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UE3:PlayerController instance functions (UDK)
Object >> Actor >> Controller >> PlayerController (instance functions) |
Contents
- 1 Instance functions
- 1.1 AcknowledgePossession
- 1.2 AddCheats
- 1.3 AdjustFOV
- 1.4 AimHelpDot
- 1.5 AimingHelp
- 1.6 AllowTextMessage
- 1.7 AllowTTSMessageFrom
- 1.8 AskForPawn
- 1.9 BugItGoString
- 1.10 BugItWorker
- 1.11 CallServerMove
- 1.12 CanAllPlayersPlayOnline
- 1.13 CanCommunicate
- 1.14 CanRestartPlayer
- 1.15 CanUnpauseControllerConnected
- 1.16 CanUnpauseExternalUI
- 1.17 CanViewUserCreatedContent
- 1.18 CheckJumpOrDuck
- 1.19 CleanOutSavedMoves
- 1.20 CleanupPawn
- 1.21 CleanupPRI
- 1.22 ClearAckedMoves
- 1.23 ClearDoubleClick
- 1.24 ClearInviteDelegates
- 1.25 ClientAckGoodMove
- 1.26 ClientAdjustPosition
- 1.27 ClientAdminMessage
- 1.28 ClientArbitratedMatchEnded
- 1.29 ClientCapBandwidth
- 1.30 ClientClearKismetText
- 1.31 ClientControlMovieTexture
- 1.32 ClientDrawCoordinateSystem
- 1.33 ClientDrawKismetText
- 1.34 ClientEndOnlineGame
- 1.35 ClientGameEnded
- 1.36 ClientGotoState
- 1.37 ClientIgnoreLookInput
- 1.38 ClientIgnoreMoveInput
- 1.39 ClientInitializeDataStores
- 1.40 ClientPlayActorFaceFXAnim
- 1.41 ClientPlayCameraShake
- 1.42 ClientRegisterForArbitration
- 1.43 ClientRegisterHostStatGuid
- 1.44 ClientReset
- 1.45 ClientRestart
- 1.46 ClientReturnToParty
- 1.47 ClientSetCameraMode
- 1.48 ClientSetCinematicMode
- 1.49 ClientSetHostUniqueId
- 1.50 ClientSetHUD
- 1.51 ClientSetOnlineStatus
- 1.52 ClientStartNetworkedVoice
- 1.53 ClientStartOnlineGame
- 1.54 ClientStopCameraShake
- 1.55 ClientStopNetworkedVoice
- 1.56 ClientTravelToSession
- 1.57 ClientUpdatePosition
- 1.58 ClientVoiceHandshakeComplete
- 1.59 ClientVoiceMessage
- 1.60 ClientWriteLeaderboardStats
- 1.61 ClientWriteOnlinePlayerScores
- 1.62 CompressAccel
- 1.63 DelayedPrepareMapChange
- 1.64 DisableDebugAI
- 1.65 DisplayDebug
- 1.66 DoForceFeedbackForScreenShake
- 1.67 DrawDebugTextList
- 1.68 DrawHUD
- 1.69 DualServerMove
- 1.70 EnterStartState
- 1.71 FindVehicleToDrive
- 1.72 FixFOV
- 1.73 ForceClearUnpauseDelegates
- 1.74 ForceDeathUpdate
- 1.75 GameHasEnded
- 1.76 GameplayMutePlayer
- 1.77 GameplayUnmutePlayer
- 1.78 GetAdjustedAimFor
- 1.79 GetFreeMove
- 1.80 GetOnlineSubsystem
- 1.81 GetRumbleScale
- 1.82 GetSplitscreenPlayerByIndex
- 1.83 GetSplitscreenPlayerCount
- 1.84 GetTriggerUseList
- 1.85 GetUIController
- 1.86 GivePawn
- 1.87 HandlePickup
- 1.88 HandleWalking
- 1.89 HasSplitscreenPlayer
- 1.90 HearSoundFinished
- 1.91 IgnoreLookInput
- 1.92 IgnoreMoveInput
- 1.93 IncrementNumberOfMatchesPlayed
- 1.94 InviteHasEnoughSpace
- 1.95 IsClosestLocalPlayerToActor
- 1.96 IsForceFeedbackAllowed
- 1.97 IsPartyLeader
- 1.98 IsPaused
- 1.99 IsPrimaryPlayer
- 1.100 IsSplitscreenPlayer
- 1.101 LongClientAdjustPosition
- 1.102 MoveAutonomous
- 1.103 MoveLog
- 1.104 NotifyChangedWeapon
- 1.105 NotifyInviteFailed
- 1.106 NotifyNotAllPlayersCanJoinInvite
- 1.107 NotifyNotEnoughSpaceInInvite
- 1.108 NotifyTakeHit
- 1.109 OldServerMove
- 1.110 OnArbitrationRegisterComplete
- 1.111 OnCameraShake
- 1.112 OnConsoleCommand
- 1.113 OnControllerChanged
- 1.114 OnDestroy
- 1.115 OnDestroyForInviteComplete
- 1.116 OnDrawText
- 1.117 OnEndForInviteComplete
- 1.118 OnExternalUIChanged
- 1.119 OnFlyThroughHasEnded
- 1.120 OnForceFeedback
- 1.121 OnGameInviteAccepted
- 1.122 OnInviteJoinComplete
- 1.123 OnJoinTravelToSessionComplete
- 1.124 OnRegisterHostStatGuidComplete
- 1.125 OnSetCameraTarget
- 1.126 OnSetSoundMode
- 1.127 OnToggleCinematicMode
