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Difference between revisions of "UE3:DemoRecSpectator (UT3)"

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{{autogenerated}}
 
{{autogenerated}}
 
DemoRecSpectator - spectator for demo recordings to replicate ClientMessages
 
DemoRecSpectator - spectator for demo recordings to replicate ClientMessages
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
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| {{tl|bDemoOwner||Actor internal variables}}
 
| {{tl|bDemoOwner||Actor internal variables}}
 
| True
 
| True
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|-
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| {{tl|bSmoothClientDemo||UTPlayerController internal variables}}
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| False
 
|-
 
|-
 
| {{tl|RemoteRole||Actor internal variables}}
 
| {{tl|RemoteRole||Actor internal variables}}
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Called after this PlayerController's viewport/net connection is associated with this player controller.
 
Called after this PlayerController's viewport/net connection is associated with this player controller.
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====StartServerDemoRec====
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{{code|event '''StartServerDemoRec''' ()}}
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'''Overrides:''' {{tl|StartServerDemoRec|PlayerController|events}}
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Called at the start of demo recording (NOT playback), in 'serverside' demos (i.e. standalone/listen/dedicated demos)
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Used by DemoRecSpectator to trigger events which help synchronize some actors at the start of demo playback
  
 
===Other instance functions===
 
===Other instance functions===

Latest revision as of 01:49, 16 August 2009

Package: 
UTGame
This class in other games:
RTNP, U1, UT, U2XMP, U2, UE2Runtime, UT2003, UT2004, UDK

DemoRecSpectator - spectator for demo recordings to replicate ClientMessages Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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
bSmoothClientDemo False
RemoteRole ROLE_AutonomousProxy

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTPlayerController.CollisionCylinder

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTPlayerController.Sprite

No new values.

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.

StartServerDemoRec[edit]

event StartServerDemoRec ()

Overrides: PlayerController.StartServerDemoRec

Called at the start of demo recording (NOT playback), in 'serverside' demos (i.e. standalone/listen/dedicated demos) Used by DemoRecSpectator to trigger events which help synchronize some actors at the start of demo playback

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 ()

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