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UE3:PlayerController events (UDK)

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UDK Object >> Actor >> Controller >> PlayerController (events)
PlayerController events in other games:
UT2004, UT3
Other member categories for this class:
exec functions, instance functions, internal variables, native functions, states

Events[edit]

AddDebugText[edit]

final reliable client event AddDebugText (string DebugText, optional Actor SrcActor, optional float Duration, optional Object.Vector Offset, optional Object.Vector DesiredOffset, optional Object.Color TextColor, optional bool bSkipOverwriteCheck, optional bool bAbsoluteLocation)

Add debug text for a specific actor to be displayed via DrawDebugTextList(). If the debug text is invalid then it will attempt to remove any previous entries via RemoveDebugText().

CameraLookAtFinished[edit]

event CameraLookAtFinished (SeqAct_CameraLookAt Action)

The function called when a CameraLookAt action is deactivated from kismet

ClearOnlineDelegates[edit]

event ClearOnlineDelegates ()

Unregisters all delegates previously registered with the online subsystem. Called when the player controller is being destroyed and/or replaced.

Note: in certain cases (i.e. when the channel is closed from the server's end), the player controller will no longer have a reference its ULocalPlayer object. these delegates won't be cleared, but GC should clear the references for us.

ClientCancelPendingMapChange[edit]

reliable client event ClientCancelPendingMapChange ()

tells client to cancel any pending map change

ClientCommitMapChange[edit]

reliable client event ClientCommitMapChange ()

actually performs the level transition prepared by PrepareMapChange()

ClientForceGarbageCollection[edit]

reliable client event ClientForceGarbageCollection ()

forces GC at the end of the tick on the client

ClientHearSound[edit]

unreliable client event ClientHearSound (SoundCue ASound, Actor SourceActor, Object.Vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded)


ClientMessage[edit]

reliable client event ClientMessage (coerce string S, optional name Type, optional float MsgLifeTime)


ClientMutePlayer[edit]

reliable client event ClientMutePlayer (OnlineSubsystem.UniqueNetId PlayerNetId)

Locally mutes a remote player

Parameters:

  • PlayerNetId - the remote player to mute

ClientPlayCameraAnim[edit]

unreliable client event ClientPlayCameraAnim (CameraAnim AnimToPlay, optional float Scale, optional float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bRandomStartTime, optional Camera.ECameraAnimPlaySpace Space, optional Object.Rotator CustomPlaySpace)


ClientPlayForceFeedbackWaveform[edit]

reliable client event ClientPlayForceFeedbackWaveform (ForceFeedbackWaveform FFWaveform)

Tells the client to play a waveform for the specified damage type

Parameters:

  • FFWaveform - The forcefeedback waveform to play

ClientPlaySound[edit]

unreliable client event ClientPlaySound (SoundCue ASound)


ClientPrepareMapChange[edit]

reliable client event ClientPrepareMapChange (name LevelName, bool bFirst, bool bLast)

asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated

Parameters:

  • LevelNames - the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level
  • bFirst - whether this is the first item in the list (so clear the list first)
  • bLast - whether this is the last item in the list (so start preparing the change after receiving it)

ClientPrestreamTextures[edit]

reliable client event ClientPrestreamTextures (Actor ForcedActor, float ForceDuration, bool bEnableStreaming)

Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified actor.

Parameters:

  • ForcedActor - The actor whose textures should be forced into memory.
  • ForceDuration - Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic.
  • bEnableStreaming - Whether to start (TRUE) or stop (FALSE) streaming

ClientSetBlockOnAsyncLoading[edit]

reliable client event ClientSetBlockOnAsyncLoading ()

sets bRequestedBlockOnAsyncLoading which will later bring up a loading screen and then finish any async loading in progress called automatically on all clients whenever something triggers it on the server

ClientSetCameraFade[edit]

reliable client event ClientSetCameraFade (bool bEnableFading, optional Object.Color FadeColor, optional Object.Vector2D FadeAlpha, optional float FadeTime)


ClientSetForceMipLevelsToBeResident[edit]

reliable client event ClientSetForceMipLevelsToBeResident (MaterialInterface Material, float ForceDuration)

Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.

Parameters:

  • Material - The material whose textures should be forced into memory.
  • ForceDuration - Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic.

ClientSetProgressMessage[edit]

reliable client event ClientSetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title, optional bool bIgnoreFutureNetworkMessages)

server to client RPC for server-generated network messages that aren't part of the connection process (e.g. being kicked)

ClientSetViewTarget[edit]

reliable client event ClientSetViewTarget (Actor A, optional Camera.ViewTargetTransitionParams TransitionParams)


ClientSpawnCameraLensEffect[edit]

unreliable client event ClientSpawnCameraLensEffect (class<EmitterCameraLensEffectBaseLensEffectEmitterClass)

Spawn a camera lens effect (e.g. blood).

ClientStopCameraAnim[edit]

reliable client event ClientStopCameraAnim (CameraAnim AnimToStop)


ClientStopForceFeedbackWaveform[edit]

reliable client final event ClientStopForceFeedbackWaveform (optional ForceFeedbackWaveform FFWaveform)

Tells the client to stop any waveform that is playing. Note if the optional parameter is passed in, then the waveform is only stopped if it matches

Parameters:

  • FFWaveform - The forcefeedback waveform to stop

ClientUnmutePlayer[edit]

reliable client event ClientUnmutePlayer (OnlineSubsystem.UniqueNetId PlayerNetId)

Locally unmutes a remote player

Parameters:

  • PlayerNetId - the remote player to unmute

ClientWasKicked[edit]

reliable client event ClientWasKicked ()


ConditionalPause[edit]

event ConditionalPause (bool bDesiredPauseState)

Toggles the game's paused state if it does not match the desired pause state.