- 1.128 OnToggleHUD
- 1.129 OnToggleInput
- 1.130 PauseRumbleForAllPlayers
- 1.131 PawnDied
- 1.132 PerformedUseAction
- 1.133 PlayBeepSound
- 1.134 PlayerMove
- 1.135 PostControllerIdChange
- 1.136 PreControllerIdChange
- 1.137 ProcessDrive
- 1.138 ProcessMove
- 1.139 ProcessViewRotation
- 1.140 RegisterCustomPlayerDataStores
- 1.141 RegisterOnlineDelegates
- 1.142 RegisterPlayerDataStores
- 1.143 RegisterStandardPlayerDataStores
- 1.144 ReloadProfileSettings
- 1.145 ReplicateMove
- 1.146 ResetFOV
- 1.147 ResetPlayerMovementInput
- 1.148 ResetTimeMargin
- 1.149 Restart
- 1.150 SeamlessTravelFrom
- 1.151 SeamlessTravelTo
- 1.152 Sentinel_PostAcquireTravelTheWorldPoints
- 1.153 Sentinel_PreAcquireTravelTheWorldPoints
- 1.154 Sentinel_SetupForGamebasedTravelTheWorld
- 1.155 ServerAcknowledgePossession
- 1.156 ServerCamera
- 1.157 ServerCauseEvent
- 1.158 ServerChangeName
- 1.159 ServerChangeTeam
- 1.160 ServerDrive
- 1.161 ServerGivePawn
- 1.162 ServerMove
- 1.163 ServerMutate
- 1.164 ServerPause
- 1.165 ServerRegisterClientStatGuid
- 1.166 ServerRegisteredForArbitration
- 1.167 ServerRestartGame
- 1.168 ServerSay
- 1.169 ServerSetNetSpeed
- 1.170 ServerSetSpectatorLocation
- 1.171 ServerShortTimeout
- 1.172 ServerSpeech
- 1.173 ServerSuicide
- 1.174 ServerTeamSay
- 1.175 ServerThrowWeapon
- 1.176 ServerUpdatePing
- 1.177 ServerUse
- 1.178 ServerUTrace
- 1.179 ServerVerifyViewTarget
- 1.180 ServerViewNextPlayer
- 1.181 ServerViewPrevPlayer
- 1.182 ServerViewSelf
- 1.183 SetCameraMode
- 1.184 SetCinematicMode
- 1.185 SetFOV
- 1.186 SetPause
- 1.187 SetPlayerDataProvider
- 1.188 SetRumbleScale
- 1.189 SetViewTargetWithBlend
- 1.190 ShortClientAdjustPosition
- 1.191 SpawnCoverReplicator
- 1.192 SpawnDefaultHUD
- 1.193 SpeakTTS
- 1.194 TriggerInteracted
- 1.195 UnregisterPlayerDataStores
- 1.196 UnregisterStandardPlayerDataStores
- 1.197 UpdatePing
- 1.198 UpdateRotation
- 1.199 UpdateStateFromAdjustment
- 1.200 UsingFirstPersonCamera
- 1.201 VeryShortClientAdjustPosition
- 1.202 ViewAPlayer
- 1.203 ViewShake
- PlayerController instance functions in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- events, exec functions, internal variables, native functions, states
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Instance functions[edit]
AcknowledgePossession[edit]
AddCheats[edit]
AdjustFOV[edit]
AdjustFOV() FOVAngle smoothly interpolates to DesiredFOV
AimHelpDot[edit]
AimHelpDot()
Returns:
- the dot product corresponding to the maximum deflection of target for which aiming help should be applied
AimingHelp[edit]
AllowTextMessage[edit]
AllowTTSMessageFrom[edit]
AskForPawn[edit]
BugItGoString[edit]
This will move the player and set their rotation to the passed in values. We have this version of the BugIt family strings can be passed in from the game ?options easily
BugItWorker[edit]
This will move the player and set their rotation to the passed in values. This actually does the location / rotation setting. Additionally it will set you as ghost as the level may have changed since the last time you were here. And the bug may actually be inside of something.
CallServerMove[edit]
CanAllPlayersPlayOnline[edit]
Validates that each local player can play online
Returns:
- true if there is sufficient space, false if not
CanCommunicate[edit]
Overridden by specific games
CanRestartPlayer[edit]
CanUnpauseControllerConnected[edit]
Callback that checks to see if the controller is connected before unpausing
CanUnpauseExternalUI[edit]
Callback that checks the external UI state before allowing unpause
