Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "UE3:DebugCameraController (UDK)"

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Latest revision as of 05:37, 17 January 2010

UDK Object >> Actor >> Controller >> PlayerController >> DebugCameraController
Package: 
Engine
Implemented interfaces
Interface_NavigationHandle
This class in other games:
UT3

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]

exec function MoreSpeed ()


NormalSpeed[edit]

exec function NormalSpeed ()


SetFreezeRendering[edit]

exec function SetFreezeRendering ()


ShowDebugSelectedInfo[edit]

exec function ShowDebugSelectedInfo ()


Native functions[edit]

ConsoleCommand[edit]

native function string ConsoleCommand (string Command, optional bool bWriteToLog)

Overrides: PlayerController.ConsoleCommand

Overridden to potentially pipe commands to regular PlayerController

PrimarySelect[edit]

native function PrimarySelect (Object.Vector HitLoc, Object.Vector HitNormal, Actor.TraceHitInfo HitInfo)

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]

native function SecondarySelect (Object.Vector HitLoc, Object.Vector HitNormal, Actor.TraceHitInfo HitInfo)

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]

native function Unselect ()

Called when the user pressed the unselect key, just before the selected actor is cleared.

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


Other instance functions[edit]

DisableDebugCamera[edit]

function DisableDebugCamera ()


NativeInputKey[edit]

function bool NativeInputKey (int ControllerId, name Key, Object.EInputEvent Event, float AmountDepressed, bool bGamepad)

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]

function OnActivate (PlayerController PC)


OnDeactivate[edit]

function OnDeactivate (PlayerController PC)

Function called on deactivation debug camera controller

States[edit]

PlayerWaiting[edit]

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto

PlayerWaiting.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.BaseSpectating.PlayerMove