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UE3:DemoRecSpectator (UT3)

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

DemoRecSpectator - spectator for demo recordings to replicate ClientMessages

Properties

AutoSwitchPlayerInterval

Type: float

Modifiers: config

Interval to use if bAutoSwitchPlayers is TRUE

bAutoSwitchPlayers

Type: bool

Modifiers: config

If set, automatically switches players every AutoSwitchPlayerInterval seconds

bFindPlayer

Type: bool


bLockRotationToViewTarget

Type: bool

Modifiers: config

if set, camera rotation is always forced to viewtarget rotation

MyRealViewTarget

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

Property Value
bBehindView True
bDemoOwner True
RemoteRole ROLE_AutonomousProxy

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTPlayerController.CollisionCylinder

No new values.

Sprite

Class: Engine.SpriteComponent

Inherits from: UTPlayerController.Sprite

No new values.

Functions

Exec functions

DemoViewNextPlayer

exec function DemoViewNextPlayer ()


Pause

exec function Pause ()

Overrides: PlayerController.Pause


SloMo

exec function SloMo (float NewTimeDilation)


ViewClass

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


Events

GetPlayerViewPoint

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

simulated event PostBeginPlay ()

Overrides: PlayerController.PostBeginPlay


ReceivedPlayer

simulated event ReceivedPlayer ()

Overrides: UTPlayerController.ReceivedPlayer

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

Other instance functions

ClientSetRealViewTarget

reliable client function ClientSetRealViewTarget (PlayerReplicationInfo NewTarget)


InitPlayerReplicationInfo

function InitPlayerReplicationInfo ()

Overrides: Controller.InitPlayerReplicationInfo

spawns and initializes the PlayerReplicationInfo for this Controller

ServerViewSelf

unreliable server function ServerViewSelf ()

Overrides: UTPlayerController.ServerViewSelf


SetPause

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

Overrides: PlayerController.SetPause


SetViewTarget

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

Overrides: UTPlayerController.SetViewTarget


UpdateRotation

function UpdateRotation (float DeltaTime)

Overrides: UTPlayerController.UpdateRotation


States

Spectating

Inherits from: UTPlayerController.Spectating

Modifiers: auto

Spectating.BeginState

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

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

Overrides: UTPlayerController.Spectating.GetPlayerViewPoint

Handle forcing behindview/etc

Spectating.PlayerTick

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

exec function BehindView ()

Overrides: UTPlayerController.Spectating.BehindView


Spectating.SendInitialViewTarget

function SendInitialViewTarget ()

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

Spectating.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: UTPlayerController.Spectating.StartFire

Fire will select the next/prev objective