I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:DemoRecSpectator (UT3)
Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController >> DemoRecSpectator |
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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]
Pause[edit]
Overrides: PlayerController.Pause
SloMo[edit]
ViewClass[edit]
Events[edit]
GetPlayerViewPoint[edit]
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]
Overrides: PlayerController.PostBeginPlay
ReceivedPlayer[edit]
Overrides: UTPlayerController.ReceivedPlayer
Called after this PlayerController's viewport/net connection is associated with this player controller.
StartServerDemoRec[edit]
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]
InitPlayerReplicationInfo[edit]
Overrides: Controller.InitPlayerReplicationInfo
spawns and initializes the PlayerReplicationInfo for this Controller
ServerViewSelf[edit]
Overrides: UTPlayerController.ServerViewSelf
SetPause[edit]
Overrides: PlayerController.SetPause
SetViewTarget[edit]
Overrides: UTPlayerController.SetViewTarget
UpdateRotation[edit]
Overrides: UTPlayerController.UpdateRotation
States[edit]
Spectating[edit]
Inherits from: UTPlayerController.Spectating
Modifiers: auto
Spectating.BeginState[edit]
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]
Overrides: UTPlayerController.Spectating.GetPlayerViewPoint
Handle forcing behindview/etc
Spectating.PlayerTick[edit]
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]
Overrides: UTPlayerController.Spectating.BehindView
Spectating.SendInitialViewTarget[edit]
used to start out the demo view on the local player - should be called when recording, not playback
Spectating.StartFire[edit]
Overrides: UTPlayerController.Spectating.StartFire
Fire will select the next/prev objective