Mostly Harmless
UE3:Controller properties (UT3)
Object >> Actor >> Controller (properties) |
Contents
- 1 Properties
- 1.1 AdjustLoc
- 1.2 bAdjusting
- 1.3 bAdvancedTactics
- 1.4 bAffectedByHitEffects
- 1.5 bCanDoSpecial
- 1.6 bFire
- 1.7 bForceDesiredRotation
- 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 bSlowerZAcquire
- 1.19 bSoaking
- 1.20 bUsePlayerHearing
- 1.21 bUsingPathLanes
- 1.22 CurrentPath
- 1.23 CurrentPathDir
- 1.24 Destination
- 1.25 Enemy
- 1.26 FailedMoveTarget
- 1.27 FailedReachLocation
- 1.28 FailedReachTime
- 1.29 FocalPoint
- 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 NextController
- 1.43 NextRoutePath
- 1.44 OldBasedRotation
- 1.45 Pawn
- 1.46 PendingMover
- 1.47 PlayerNum
- 1.48 PlayerReplicationInfo
- 1.49 RespawnPredictionTime
- 1.50 RouteCache
- 1.51 RouteDist
- 1.52 RouteGoal
- 1.53 ShotTarget
- 1.54 SightCounter
- 1.55 SightCounterInterval
- 1.56 StartSpot
- 1.57 Target
- 1.58 ViewX
- 1.59 ViewY
- 1.60 ViewZ
- 1.61 VisiblePortals
- 1.62 Default values
- 1.63 Subobjects
- Controller properties in other games:
- UDK
- 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]
AdjustLoc[edit]
Type: Object.Vector
location to move to while adjusting around obstacle
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
bCanDoSpecial[edit]
Type: bool
are we able to traverse R_SPECIAL reach specs?
bFire[edit]
Type: byte
Modifiers: input
bForceDesiredRotation[edit]
Type: bool
Forces physics to use Controller.DesiredRotation regardless of focus etc
bForceStrafe[edit]
Type: bool
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
event NotifyJumpApex() when at apex of jump
bNotifyFallingHitWall[edit]
Type: bool
bNotifyPostLanded[edit]
Type: bool
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.
bSlowerZAcquire[edit]
Type: bool
acquire targets above or below more slowly than at same height
Default value: True
bSoaking[edit]
Type: bool
pause and focus on this bot if it encounters a problem
bUsePlayerHearing[edit]
Type: bool
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
CurrentPathDir[edit]
Type: Object.Vector
Destination[edit]
Type: Object.Vector
location being moved 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
FocalPoint[edit]
Type: Object.Vector
location being looked 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
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
NextController[edit]
Type: Controller
Modifiers: const, private
chained Controller list
NextRoutePath[edit]
Type: ReachSpec
OldBasedRotation[edit]
Type: Object.Rotator
Modifiers: const
Used for reversing rejected mover base movement
Pawn[edit]
Type: Pawn
PendingMover[edit]
Type: InterpActor
PlayerNum[edit]
Type: int
Modifiers: const
The player number - per-match player number.
PlayerReplicationInfo[edit]
Type: PlayerReplicationInfo
Modifiers: repnotify
RespawnPredictionTime[edit]
Type: float
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
Target[edit]
Type: Actor
Modifiers: deprecated
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 |