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UE3:LocalPlayer (UDK)

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Revision as of 06:41, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 3))

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UDK Object >> Player >> LocalPlayer
Package: 
Engine
Within class: 
Engine
This class in other games:
UT3

LocalPlayer

Properties[edit]

ActorVisibilityHistory[edit]

Type: SynchronizedActorVisibilityHistory

Modifiers: private, native, transient, const


bEnablePostProcessOverrideRecovery[edit]

Type: bool

Modifiers: config

Whether or not we want to use the post process override recovery code

bOverridePostProcessSettings[edit]

Type: bool

Whether to override the post process settings or not

bRecoveringFromPostProcessOverride[edit]

Type: bool

Whether or not we are currently recovering from a post process override

bSentSplitJoin[edit]

Type: bool

Modifiers: const, editconst, transient

set when we've sent a split join request

ControllerId[edit]

Type: int

The controller ID which this player accepts input from.

CurrentPPInfo[edit]

Type: CurrentPostProcessVolumeInfo

Modifiers: const, noimport, transient

current state of post process info set in the scene

LastViewLocation[edit]

Type: Object.Vector

Modifiers: transient

The location of the player's view the previous frame.

LevelPPInfo[edit]

Type: CurrentPostProcessVolumeInfo

Modifiers: const, noimport, transient

State of post process info only counting level effects

Origin[edit]

Type: Object.Vector2D

The coordinates for the upper left corner of the master viewport subregion allocated to this player. 0-1

PlayerPostProcess[edit]

Type: PostProcessChain

Modifiers: const

Chain of post process effects for this player view

PlayerPostProcessChains[edit]

Type: array<PostProcessChain>

Modifiers: const


PostProcessSettingsOverride[edit]

Type: PostProcessVolume.PostProcessSettings

The post process settings to override to

Default value:

Member Value
bAllowAmbientOcclusion True
bEnableBloom True
bEnableMotionBlur True
bEnableSceneEffect True
Bloom_InterpolationDuration 1.0
Bloom_Scale 1.0
bOverride_AllowAmbientOcclusion True
bOverride_Bloom_InterpolationDuration True
bOverride_Bloom_Scale True
bOverride_DOF_BlurBloomKernelSize True
bOverride_DOF_BlurKernelSize True
bOverride_DOF_FalloffExponent True
bOverride_DOF_FocusDistance True
bOverride_DOF_FocusInnerRadius True
bOverride_DOF_FocusPosition True
bOverride_DOF_FocusType True
bOverride_DOF_InterpolationDuration True
bOverride_DOF_MaxFarBlurAmount True
bOverride_DOF_MaxNearBlurAmount True
bOverride_DOF_ModulateBlurColor True
bOverride_EnableBloom True
bOverride_EnableDOF True
bOverride_EnableMotionBlur True
bOverride_EnableSceneEffect True
bOverride_MotionBlur_Amount True
bOverride_MotionBlur_CameraRotationThreshold True
bOverride_MotionBlur_CameraTranslationThreshold True
bOverride_MotionBlur_FullMotionBlur True
bOverride_MotionBlur_InterpolationDuration True
bOverride_MotionBlur_MaxVelocity True
bOverride_OverrideRimShaderColor True
bOverride_RimShader_Color True
bOverride_RimShader_InterpolationDuration True
bOverride_Scene_Desaturation True
bOverride_Scene_HighLights True
bOverride_Scene_InterpolationDuration True
bOverride_Scene_MidTones True
bOverride_Scene_Shadows True
DOF_BlurBloomKernelSize 16.0
DOF_BlurKernelSize 16.0
DOF_FalloffExponent 4.0
DOF_FocusInnerRadius 2000.0
DOF_InterpolationDuration 1.0
DOF_MaxFarBlurAmount 1.0
DOF_MaxNearBlurAmount 1.0
DOF_ModulateBlurColor
Member Value
A 255
B 255
G 255
R 255
MotionBlur_Amount 0.5
MotionBlur_CameraRotationThreshold 45.0
MotionBlur_CameraTranslationThreshold 10000.0
MotionBlur_FullMotionBlur True
MotionBlur_InterpolationDuration 1.0
MotionBlur_MaxVelocity 1.0
RimShader_Color
Member Value
A 1.0
B 0.827726
G 0.585973
R 0.47044
RimShader_InterpolationDuration 1.0
Scene_HighLights
Member Value
X 1.0
Y 1.0
Z 1.0
Scene_InterpolationDuration 1.0
Scene_MidTones
Member Value
X 1.0
Y 1.0
Z 1.0

PPRecoveryTime[edit]

Type: float

Modifiers: config

How long it takes to recover from an override

Default value: 1.0

PPSettingsOverrideStartBlend[edit]

Type: float

The start time of the post process override blend

Size[edit]

Type: Object.Vector2D

The size of the master viewport subregion allocated to this player. 0-1

ViewportClient[edit]

Type: GameViewportClient

The master viewport containing this player's view.

