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UE3:Controller properties (UDK)

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

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

NavigationHandle[edit]

Type: NavigationHandle


NavigationHandleClass[edit]

Type: class<NavigationHandle>

Navigation handle used for pathing when using NavMesh

Default value: Class'Engine.NavigationHandle'

NavMeshPath_SearchExtent_Modifier[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
Member Value
Pitch 30000
Roll 2048
Yaw 30000

Subobjects[edit]

Sprite[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None