CanViewUserCreatedContent[edit]
Checks for parental controls blocking user created content
CheckJumpOrDuck[edit]
CleanOutSavedMoves[edit]
CleanupPawn[edit]
When the Controller is destroyed, the controlled pawn will need to be killed, but not the vehicle
CleanupPRI[edit]
Overrides: Controller.CleanupPRI
ClearAckedMoves[edit]
ClearDoubleClick[edit]
ClearInviteDelegates[edit]
Clears all of the invite delegates
ClientAckGoodMove[edit]
ClientAdjustPosition[edit]
ClientAdminMessage[edit]
ClientArbitratedMatchEnded[edit]
Called when an arbitrated match has ended and we need to disconnect
ClientCapBandwidth[edit]
ClientClearKismetText[edit]
Stop drawing a kismet message on the HUD
ClientControlMovieTexture[edit]
ClientDrawCoordinateSystem[edit]
ClientDrawKismetText[edit]
Start drawing a kismet message on the HUD
ClientEndOnlineGame[edit]
Ends the online game using the session name in the PRI
ClientGameEnded[edit]
ClientGotoState[edit]
ClientIgnoreLookInput[edit]
calls IgnoreLookInput on client
ClientIgnoreMoveInput[edit]
calls IgnoreMoveInput on client
ClientInitializeDataStores[edit]
Initializes this client's Player data stores after seamless map travel
ClientPlayActorFaceFXAnim[edit]
plays a FaceFX anim on the specified actor for the client
ClientPlayCameraShake[edit]
Play Camera Shake
ClientRegisterForArbitration[edit]
Tells the client to register with arbitration. The client must notify the server once that is complete or it will be kicked from the match
ClientRegisterHostStatGuid[edit]
Registers the host's stat guid with the online subsystem
Parameters:
- StatGuid - the stat guid to register
ClientReset[edit]
ClientRestart[edit]
ClientReturnToParty[edit]
Used when a host is telling a client to return to their party host from the current session. It looks for the session named 'Party' and does a travel to it. If it's not available, it just does a "disconnect"
ClientSetCameraMode[edit]
Replicated function to set camera style on client
Parameters:
- NewCamMode - name defining the new camera mode
ClientSetCinematicMode[edit]
called by the server to synchronize cinematic transitions with the client
ClientSetHostUniqueId[edit]
Sets the host's net id for handling dropped arbitrated matches
Parameters:
- InHostId - the host's unique net id to report the drop for
ClientSetHUD[edit]
ClientSetOnlineStatus[edit]
Looks at the current game state and uses that to set the rich presence strings
Licensees should override this in their player controller derived class
ClientStartNetworkedVoice[edit]
Tells this client that it should send voice data over the network
ClientStartOnlineGame[edit]
Starts the online game using the session name in the PRI
ClientStopCameraShake[edit]
ClientStopNetworkedVoice[edit]
Tells this client that it should not send voice data over the network
ClientTravelToSession[edit]
Used when a host is telling a client to go to a specific Internet session
Parameters:
- SessionName - the name of the session to register
- SearchClass - the search that should be populated with the session
- PlatformSpecificInfo - the binary data to place in the platform specific areas
ClientUpdatePosition[edit]
ClientVoiceHandshakeComplete[edit]
Tells the client that the server has all the information it needs and that it is ok to start sending voice packets. The server will already send voice packets when this function is called, since it is set server side and then forwarded
NOTE: This is done as an RPC instead of variable replication because ordering matters
ClientVoiceMessage[edit]
ClientWriteLeaderboardStats[edit]
