
bUsingPathLanes
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
Type: ReachSpec
Current path being moved along
CurrentPathDir
Type: Object.Vector
direction vector of current path
DestinationPosition
Type: Actor.BasedPosition
destination controlled pawn is moving toward
Enemy
Type: Pawn
FailedMoveTarget
Type: Actor
used for discovering navigation failures
FailedReachLocation
Type: Object.Vector
Modifiers: const
FailedReachTime
Type: float
Modifiers: const
FocalPosition
Type: Actor.BasedPosition
position controlled pawn is looking at
Focus
Type: Actor
actor being looked at
GoalList
Type: Actor
Array size: 4
used by navigation AI - list of intermediate goals
GroundPitchTime
Type: float
HighJumpNodeCostModifier
Type: int
additive modifier to cost of NavigationPoints that require high jumping
InUseNodeCostMultiplier
Type: float
multiplier to cost of NavigationPoints that another Pawn is currently anchored to
LaneOffset
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
Type: Actor
Modifiers: const
cache to avoid trying failed actorreachable more than once per frame
LastRouteFind
Type: float
time at which last route finding occured
MinHitWall
Type: float
Default value: -1.0
MoveFailureCount
Type: int
MoveTarget
Type: Actor
actor being moved toward
MoveTimer
Type: float
internal timer for latent moves, useful for setting a max duration
Type: NavigationHandle
Type: class<NavigationHandle>
Navigation handle used for pathing when using NavMesh
Default value: Class'Engine.NavigationHandle'
NextController
Type: Controller
Modifiers: const, private
chained Controller list
NextRoutePath
Type: ReachSpec
Next path in route to destination
OldBasedRotation
Type: Object.Rotator
Modifiers: const
Used for reversing rejected mover base movement
Pawn
Type: Pawn
Modifiers: repnotify
Pawn currently being controlled by this controller. Use Pawn.Possess() to take control of a pawn
PendingMover
Type: InterpActor
InterpActor that controller is currently waiting on (e.g. door or lift)
PlayerNum
Type: int
Modifiers: const
The player number - per-match player number.
PlayerReplicationInfo
Type: PlayerReplicationInfo
Modifiers: repnotify
PlayerReplicationInfo containing replicated information about the player using this controller (only exists if bIsPlayer is true).
RouteCache
Type: array<NavigationPoint>
Cached list of nodes filled in by the last call to FindPathXXX
RouteDist
Type: float
total distance for current route
RouteGoal
Type: Actor
final destination for current route
ShotTarget
Type: Pawn
Target most recently aimed at
SightCounter
Type: float
Used to keep track of when to check player visibility
SightCounterInterval
Type: float
how often player visibility is checked
Default value: 0.2
StartSpot
Type: NavigationPoint
where player started the match
ViewX
Type: Object.Vector
ViewY
Type: Object.Vector
ViewZ
Type: Object.Vector
Viewrotation encoding for PHYS_Spider
VisiblePortals
Type: array<VisiblePortalInfo>
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bHidden | True | ||||||||
bHiddenEd | True | ||||||||
bOnlyRelevantToOwner | True | ||||||||
CollisionType | COLLIDE_CustomDefault | ||||||||
Components[0] | SpriteComponent'Sprite' | ||||||||
RotationRate |
|
Subobjects
Sprite
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |