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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
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 |
bSmoothClientDemo | False |
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
Pause
Overrides: PlayerController.Pause
SloMo
ViewClass
Events
GetPlayerViewPoint
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
Overrides: PlayerController.PostBeginPlay
ReceivedPlayer
Overrides: UTPlayerController.ReceivedPlayer
Called after this PlayerController's viewport/net connection is associated with this player controller.
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
ClientSetRealViewTarget
InitPlayerReplicationInfo
Overrides: Controller.InitPlayerReplicationInfo
spawns and initializes the PlayerReplicationInfo for this Controller
ServerViewSelf
Overrides: UTPlayerController.ServerViewSelf
SetPause
Overrides: PlayerController.SetPause
SetViewTarget
Overrides: UTPlayerController.SetViewTarget
UpdateRotation
Overrides: UTPlayerController.UpdateRotation
States
Spectating
Inherits from: UTPlayerController.Spectating
Modifiers: auto
Spectating.BeginState
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
Overrides: UTPlayerController.Spectating.GetPlayerViewPoint
Handle forcing behindview/etc
Spectating.PlayerTick
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
Overrides: UTPlayerController.Spectating.BehindView
Spectating.SendInitialViewTarget
used to start out the demo view on the local player - should be called when recording, not playback
Spectating.StartFire
Overrides: UTPlayerController.Spectating.StartFire
Fire will select the next/prev objective