Tells the clients to write the stats using the specified stats object
Parameters:
- OnlineStatsWriteClass - the stats class to write with
ClientWriteOnlinePlayerScores[edit]
Writes the scores for all active players. Override this in your playercontroller class to provide custom scoring
Parameters:
- LeaderboardId - the leaderboard the scores are being written to
CompressAccel[edit]
DelayedPrepareMapChange[edit]
used to wait until a map change can be prepared when one was already in progress
DisableDebugAI[edit]
DisplayDebug[edit]
Overrides: Controller.DisplayDebug
list important PlayerController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
DoForceFeedbackForScreenShake[edit]
Attempts to play force-feedback that matches the camera shake. To be implemented at a higher level (see GameFramework).
DrawDebugTextList[edit]
Iterate through list of debug text and draw it over the associated actors in world space. Also handles culling null entries, and reducing the duration for timed debug text.
DrawHUD[edit]
Hook called from HUD actor. Gives access to HUD and Canvas
DualServerMove[edit]
EnterStartState[edit]
FindVehicleToDrive[edit]
Tries to find a vehicle to drive within a limited radius. Returns true if successful
FixFOV[edit]
ForceClearUnpauseDelegates[edit]
Tells the game info to forcibly remove this player's CanUnpause delegates from its list of Pausers.
Called when the player controller is being destroyed to prevent the game from being stuck in a paused state when a PC that paused the game is destroyed before the game is unpaused.
ForceDeathUpdate[edit]
GameHasEnded[edit]
Overrides: Controller.GameHasEnded
GameplayMutePlayer[edit]
Mutes a remote player on the server and then tells the client to mute
Parameters:
- PlayerNetId - the remote player to mute
GameplayUnmutePlayer[edit]
Unmutes a remote player on the server and then tells the client to unmute
Parameters:
- PlayerNetId - the remote player to unmute
GetAdjustedAimFor[edit]
Overrides: Controller.GetAdjustedAimFor
Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
Parameters:
- W - weapon about to fire
- StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
- BaseAimRot - original aiming rotation without any modifications.
GetFreeMove[edit]
GetOnlineSubsystem[edit]
Wrapper for getting reference to the OnlineSubsystem
GetRumbleScale[edit]
Returns the rumble scale (or 1 if none is specified)
GetSplitscreenPlayerByIndex[edit]
Returns the PRI associated with the player at the specified index.
Parameters:
- PlayerIndex - the index [into the local player's GamePlayers array] for the player PRI to find
Returns:
- the PRI associated with the player at the specified index, or None if the player is not a split-screen player or the index was out of range.
GetSplitscreenPlayerCount[edit]
Returns the number of split-screen players playing on this player's machine.
Returns:
- the total number of players on the player's local machine, or 0 if this player isn't playing split-screen.
GetTriggerUseList[edit]
Looks at all nearby triggers, looking for any that can be interacted with.
Parameters:
- interactDistanceToCheck - distance to search for nearby triggers
- crosshairDist - distance from the crosshair that triggers must be, else they will be filtered out
- minDot - minimum dot product between trigger and the camera orientation needed to make the list
- bUsuableOnly - if true, event must return true from SequenceEvent::CheckActivate()
- out_useList - the list of triggers found to be usuable
GetUIController[edit]
Returns the interaction that manages the UI system.
