UE3:PlayerController events (UDK)
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Object >> Actor >> Controller >> PlayerController (events) |
- PlayerController events in other games:
- Other member categories for this class:
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Events
AddDebugText
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
The function called when a CameraLookAt action is deactivated from kismet
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
tells client to cancel any pending map change
ClientCommitMapChange
actually performs the level transition prepared by PrepareMapChange()
ClientForceGarbageCollection
forces GC at the end of the tick on the client
ClientHearSound
ClientMessage
ClientMutePlayer
Locally mutes a remote player
Parameters:
- PlayerNetId - the remote player to mute
ClientPlayCameraAnim
ClientPlayForceFeedbackWaveform
Tells the client to play a waveform for the specified damage type
Parameters:
- FFWaveform - The forcefeedback waveform to play
ClientPlaySound
ClientPrepareMapChange
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
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
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
ClientSetForceMipLevelsToBeResident
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
server to client RPC for server-generated network messages that aren't part of the connection process (e.g. being kicked)
ClientSetViewTarget
ClientSpawnCameraLensEffect
Spawn a camera lens effect (e.g. blood).
ClientStopCameraAnim
ClientStopForceFeedbackWaveform
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
Locally unmutes a remote player
Parameters:
- PlayerNetId - the remote player to unmute
ClientWasKicked
ConditionalPause
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
Overrides: Controller.Destroyed
FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
GetAchievementProgression
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
returns player's FOV angle
GetPlayerViewPoint
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
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
IsLookInputIgnored
return TRUE if look input is ignored.
IsMoveInputIgnored
return TRUE if movement input is ignored.
IsSpectating
Overrides: Controller.IsSpectating
Returns true if controller is spectating
KickWarning
Kismet_ClientPlaySound
Kismet_ClientStopSound
LevelStreamingStatusChanged
LimitViewRotation
Limit the player's view rotation. (Pitch component).
NotifyDirectorControl
notification when a matinee director track starts or stops controlling the ViewTarget of this PlayerController
NotifyLanded
Overrides: Controller.NotifyLanded
NotifyLoadedWorld
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
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
This will take an AnimNotify_Rumble and then grab out the correct waveform to be played *
Possess
Overrides: Controller.Possess
PostBeginPlay
Overrides: Controller.PostBeginPlay
PreClientTravel
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
ReceivedPlayer
Called after this PlayerController's viewport/net connection is associated with this player controller.
ReceiveLocalizedMessage
RemoveAllDebugStrings
Remove all debug text
RemoveDebugText
Remove debug text for the specific actor.
Reset
Overrides: Controller.Reset
ResetCameraMode
Reset Camera Mode to default
SendClientAdjustment
ServerMutePlayer
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
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
For AI debugging
SpawnPlayerCamera
TeamMessage
UnPossess
Overrides: Controller.UnPossess