Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:DemoRecSpectator (UDK)

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Package: 
UTGame
Implemented interfaces
Interface_NavigationHandle
This class in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3

DemoRecSpectator - spectator for demo recordings to replicate ClientMessages

Properties[edit]

AutoSwitchPlayerInterval[edit]

Type: float

Modifiers: config

Interval to use if bAutoSwitchPlayers is TRUE

bAutoSwitchPlayers[edit]

Type: bool

Modifiers: config

If set, automatically switches players every AutoSwitchPlayerInterval seconds

bFindPlayer[edit]

Type: bool


bLockRotationToViewTarget[edit]

Type: bool

Modifiers: config

if set, camera rotation is always forced to viewtarget rotation

MyRealViewTarget[edit]

Type: PlayerReplicationInfo

local copy of RealViewTarget as the C++ code might clear it in some cases we don't want to for demo spectators

Default values[edit]

Property Value
bBehindView True
bDemoOwner True
CameraShakeLongWaveForm ForceFeedbackWaveform'UTGame.Default__DemoRecSpectator:ForceFeedbackWaveform8'
CameraShakeShortWaveForm ForceFeedbackWaveform'UTGame.Default__DemoRecSpectator:ForceFeedbackWaveform7'
RemoteRole ROLE_AutonomousProxy

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTPlayerController.CollisionCylinder

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTPlayerController.Sprite

Property Value
ReplacementPrimitive None

Functions[edit]

Exec functions[edit]

DemoViewNextPlayer[edit]

exec function DemoViewNextPlayer ()


Pause[edit]

exec function Pause ()

Overrides: PlayerController.Pause


Slomo[edit]

exec function Slomo (float NewTimeDilation)


ViewClass[edit]

exec function ViewClass (class<ActoraClass, optional bool bQuiet, optional bool bCheat)


Events[edit]

GetPlayerViewPoint[edit]

simulated event GetPlayerViewPoint (out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: UTPlayerController.GetPlayerViewPoint

(Description copied from PlayerController.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

Output: out_rotation, view rotation of player

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


ReceivedPlayer[edit]

simulated event ReceivedPlayer ()

Overrides: UTPlayerController.ReceivedPlayer

Called after this PlayerController's viewport/net connection is associated with this player controller.

Other instance functions[edit]

ClientSetRealViewTarget[edit]

reliable client function ClientSetRealViewTarget (PlayerReplicationInfo NewTarget)


InitPlayerReplicationInfo[edit]

function InitPlayerReplicationInfo ()

Overrides: Controller.InitPlayerReplicationInfo

spawns and initializes the PlayerReplicationInfo for this Controller

ServerViewSelf[edit]

unreliable server function ServerViewSelf (optional Camera.ViewTargetTransitionParams TransitionParams)

Overrides: UTPlayerController.ServerViewSelf


SetPause[edit]

function bool SetPause (bool bPause, optional delegate<PlayerController.CanUnpauseCanUnpauseDelegate)

Overrides: PlayerController.SetPause


SetViewTarget[edit]

function SetViewTarget (Actor NewViewTarget, optional Camera.ViewTargetTransitionParams TransitionParams)

Overrides: UTPlayerController.SetViewTarget


UpdateRotation[edit]

function UpdateRotation (float DeltaTime)

Overrides: UTPlayerController.UpdateRotation


States[edit]

Spectating[edit]

Inherits from: UTPlayerController.Spectating

Modifiers: auto

Spectating.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: UTPlayerController.Spectating.BeginState

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

Spectating.GetPlayerViewPoint[edit]

simulated event GetPlayerViewPoint (out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: UTPlayerController.Spectating.GetPlayerViewPoint

Handle forcing behindview/etc

Spectating.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: UTPlayerController.PlayerTick (global)

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

Spectating.BehindView[edit]

exec function BehindView ()

Overrides: UTPlayerController.Spectating.BehindView


Spectating.SendInitialViewTarget[edit]

function SendInitialViewTarget ()

used to start out the demo view on the local player - should be called when recording, not playback

Spectating.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: UTPlayerController.Spectating.StartFire

Fire will select the next/prev objective