GivePawn[edit]
HandlePickup[edit]
Overrides: Controller.HandlePickup
HandleWalking[edit]
HasSplitscreenPlayer[edit]
Determines whether the PlayerReplicationInfo is associated with a split-screen player. Safe to use on client and server.
Parameters:
- PRI - the PlayerReplicationInfo to check
Returns:
- TRUE if the player associated with the PRI is a split-screen player. FALSE if not.
HearSoundFinished[edit]
hooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool
IgnoreLookInput[edit]
Toggles look input. FALSE means look input is cleared.
IgnoreMoveInput[edit]
Toggles move input. FALSE means movement input is cleared.
IncrementNumberOfMatchesPlayed[edit]
InviteHasEnoughSpace[edit]
Counts the number of local players to verify there is enough space
Returns:
- true if there is sufficient space, false if not
IsClosestLocalPlayerToActor[edit]
IsForceFeedbackAllowed[edit]
Returns:
- TRUE if starting a force feedback waveform is allowed; child classes should override this method to e.g. temporarily disable force feedback
IsPartyLeader[edit]
Wrapper for determining whether a player is the party leader.
Returns:
- TRUE if the player is the leader of the party; FALSE if not in a party or not the party leader.
IsPaused[edit]
Returns whether the game is currently paused.
IsPrimaryPlayer[edit]
Wrapper for determining whether this player is the first player on their console.
Returns:
- TRUE if this player is not using splitscreen, or is the first player in the split-screen layout.
IsSplitscreenPlayer[edit]
Determines whether this player is playing split-screen.
Parameters:
- out_SplitscreenPlayerIndex - receives the index [into the player's local GamePlayers array] for this player, if playing splitscreen. .
Returns:
- TRUE if this player is playing splitscreen.
LongClientAdjustPosition[edit]
MoveAutonomous[edit]
MoveLog[edit]
Use this for Debugging Move replication For FunctionName, use GetFuncName()
NotifyChangedWeapon[edit]
Overrides: Controller.NotifyChangedWeapon
NotifyInviteFailed[edit]
Override to display a message to the user
NotifyNotAllPlayersCanJoinInvite[edit]
Override to display a message to the user
NotifyNotEnoughSpaceInInvite[edit]
Override to display a message to the user
NotifyTakeHit[edit]
Overrides: Controller.NotifyTakeHit
Notification from pawn that it has received damage via TakeDamage().
OldServerMove[edit]
OnArbitrationRegisterComplete[edit]
Delegate that is notified when registration is complete. Forwards the call to the server so that it can finalize processing
Parameters:
- SessionName - the name of the session this is for
- bWasSuccessful - whether registration worked or not
OnCameraShake[edit]
Scripting hook for camera shakes.
OnConsoleCommand[edit]
Kismet hook to trigger console events
OnControllerChanged[edit]
Attempts to pause/unpause the game when a controller becomes disconnected/connected
Parameters:
- ControllerId - the id of the controller that changed
- bIsConnected - whether the controller is connected or not
OnDestroy[edit]
Overrides: Actor.OnDestroy
If this actor is not already scheduled for destruction, destroy it now.
OnDestroyForInviteComplete[edit]
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
Parameters:
- SessionName - the name of the session being ended
- bWasSuccessful - whether the end completed ok or not
OnDrawText[edit]
OnEndForInviteComplete[edit]
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
Parameters:
- SessionName - the name of the session being ended
- bWasSuccessful - whether the end completed ok or not
OnExternalUIChanged[edit]
Attempts to pause/unpause the game when the UI opens/closes. Note: pausing only happens in standalone mode
Parameters:
- bIsOpening - whether the UI is opening or closing
OnFlyThroughHasEnded[edit]
This is used to notify the PlayerController that a fly through has ended and then quit if we are doing a Sentinel run *
OnForceFeedback[edit]
Kismet interface for playing/stopping force feedback.
OnGameInviteAccepted[edit]
Delegate called when the user accepts a game invite externally. This allows the game code a chance to clean up before joining the game via AcceptGameInvite() call.
