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UE3:PlayerController events (UT3)

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UT3 Object >> Actor >> Controller >> PlayerController (events)
PlayerController events in other games:
UT2004, UDK
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)

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.

ClientAdjustMusicTrackVolume[edit]

reliable client event ClientAdjustMusicTrackVolume (SeqAct_CrossFadeMusicTracks MusicAction, float AdjustVolumeDuration, float AdjustVolumeLevel)

called to adjust the volume of a Kismet played music track on the client

ClientCommitMapChange[edit]

reliable client event ClientCommitMapChange (optional bool bShouldSkipLevelStartupEvent, optional bool bShouldSkipLevelBeginningEvent)

actually performs the level transition prepared by PrepareMapChange()

ClientCrossFadeMusicTrack_PlayTrack[edit]

reliable client event ClientCrossFadeMusicTrack_PlayTrack (SeqAct_CrossFadeMusicTracks MusicAction, MusicTrackDataStructures.MusicTrackStruct MusicTrack)

called to play immediately to a Kismet a new music track on the client

ClientFadeOutMusicTrack[edit]

reliable client event ClientFadeOutMusicTrack (SeqAct_CrossFadeMusicTracks MusicAction, float FadeOutTime, float FadeOutVolumeLevel)

called to fade out a Kismet played music track on the client

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, optional bool bIsUISound)


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

ClientPlaySound[edit]

unreliable client event ClientPlaySound (SoundCue ASound, optional bool bIsUISound)


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)

ClientSeamlessTravel[edit]

event ClientSeamlessTravel (string URL)

Should be called in place of 'ClientTravel', when seamless travel is desired

Parameters:

  • URL - the URL to travel to

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

ClientSetViewTarget[edit]

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


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)

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 ()


InitUniquePlayerId[edit]

event InitUniquePlayerId ()

Used to have script initialize the unique player id. This is the id used in all network calls.

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]

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

Possess[edit]

event Possess (Pawn aPawn, bool bVehicleTransition)

Overrides: Controller.Possess


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Controller.PostBeginPlay


PreClientTravel[edit]

event PreClientTravel ()


PreRender[edit]

event PreRender (Canvas Canvas)


ProcessConvolveResponse[edit]

event ProcessConvolveResponse (string C)


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)


RemoveDebugText[edit]

final reliable client event RemoveDebugText (Actor SrcActor)

Remove debug text for the specific actor.

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Controller.ReplicatedEvent

Called when a variable with the property flag "RepNotify" is replicated

Parameters:

  • VarName - the variable that was just replicated

Reset[edit]

event Reset ()

Overrides: Controller.Reset


ResetCameraMode[edit]

event ResetCameraMode ()

Reset Camera Mode to default

SendClientAdjustment[edit]

event SendClientAdjustment ()


ServerDestroy[edit]

reliable server final event ServerDestroy ()

tells the server to destroy the PC; primarily used by the internal netcode when the client has successfully received a new PC replicated from the server to get rid of the old one

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 ()


StartClientDemoRec[edit]

simulated event StartClientDemoRec ()

Called at the start of demo recording in clientside demos

StartServerDemoRec[edit]

event StartServerDemoRec ()

Called at the start of demo recording (NOT playback), in 'serverside' demos (i.e. standalone/listen/dedicated demos) Used by DemoRecSpectator to trigger events which help synchronize some actors at the start of demo playback

TeamMessage[edit]

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


UnPossess[edit]

event UnPossess ()

Overrides: Controller.UnPossess