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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

Property group 'DemoPlayerController'

ChangeHoldDistanceIncrement

Type: float


Default value: 50.0

ExplosionShake

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

Type: float


Default value: 750.0

HoldDistanceMin

Type: float


Default value: 50.0

ImpulseComponent

Type: RB_RadialImpulseComponent

Modifiers: const, editconst

Impulse component to trigger explosions

Default value: RB_RadialImpulseComponent'ImpulseComponent0'

PhysicsGrabber

Type: RB_Handle


Default value: RB_Handle'RB_Handle0'

ThrowImpulse

Type: float


Default value: 800.0

WeaponImpulse

Type: float

Add our screen shake modifier to the camera system

Default value: 600.0

Internal variables

HoldDistance

Type: float


HoldOrientation

Type: Object.Quat


LastPlayedCameraAnim

Type: CameraAnim

Modifiers: transient, protected

Ref to the last CameraAnim that was played via Kismet.

Default values

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

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: GamePlayerController.CollisionCylinder

No new values.

ImpulseComponent0

Class: Engine.RB_RadialImpulseComponent

Property Value
ImpulseFalloff RIF_Linear
ImpulseRadius 250.0
ImpulseStrength 2000.0

RB_Handle0

Class: Engine.RB_Handle

No new values.

Sprite

Class: Engine.SpriteComponent

Inherits from: GamePlayerController.Sprite

No new values.

Functions

Exec functions

NextWeapon

exec function NextWeapon ()

Overrides: PlayerController.NextWeapon


PrevWeapon

exec function PrevWeapon ()

Overrides: PlayerController.PrevWeapon


StartAltFire

exec function StartAltFire (optional byte FireModeNum)

Overrides: PlayerController.StartAltFire


StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.StartFire


StopAltFire

exec function StopAltFire (optional byte FireModeNum)

Overrides: PlayerController.StopAltFire


TogglePhysicsMode

exec function TogglePhysicsMode ()

Switch between walking physics to flying

TriggerExplosion

exec function TriggerExplosion ()


Events

InitInputSystem

event InitInputSystem ()

Overrides: PlayerController.InitInputSystem


PlayerTick

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

CameraShake

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

simulated function OnDemoCameraShake (SeqAct_DemoCameraShake inAction)


OnPlayCameraAnim

function OnPlayCameraAnim (UTSeqAct_PlayCameraAnim InAction)


OnStopCameraAnim

function OnStopCameraAnim (UTSeqAct_StopCameraAnim InAction)


PlayCameraShake

function PlayCameraShake (DemoCamMod_ScreenShake.ScreenShakeStruct ScreenShake)

Play Camera Shake

PlayLocalizedShake

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


States

PhysicsSpectator

Extends: PlayerController.BaseSpectating

Ignores: NotifyBump, PhysicsVolumeChange, SwitchToBestWeapon

PhysicsSpectator.BeginState

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

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

function bool CanRestartPlayer ()

Overrides: PlayerController.CanRestartPlayer (global)


PhysicsSpectator.Jump

exec function Jump ()


PhysicsSpectator.ServerChangeTeam

reliable server function ServerChangeTeam (int N)

Overrides: PlayerController.ServerChangeTeam (global)


PhysicsSpectator.ServerRestartPlayer

reliable server function ServerRestartPlayer ()

Overrides: Controller.ServerRestartPlayer (global)


PhysicsSpectator.ServerSuicide

reliable server function ServerSuicide ()

Overrides: PlayerController.ServerSuicide (global)


PhysicsSpectator.TogglePhysicsMode

exec function TogglePhysicsMode ()

Overrides: TogglePhysicsMode (global)

Switch between walking physics to flying

PlayerWaiting

Start as PhysicsSpectator by default

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto