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UE3:PlayerController events (UT3)
Object >> Actor >> Controller >> PlayerController (events) |
Contents
- 1 Events
- 1.1 AddDebugText
- 1.2 CameraLookAtFinished
- 1.3 ClearOnlineDelegates
- 1.4 ClientAdjustMusicTrackVolume
- 1.5 ClientCommitMapChange
- 1.6 ClientCrossFadeMusicTrack_PlayTrack
- 1.7 ClientFadeOutMusicTrack
- 1.8 ClientForceGarbageCollection
- 1.9 ClientHearSound
- 1.10 ClientMessage
- 1.11 ClientMutePlayer
- 1.12 ClientPlaySound
- 1.13 ClientPrepareMapChange
- 1.14 ClientSeamlessTravel
- 1.15 ClientSetBlockOnAsyncLoading
- 1.16 ClientSetViewTarget
- 1.17 ClientUnmutePlayer
- 1.18 ClientWasKicked
- 1.19 ConditionalPause
- 1.20 Destroyed
- 1.21 FellOutOfWorld
- 1.22 GetFOVAngle
- 1.23 GetPlayerViewPoint
- 1.24 GetSeamlessTravelActorList
- 1.25 InitInputSystem
- 1.26 InitUniquePlayerId
- 1.27 KickWarning
- 1.28 Kismet_ClientPlaySound
- 1.29 Kismet_ClientStopSound
- 1.30 LevelStreamingStatusChanged
- 1.31 LimitViewRotation
- 1.32 NotifyDirectorControl
- 1.33 NotifyLanded
- 1.34 NotifyLoadedWorld
- 1.35 PlayerTick
- 1.36 Possess
- 1.37 PostBeginPlay
- 1.38 PreClientTravel
- 1.39 PreRender
- 1.40 ProcessConvolveResponse
- 1.41 ReceivedPlayer
- 1.42 ReceiveLocalizedMessage
- 1.43 RemoveDebugText
- 1.44 ReplicatedEvent
- 1.45 Reset
- 1.46 ResetCameraMode
- 1.47 SendClientAdjustment
- 1.48 ServerDestroy
- 1.49 ServerMutePlayer
- 1.50 ServerUnmutePlayer
- 1.51 SoakPause
- 1.52 SpawnPlayerCamera
- 1.53 StartClientDemoRec
- 1.54 StartServerDemoRec
- 1.55 TeamMessage
- 1.56 UnPossess
- PlayerController events in other games:
- UT2004, UDK
- Other member categories for this class:
- exec functions, instance functions, internal variables, native functions, states
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Events[edit]
AddDebugText[edit]
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]
The function called when a CameraLookAt action is deactivated from kismet
ClearOnlineDelegates[edit]
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]
called to adjust the volume of a Kismet played music track on the client
ClientCommitMapChange[edit]
actually performs the level transition prepared by PrepareMapChange()
ClientCrossFadeMusicTrack_PlayTrack[edit]
called to play immediately to a Kismet a new music track on the client
ClientFadeOutMusicTrack[edit]
called to fade out a Kismet played music track on the client
ClientForceGarbageCollection[edit]
forces GC at the end of the tick on the client
ClientHearSound[edit]
ClientMessage[edit]
ClientMutePlayer[edit]
Locally mutes a remote player
Parameters:
- PlayerNetId - the remote player to mute
ClientPlaySound[edit]
ClientPrepareMapChange[edit]
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]
Should be called in place of 'ClientTravel', when seamless travel is desired
Parameters:
- URL - the URL to travel to
ClientSetBlockOnAsyncLoading[edit]
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]
ClientUnmutePlayer[edit]
Locally unmutes a remote player
Parameters:
- PlayerNetId - the remote player to unmute
ClientWasKicked[edit]
ConditionalPause[edit]
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]
Overrides: Controller.Destroyed
FellOutOfWorld[edit]
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
GetFOVAngle[edit]
returns player's FOV angle
GetPlayerViewPoint[edit]
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]
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]
InitUniquePlayerId[edit]
Used to have script initialize the unique player id. This is the id used in all network calls.
KickWarning[edit]
Kismet_ClientPlaySound[edit]
Kismet_ClientStopSound[edit]
LevelStreamingStatusChanged[edit]
LimitViewRotation[edit]
Limit the player's view rotation. (Pitch component).
NotifyDirectorControl[edit]
notification when a matinee director track starts or stops controlling the ViewTarget of this PlayerController
NotifyLanded[edit]
Overrides: Controller.NotifyLanded
NotifyLoadedWorld[edit]
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]
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]
Overrides: Controller.Possess
PostBeginPlay[edit]
Overrides: Controller.PostBeginPlay
PreClientTravel[edit]
PreRender[edit]
ProcessConvolveResponse[edit]
ReceivedPlayer[edit]
Called after this PlayerController's viewport/net connection is associated with this player controller.
ReceiveLocalizedMessage[edit]
RemoveDebugText[edit]
Remove debug text for the specific actor.
ReplicatedEvent[edit]
Overrides: Controller.ReplicatedEvent
Called when a variable with the property flag "RepNotify" is replicated
Parameters:
- VarName - the variable that was just replicated
Reset[edit]
Overrides: Controller.Reset
ResetCameraMode[edit]
Reset Camera Mode to default
SendClientAdjustment[edit]
ServerDestroy[edit]
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]
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]
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]
For AI debugging
SpawnPlayerCamera[edit]
StartClientDemoRec[edit]
Called at the start of demo recording in clientside demos
StartServerDemoRec[edit]
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]
UnPossess[edit]
Overrides: Controller.UnPossess