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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

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

MaxMoveTowardPawnTargetTime

Type: float

Max time when moving toward a pawn target before latent movetoward returns (allowing reassessment of movement)

Default value: 1.2

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

NavigationHandle

Type: NavigationHandle


NavigationHandleClass

Type: class<NavigationHandle>

Navigation handle used for pathing when using NavMesh

Default value: Class'Engine.NavigationHandle'

NavMeshPath_SearchExtent_Modifier

Type: Object.Vector

allows easy modification of the search extent provided by setuppathfindingparams()

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
Member Value
Pitch 30000
Roll 2048
Yaw 30000

Subobjects

Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None