ViewState[edit]

Type: pointer{FSceneViewStateInterface}

Modifiers: private, native, const


Structs[edit]

CurrentPostProcessVolumeInfo[edit]

Modifiers: native

PostProcessVolume.PostProcessSettings LastSettings 
Last pp settings used when blending to the next set of volume values.
PostProcessVolume LastVolumeUsed 
The last post process volume that was applied to the scene
float BlendStartTime 
Time when a new post process volume was set
float LastBlendTime 
Time when the settings blend was last updated.

SynchronizedActorVisibilityHistory[edit]

pointer State 
pointer CriticalSection 

Functions[edit]

Native functions[edit]

DeProject[edit]

native final function DeProject (Object.Vector2D RelativeScreenPos, out Object.Vector WorldOrigin, out Object.Vector WorldDirection)

transforms 2D screen coordinates into a 3D world-space origin and direction

Parameters:

  • ScreenPos - relative screen coordinates (0 to 1, relative to this player's viewport region)
  • WorldOrigin - out) - world-space origin vector
  • WorldDirection - out) - world-space direction vector

Note: use the Canvas version where possible as it already has the necessary information, whereas this function must gather it and is therefore slower

GetActorVisibility[edit]

native final function bool GetActorVisibility (Actor TestActor) const

Tests the visibility state of an actor in the most recent frame of this player's view to complete rendering.

Parameters:

  • TestActor - The actor to check visibility for.

Returns:

True if the actor was visible in the frame.

GetPostProcessChain[edit]

native function PostProcessChain GetPostProcessChain (int InIndex)

Get the PPChain at the given index.

Parameters:

  • InIndex - The index of the chain to retrieve.

Returns:

PostProcessChain The post process chain if found; NULL if not.

InsertPostProcessingChain[edit]

native function bool InsertPostProcessingChain (PostProcessChain InChain, int InIndex, bool bInClone)

Add the given post process chain to the chain at the given index.

Parameters:

  • InChain - The post process chain to insert.
  • InIndex - The position to insert the chain in the complete chain. If -1, insert it at the end of the chain.
  • bInClone - If TRUE, create a deep copy of the chains effects before insertion.

Returns:

boolean TRUE if the chain was inserted FALSE if not

RemoveAllPostProcessingChains[edit]

native function bool RemoveAllPostProcessingChains ()

Remove all post process chains.

Returns:

boolean TRUE if the chain array was cleared FALSE if not

RemovePostProcessingChain[edit]

native function bool RemovePostProcessingChain (int InIndex)

Remove the post process chain at the given index.

Parameters:

  • InIndex - The position to insert the chain in the complete chain.

Returns:

boolean TRUE if the chain was removed FALSE if not

SendSplitJoin[edit]

native final function SendSplitJoin ()

sends a splitscreen join command to the server to allow a splitscreen player to connect to the game the client must already be connected to a server for this function to work

Note: this happens automatically for all viewports that exist during the initial server connect so it's only necessary to manually call this for viewports created after that if the join fails (because the server was full, for example) all viewports on this client will be disconnected

SpawnPlayActor[edit]

native final function bool SpawnPlayActor (string URL, out string OutError)

Creates an actor for this player.

Parameters:

  • URL - The URL the player joined with.
  • OutError - If an error occurred, returns the error description.

Returns:

False if an error occurred, true if the play actor was successfully spawned.

TouchPlayerPostProcessChain[edit]

native function TouchPlayerPostProcessChain ()

Forces the PlayerPostProcess chain to be rebuilt. This should be called if a PPChain is retrieved using the GetPostProcessChain, and is modified directly.

Events[edit]

GetNickname[edit]

final event string GetNickname ()

retrieves this player's name/tag from the online subsytem if this function returns a non-empty string, the returned name will replace the "Name" URL parameter passed around in the level loading and connection code, which normally comes from DefaultEngine.ini

GetUniqueNetId[edit]

final event OnlineSubsystem.UniqueNetId GetUniqueNetId ()

retrieves this player's unique net ID from the online subsystem

Other instance functions[edit]

ClearPostProcessSettingsOverride[edit]

simulated function ClearPostProcessSettingsOverride ()

Clear the overriding of the post process settings.

OverridePostProcessSettings[edit]

simulated function OverridePostProcessSettings (PostProcessVolume.PostProcessSettings OverrideSettings, float StartBlendTime)

Overrides the current post process settings.

SetControllerId[edit]

final function SetControllerId (int NewControllerId)

Changes the ControllerId for this player; if the specified ControllerId is already taken by another player, changes the ControllerId for the other player to the ControllerId currently in use by this player.

Parameters:

  • NewControllerId - the ControllerId to assign to this player.

UpdateOverridePostProcessSettings[edit]

simulated function UpdateOverridePostProcessSettings (PostProcessVolume.PostProcessSettings OverrideSettings)

Update the override post process settings