I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:PlayerController (UT3)
Object >> Actor >> Controller >> PlayerController |
- Package:
- Engine
- Known classes within PlayerController:
- CheatManager, DebugCameraInput, ForceFeedbackManager, PlayerInput, UTCheatManager
- Direct subclasses:
- Admin, DebugCameraController, GamePlayerController
- This class in other games:
- U2XMP, U2, UE2Runtime, UT2004, UT2003, UDK
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PlayerController
PlayerControllers are used by human players to control pawns.
This is a built-in Unreal class and it shouldn't be modified. for the change in Possess(). Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Constants[edit]
MAXPOSITIONERRORSQUARED[edit]
Value: 3.0
MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play
MAXNEARZEROVELOCITYSQUARED[edit]
Value: 9.0
MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play
MAXVEHICLEPOSITIONERRORSQUARED[edit]
Value: 900.0
MAXVEHICLEPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play when driving a vehicle
CLIENTADJUSTUPDATECOST[edit]
Value: 180.0
CLIENTADJUSTUPDATECOST is the bandwidth cost in bytes of sending a client adjustment update. 180 is greater than the actual cost, but represents a tweaked value reserving enough bandwidth for other updates sent to the client. Increase this value to reduce client adjustment update frequency, or if the amount of data sent in the clientadjustment() call increases
MAXCLIENTUPDATEINTERVAL[edit]
Value: 0.25
MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.
Properties[edit]
Property group 'PlayerController'[edit]
PlayerInput[edit]
Type: PlayerInput
Modifiers: transient, editinline
Object within playercontroller that manages player input.
Internal variables[edit]
See PlayerController internal variables.
Default values[edit]
Property | Value |
---|---|
bCanDoSpecial | True |
bIsPlayer | True |
CollisionComponent | CylinderComponent'CollisionCylinder' |
Components[1] | CylinderComponent'CollisionCylinder' |
NetPriority | 3.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Controller.Sprite
No new values.
Enums[edit]
EInputMatchAction[edit]
How to match an input action
- IMA_GreaterThan
- IMA_LessThan
EInputTypes[edit]
Type of inputs the matching code recognizes
- IT_XAxis
- IT_YAxis
EProgressMessageType[edit]
Different types of progress messages
- PMT_Clear
- Clears existing progress messages
- PMT_Information
- No change in connection status - simply update the text being displayed
- PMT_AdminMessage
- Message from the server admin
- PMT_DownloadProgress
- Updates the amount remaining on a package download
- PMT_ConnectionFailure
- Connection to the server was lost
- PMT_RedrawDownloadProgress
- Indicates that the download progress currently being rendered is out of date and should be redrawn
Structs[edit]
ClientAdjustment[edit]
Modifiers: native
- float TimeStamp
- Actor.EPhysics newPhysics
- Object.Vector NewLoc
- Object.Vector NewVel
- Actor NewBase
- Object.Vector NewFloor
- byte bAckGoodMove
DebugTextInfo[edit]
Modifiers: native
List of actors and debug text to draw,
See: AddDebugText(), RemoveDebugText(), and DrawDebugTextList()
- Actor SrcActor
- Actor to draw DebugText over
- Object.Vector SrcActorOffset
- Offset from SrcActor.Location to apply
- Object.Vector SrcActorDesiredOffset
- Desired offset to interpolate to
- string DebugText
- Text to display
- float TimeRemaining
- Time remaining for the debug text, -1.f == infinite
- float Duration
- Duration used to lerp desired offset
- Object.Color TextColor
- Text color
InputEntry[edit]
Modifiers: native
Individual entry to input matching sequences
- EInputTypes Type
- Type of input to match
- float Value
- Min value required to consider as a valid match
- float TimeDelta
- Max amount of time since last match before sequence resets
- EInputMatchAction Action
- What type of match is this?
InputMatchRequest[edit]
Modifiers: native
Contains information to match a series of a inputs and call the given function upon a match. Processed by PlayerInput, defined in the PlayerController.
- array<InputEntry> Inputs
- Number of inputs to match, in sequence
- Actor MatchActor
- Actor to call below functions on
- name MatchFuncName
- Name of function to call upon successful match
- name FailedFuncName
- Name of function to call upon a failed partial match
- name RequestName
- Name of this input request, mainly for debugging
- int MatchIdx
- Current index into Inputs that is being matched
- float LastMatchTime
- Last time an input entry in Inputs was matched
Delegates[edit]
CanUnpause[edit]
Callback the server uses to determine if the unpause can happen
Functions[edit]
Static native functions[edit]
GetPlayerControllerFromNetId[edit]
Returns the player controller associated with this net id
Parameters:
- PlayerNetId - the id to search for
Returns:
- the player controller if found, otherwise none
Exec functions[edit]
See PlayerController exec functions.
Native functions[edit]
See PlayerController native functions.
Events[edit]
Other instance functions[edit]
See PlayerController instance functions.