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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
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Properties
AdjustLoc
Type: Object.Vector
location to move to while adjusting around obstacle
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
bCanDoSpecial
Type: bool
are we able to traverse R_SPECIAL reach specs?
bFire
Type: byte
Modifiers: input
bForceDesiredRotation
Type: bool
Forces physics to use Controller.DesiredRotation regardless of focus etc
bForceStrafe
Type: bool
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
event NotifyJumpApex() when at apex of jump
bNotifyFallingHitWall
Type: bool
bNotifyPostLanded
Type: bool
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.
bSlowerZAcquire
Type: bool
acquire targets above or below more slowly than at same height
Default value: True
bSoaking
Type: bool
pause and focus on this bot if it encounters a problem
bUsePlayerHearing
Type: bool
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
CurrentPathDir
Type: Object.Vector
Destination
Type: Object.Vector
location being moved toward
Enemy
Type: Pawn
FailedMoveTarget
Type: Actor
used for discovering navigation failures
FailedReachLocation
Type: Object.Vector
Modifiers: const
FailedReachTime
Type: float
Modifiers: const
FocalPoint
Type: Object.Vector
location being looked 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
NextController
Type: Controller
Modifiers: const, private
chained Controller list
NextRoutePath
Type: ReachSpec
OldBasedRotation
Type: Object.Rotator
Modifiers: const
Used for reversing rejected mover base movement
Pawn
Type: Pawn
PendingMover
Type: InterpActor
PlayerNum
Type: int
Modifiers: const
The player number - per-match player number.
PlayerReplicationInfo
Type: PlayerReplicationInfo
Modifiers: repnotify
RespawnPredictionTime
Type: float
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
Target
Type: Actor
Modifiers: deprecated
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 |