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UE3:DemoPlayerController (UT3)

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UT3 Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> DemoPlayerController
Package: 
UTGame
Known classes within DemoPlayerController:
DemoKismetInputInteraction

DemoPlayerController Demo specific playercontroller implements physics spectating state for demoing purpose

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'DemoPlayerController'[edit]

ChangeHoldDistanceIncrement[edit]

Type: float


Default value: 50.0

ExplosionShake[edit]

Type: DemoCamMod_ScreenShake.ScreenShakeStruct


Default value:

Member Value
FOVAmplitude 2.0
FOVFrequency 5.0
LocAmplitude
Member Value
X 0.0
Y 3.0
Z 5.0
LocFrequency
Member Value
X 1.0
Y 10.0
Z 20.0
RotAmplitude
Member Value
X 100.0
Y 100.0
Z 200.0
RotFrequency
Member Value
X 10.0
Y 10.0
Z 25.0
TimeDuration 1.0

HoldDistanceMax[edit]

Type: float


Default value: 750.0

HoldDistanceMin[edit]

Type: float


Default value: 50.0

ImpulseComponent[edit]

Type: RB_RadialImpulseComponent

Modifiers: const, editconst

Impulse component to trigger explosions

Default value: RB_RadialImpulseComponent'ImpulseComponent0'

PhysicsGrabber[edit]

Type: RB_Handle


Default value: RB_Handle'RB_Handle0'

ThrowImpulse[edit]

Type: float


Default value: 800.0

WeaponImpulse[edit]

Type: float

Add our screen shake modifier to the camera system

Default value: 600.0

Internal variables[edit]

HoldDistance[edit]

Type: float


HoldOrientation[edit]

Type: Object.Quat


LastPlayedCameraAnim[edit]

Type: CameraAnim

Modifiers: transient, protected

Ref to the last CameraAnim that was played via Kismet.

Default values[edit]

Property Value
CameraClass Class'UTGame.DemoPlayerCamera'
Components[2] RB_Handle'RB_Handle0'
Components[3] RB_RadialImpulseComponent'ImpulseComponent0'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: GamePlayerController.CollisionCylinder

No new values.

ImpulseComponent0[edit]

Class: Engine.RB_RadialImpulseComponent

Property Value
ImpulseFalloff RIF_Linear
ImpulseRadius 250.0
ImpulseStrength 2000.0

RB_Handle0[edit]

Class: Engine.RB_Handle

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: GamePlayerController.Sprite

No new values.

Functions[edit]

Exec functions[edit]

NextWeapon[edit]

exec function NextWeapon ()

Overrides: PlayerController.NextWeapon


PrevWeapon[edit]

exec function PrevWeapon ()

Overrides: PlayerController.PrevWeapon


StartAltFire[edit]

exec function StartAltFire (optional byte FireModeNum)

Overrides: PlayerController.StartAltFire


StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.StartFire


StopAltFire[edit]

exec function StopAltFire (optional byte FireModeNum)

Overrides: PlayerController.StopAltFire


TogglePhysicsMode[edit]

exec function TogglePhysicsMode ()

Switch between walking physics to flying

TriggerExplosion[edit]

exec function TriggerExplosion ()


Events[edit]

InitInputSystem[edit]

event InitInputSystem ()

Overrides: PlayerController.InitInputSystem


PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerController.PlayerTick

PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers

Other instance functions[edit]

CameraShake[edit]

function CameraShake (float Duration, Object.Vector newRotAmplitude, Object.Vector newRotFrequency, Object.Vector newLocAmplitude, Object.Vector newLocFrequency, float newFOVAmplitude, float newFOVFrequency)

Overrides: PlayerController.CameraShake

FIXMELAURENT: backward compatibilty with old camera shakes. (Used by AnimNotifies).

OnDemoCameraShake[edit]

simulated function OnDemoCameraShake (SeqAct_DemoCameraShake inAction)


OnPlayCameraAnim[edit]

function OnPlayCameraAnim (UTSeqAct_PlayCameraAnim InAction)


OnStopCameraAnim[edit]

function OnStopCameraAnim (UTSeqAct_StopCameraAnim InAction)


PlayCameraShake[edit]

function PlayCameraShake (DemoCamMod_ScreenShake.ScreenShakeStruct ScreenShake)

Play Camera Shake

PlayLocalizedShake[edit]

function PlayLocalizedShake (DemoCamMod_ScreenShake.ScreenShakeStruct ScreenShake, Object.Vector ShakeLocation, float ShakeRadius)


States[edit]

PhysicsSpectator[edit]

Extends: PlayerController.BaseSpectating

Ignores: NotifyBump, PhysicsVolumeChange, SwitchToBestWeapon

PhysicsSpectator.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: PlayerController.BaseSpectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PhysicsSpectator.EndState[edit]

event EndState (name NextStateName)

Overrides: PlayerController.BaseSpectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PhysicsSpectator.CanRestartPlayer[edit]

function bool CanRestartPlayer ()

Overrides: PlayerController.CanRestartPlayer (global)


PhysicsSpectator.Jump[edit]

exec function Jump ()


PhysicsSpectator.ServerChangeTeam[edit]

reliable server function ServerChangeTeam (int N)

Overrides: PlayerController.ServerChangeTeam (global)


PhysicsSpectator.ServerRestartPlayer[edit]

reliable server function ServerRestartPlayer ()

Overrides: Controller.ServerRestartPlayer (global)


PhysicsSpectator.ServerSuicide[edit]

reliable server function ServerSuicide ()

Overrides: PlayerController.ServerSuicide (global)


PhysicsSpectator.TogglePhysicsMode[edit]

exec function TogglePhysicsMode ()

Overrides: TogglePhysicsMode (global)

Switch between walking physics to flying

PlayerWaiting[edit]

Start as PhysicsSpectator by default

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto