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Latest revision as of 05:37, 17 January 2010
Object >> Actor >> Controller >> PlayerController >> DebugCameraController |
- Package:
- Engine
- Implemented interfaces:
- Interface_NavigationHandle
- This class in other games:
- UT3
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. |
PCF Begin (Debug Camera) Debug Camera Controller
To turn it on, please press Alt+C or both (left and right) analogs on xbox pad After turning: WASD | Left Analog - moving Mouse | Right Analog - rotating Shift | XBOX_KeyB - move faster Q/E | LT/RT - move Up/Down Enter | XBOX_KeyA - to call "FreezeRendering" console command Alt+C | LeftThumbstick - to toggle debug camera
Properties[edit]
bIsFrozenRendering[edit]
Type: bool
bShowSelectedInfo[edit]
Type: bool
Modifiers: globalconfig
Whether to show information about the selected actor on the debug camera HUD.
Default value: True
DrawFrustum[edit]
Type: DrawFrustumComponent
OryginalControllerRef[edit]
Type: PlayerController
OryginalPlayer[edit]
Type: Player
PrimaryKey[edit]
Type: name
Modifiers: globalconfig
The key that triggers PrimarySelect().
Default value: 'LeftMouseButton'
SecondaryKey[edit]
Type: name
Modifiers: globalconfig
The key that triggers SecondarySelect().
Default value: 'RightMouseButton'
SelectedActor[edit]
Type: Actor
SelectedComponent[edit]
Type: PrimitiveComponent
UnselectKey[edit]
Type: name
Modifiers: globalconfig
The key that triggers Unselect().
Default value: 'Escape'
Default values[edit]
Property | Value |
---|---|
bAlwaysTick | True |
bHidden | False |
bHiddenEd | False |
InputClass | Class'Engine.DebugCameraInput' |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: PlayerController.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: PlayerController.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Exec functions[edit]
MoreSpeed[edit]
NormalSpeed[edit]
SetFreezeRendering[edit]
ShowDebugSelectedInfo[edit]
Native functions[edit]
ConsoleCommand[edit]
Overrides: PlayerController.ConsoleCommand
Overridden to potentially pipe commands to regular PlayerController
PrimarySelect[edit]
Called when an actor has been selected with the primary key (e.g. left mouse button).
Parameters:
- HitLoc - World-space position of the selection point.
- HitNormal - World-space normal of the selection point.
- HitInfo - Info struct for the selection point.
SecondarySelect[edit]
Called when an actor has been selected with the secondary key (e.g. right mouse button).
Parameters:
- HitLoc - World-space position of the selection point.
- HitNormal - World-space normal of the selection point.
- HitInfo - Info struct for the selection point.
Unselect[edit]
Called when the user pressed the unselect key, just before the selected actor is cleared.
Events[edit]
PostBeginPlay[edit]
Overrides: PlayerController.PostBeginPlay
Other instance functions[edit]
DisableDebugCamera[edit]
NativeInputKey[edit]
Called from DebugCameraInput Process an input key event routed through unrealscript from another object. This method is assigned as the value for the OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
Parameters:
- ControllerId - the controller that generated this input key event
- Key - the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
- EventType - the type of event which occured (pressed, released, etc.)
- AmountDepressed - for analog keys, the depression percent.
Returns:
- true to consume the key event, false to pass it on.
OnActivate[edit]
OnDeactivate[edit]
Function called on deactivation debug camera controller
States[edit]
PlayerWaiting[edit]
Inherits from: PlayerController.PlayerWaiting
Modifiers: auto
PlayerWaiting.PlayerMove[edit]
Overrides: PlayerController.BaseSpectating.PlayerMove