Parameters:

  • bDesiredPauseState - TRUE indicates that the game should be paused.

Destroyed[edit]

event Destroyed ()

Overrides: Controller.Destroyed


FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

GetAchievementProgression[edit]

event bool GetAchievementProgression (int AchievementId, out float CurrentValue, out float MaxValue)

Get the completion amount for a game achievement.

Parameters:

  • AchievementId - the id for the achievement to get the completion percetage for
  • CurrentValue - the current number of times the event required to unlock the achievement has occurred.
  • MaxValue - the value that represents 100% completion.

Returns:

TRUE if the AchievementId specified represents an progressive achievement. FALSE if the achievement is a one-time event or if the AchievementId specified is invalid.

GetFOVAngle[edit]

event float GetFOVAngle ()

returns player's FOV angle

GetPlayerViewPoint[edit]

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: Controller.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

GetSeamlessTravelActorList[edit]

event GetSeamlessTravelActorList (bool bToEntry, out array<ActorActorList)

called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)

Parameters:

  • bToEntry - true if we are going from old level -> entry, false if we are going from entry -> new level
  • ActorList - out) list of actors to maintain

See: also GameInfo::GetSeamlessTravelActorList() (the function that's called on servers)

InitInputSystem[edit]

event InitInputSystem ()


IsLookInputIgnored[edit]

event bool IsLookInputIgnored ()

return TRUE if look input is ignored.

IsMoveInputIgnored[edit]

event bool IsMoveInputIgnored ()

return TRUE if movement input is ignored.

IsSpectating[edit]

event bool IsSpectating ()

Overrides: Controller.IsSpectating

Returns true if controller is spectating

KickWarning[edit]

event KickWarning ()


Kismet_ClientPlaySound[edit]

reliable client event Kismet_ClientPlaySound (SoundCue ASound, Actor SourceActor, float VolumeMultiplier, float PitchMultiplier, float FadeInTime, bool bSuppressSubtitles, bool bSuppressSpatialization)


Kismet_ClientStopSound[edit]

reliable client event Kismet_ClientStopSound (SoundCue ASound, Actor SourceActor, float FadeOutTime)


LevelStreamingStatusChanged[edit]

final event LevelStreamingStatusChanged (LevelStreaming LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad)


LimitViewRotation[edit]

event Object.Rotator LimitViewRotation (Object.Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax)

Limit the player's view rotation. (Pitch component).

NotifyDirectorControl[edit]

event NotifyDirectorControl (bool bNowControlling)

notification when a matinee director track starts or stops controlling the ViewTarget of this PlayerController

NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)

Overrides: Controller.NotifyLanded


NotifyLoadedWorld[edit]

event NotifyLoadedWorld (name WorldPackageName, bool bFinalDest)

called clientside when it is loaded a new world via seamless travelling

Parameters:

  • WorldPackageName - the name of the world package that was loaded
  • bFinalDest - whether this world is the destination map for the travel (i.e. not the transition level)

PlayerTick[edit]

event PlayerTick (float DeltaTime)

PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers

PlayRumble[edit]

event PlayRumble (const AnimNotify_Rumble TheAnimNotify)

This will take an AnimNotify_Rumble and then grab out the correct waveform to be played *

Possess[edit]

event Possess (Pawn aPawn, bool bVehicleTransition)

Overrides: Controller.Possess


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Controller.PostBeginPlay


PreClientTravel[edit]

event PreClientTravel (string PendingURL, Actor.ETravelType TravelType, bool bIsSeamlessTravel)

Called when the local player is about to travel to a new map or IP address. Provides subclass with an opportunity to perform cleanup or other tasks prior to the travel.

PreRender[edit]

event PreRender (Canvas Canvas)


ReceivedPlayer[edit]

simulated event ReceivedPlayer ()

Called after this PlayerController's viewport/net connection is associated with this player controller.

ReceiveLocalizedMessage[edit]

reliable client event ReceiveLocalizedMessage (class<LocalMessageMessage, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


RemoveAllDebugStrings[edit]

final reliable client event RemoveAllDebugStrings ()

Remove all debug text

RemoveDebugText[edit]

final reliable client event RemoveDebugText (Actor SrcActor)

Remove debug text for the specific actor.

Reset[edit]

event Reset ()

Overrides: Controller.Reset


ResetCameraMode[edit]

event ResetCameraMode ()

Reset Camera Mode to default

SendClientAdjustment[edit]

event SendClientAdjustment ()


ServerMutePlayer[edit]

reliable server event ServerMutePlayer (OnlineSubsystem.UniqueNetId PlayerNetId)

Updates the server side information by adding to the mute list. Tells the player controller that owns the specified net id to also mute this PC.

Parameters:

  • PlayerNetId - the remote player to mute

ServerUnmutePlayer[edit]

reliable server event ServerUnmutePlayer (OnlineSubsystem.UniqueNetId PlayerNetId)

Updates the server side information by removing from the mute list. Tells the player controller that owns the specified net id to also unmute this PC.

Parameters:

  • PlayerNetId - the remote player to unmute

SoakPause[edit]

event SoakPause (Pawn P)

For AI debugging

SpawnPlayerCamera[edit]

event SpawnPlayerCamera ()


TeamMessage[edit]

reliable client event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime)


UnPossess[edit]

event UnPossess ()

Overrides: Controller.UnPossess