Always snap to grid

Difference between revisions of "UE3:GamePlayerController (UDK)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
m (1 revision: class descriptions for UDK January update (part 2))
 
(No difference)

Latest revision as of 06:39, 17 January 2010

UDK Object >> Actor >> Controller >> PlayerController >> GamePlayerController
Package: 
GameFramework
Implemented interfaces
Interface_NavigationHandle
Known classes within GamePlayerController:
GamePlayerInput
Direct subclass:
UTPlayerController
This class in other games:
UT3

GamePlayerController

Properties[edit]

Property group 'Debug'[edit]

bDebugCrowdAwareness[edit]

Type: bool

If TRUE, draw debug info for crowd awareness checks

Internal variables[edit]

AgentAwareRadius[edit]

Type: float

Controls how far around a player to warn agents.

Default value: 200.0

bIsWarmupPaused[edit]

Type: bool

Modifiers: transient

If true we are in 'warmup paused' state to allow textures to stream in, and should not allow unpausing.

bWarnCrowdMembers[edit]

Type: bool

If true, warn GameCrowdAgents to avoid pawn controlled by this player. Used when player will move through crowds

CurrentSoundMode[edit]

Type: name

Modifiers: transient, protected

Name of the current sound mode that is active for the audio system *

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: PlayerController.CollisionCylinder

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: PlayerController.Sprite

Property Value
ReplacementPrimitive None

Functions[edit]

Static native functions[edit]

KeepPlayingLoadingMovie[edit]

native static final function KeepPlayingLoadingMovie ()

Keep playing the loading movie if it's currently playing and abort any StopMovie calls that may be pending through the FDelayedUnpauser.

ShowLoadingMovie[edit]

native static final function ShowLoadingMovie (bool bShowMovie, optional bool bPauseAfterHide, optional float PauseDuration, optional float KeepPlayingDuration, optional bool bOverridePreviousDelays)

Starts/stops the loading movie

Parameters:

  • bShowMovie - true to show the movie, false to stop it
  • bPauseAfterHide - optional) If TRUE, this will pause the game/delay movie stop to let textures stream in
  • PauseDuration - optional) allows overriding the default pause duration specified in .ini (only used if bPauseAfterHide is true)
  • KeepPlayingDuration - optional) keeps playing the movie for a specified more seconds after it's supposed to stop
  • bOverridePreviousDelays - optional) whether to cancel previous delayed StopMovie or not (defaults to FALSE)

Exec functions[edit]

CrowdDebug[edit]

exec function CrowdDebug (bool bEnabled)


CrowdFocus[edit]

exec function CrowdFocus ()


Native functions[edit]

ClientPlayMovie[edit]

native final reliable client event ClientPlayMovie (string MovieName, int InStartOfRenderingMovieFrame, int InEndOfRenderingMovieFrame)

starts playing the specified movie

ClientStopMovie[edit]

native final reliable client event ClientStopMovie (float DelayInSeconds, bool bAllowMovieToFinish, bool bForceStopNonSkippable, bool bForceStopLoadingMovie)

Stops the currently playing movie

Parameters:

  • DelayInSeconds - number of seconds to delay before stopping the movie.
  • bAllowMovieToFinish - indicates whether the movie should be stopped immediately or wait until it's finished.
  • bForceStopNonSkippable - indicates whether a movie marked as non-skippable should be stopped anyway; only relevant if the specified movie is marked non-skippable (like startup movies).
  • bForceStopLoadingMovie - If false then don't stop the movie if it's the loading movie.

GetCurrentMovie[edit]

native final function GetCurrentMovie (out string MovieName)

returns the name of the currently playing movie, or an empty string if no movie is currently playing

Todo: add an out param for current time in playback for synchronizing clients that join in the middle

Events[edit]

NotifyCrowdAgentInRadius[edit]

event NotifyCrowdAgentInRadius (GameCrowdAgent Agent)

Hook to let player know crowd member is in range

NotifyCrowdAgentRefresh[edit]

event NotifyCrowdAgentRefresh ()

Hook to let player know a refresh of crowd agent info is coming

WarmupPause[edit]

event WarmupPause (bool bDesiredPauseState)

Function used by loading code to pause and unpause the game during texture-streaming warm-up.

Other instance functions[edit]

CanUnpauseWarmup[edit]

function bool CanUnpauseWarmup ()

Delegate used to control whether we can unpause during warmup. We never allow this.

ClientColorFade[edit]

reliable client function ClientColorFade (Object.Color FadeColor, byte FromAlpha, byte ToAlpha, float FadeTime)


DoForceFeedbackForScreenShake[edit]

simulated protected function DoForceFeedbackForScreenShake (CameraShake ShakeData, float Scale)

Overrides: PlayerController.DoForceFeedbackForScreenShake

Play forcefeedback to match the given screenshake.

GetCurrentSoundMode[edit]

simulated final function name GetCurrentSoundMode ()

Returns the CurrentSoundMode *

SetSoundMode[edit]

simulated function SetSoundMode (name InSoundModeName)

Set the sound mode of the audio system for special EQing *