NOTE: There must be space for all signed in players to join the game. All players must also have permission to play online too.
Parameters:
- InviteResult - the search/settings for the game we're to join
OnInviteJoinComplete[edit]
Once the join completes, use the platform specific connection information to connect to it
Parameters:
- SessionName - the name of the session that was joined
- bWasSuccessful - whether the join worked or not
OnJoinTravelToSessionComplete[edit]
Called when the join for the travel destination has completed
Parameters:
- SessionName - the name of the session the event is for
- bWasSuccessful - whether it worked or not
OnRegisterHostStatGuidComplete[edit]
Called once the host registration has completed. Sends the host this clients stat guid
Parameters:
- bWasSuccessful - true if the registration worked, false otherwise
OnSetCameraTarget[edit]
OnSetSoundMode[edit]
A trivial way to handle the SetSoundMode kismet action
OnToggleCinematicMode[edit]
Handles switching the player in/out of cinematic mode.
OnToggleHUD[edit]
OnToggleInput[edit]
PauseRumbleForAllPlayers[edit]
Pause force-feedback for all local players.
Parameters:
- bShouldPauseRumble - indicates whether force-feedback should be paused or unpaused.
PawnDied[edit]
Overrides: Controller.PawnDied
PerformedUseAction[edit]
return true if player the Use action was handled
PlayBeepSound[edit]
PlayerMove[edit]
PostControllerIdChange[edit]
Notification that the ControllerId for this PC's LocalPlayer has been changed. Re-register all player data stores and any delegates that require a ControllerId.
PreControllerIdChange[edit]
Notification that the ControllerId for this PC LocalPlayer is about to change. Provides the PC a chance to cleanup anything that was associated with the old ControllerId. When this method is called, LocalPlayer.ControllerId is still the old value.
ProcessDrive[edit]
ProcessMove[edit]
ProcessViewRotation[edit]
Processes the player's ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController
Parameters:
- DeltaTime - time since last frame
- ViewRotation - current player ViewRotation
- DeltaRot - player input added to ViewRotation
RegisterCustomPlayerDataStores[edit]
Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered.
RegisterOnlineDelegates[edit]
Registers any handlers for delegates in the OnlineSubsystem. Called when a player is being created and/or ControllerId is changing.
RegisterPlayerDataStores[edit]
Register all player data stores.
RegisterStandardPlayerDataStores[edit]
Register any player data stores which do not require special initialization.
ReloadProfileSettings[edit]
Refetches this player's profile settings.
ReplicateMove[edit]
ResetFOV[edit]
ResetPlayerMovementInput[edit]
reset input to defaults
ResetTimeMargin[edit]
Restart[edit]
Overrides: Controller.Restart
SeamlessTravelFrom[edit]
called when seamless travelling and the specified PC is being replaced by this one copy over data that should persist (not called if PlayerControllerClass is the same for the from and to gametypes)
SeamlessTravelTo[edit]
called when seamless travelling and we are being replaced by the specified PC clean up any persistent state (post process chains on LocalPlayers, for example) (not called if PlayerControllerClass is the same for the from and to gametypes)
Sentinel_PostAcquireTravelTheWorldPoints[edit]
This function is called after we acquire the travel points right before we start traveling.
Sentinel_PreAcquireTravelTheWorldPoints[edit]
This function is called before we acquire the travel points.
Sentinel_SetupForGamebasedTravelTheWorld[edit]
This is a function which is called when sentinel is able to start TravelTheWorld. This allows the specific game to do things such as turning off UI/HUD and to not enter some default starting the game state.
ServerAcknowledgePossession[edit]
ServerCamera[edit]
ServerCauseEvent[edit]
Attempts to match the name passed in to a SeqEvent_Console object and then activate it.
Parameters:
- eventName - name of the event to cause
ServerChangeName[edit]
ServerChangeTeam[edit]
ServerDrive[edit]
ServerGivePawn[edit]
Overrides: Controller.ServerGivePawn
ServerMove[edit]
ServerMutate[edit]
ServerPause[edit]
ServerRegisterClientStatGuid[edit]
Registers the client's stat guid with the online subsystem
Parameters:
- StatGuid - the stat guid to register
ServerRegisteredForArbitration[edit]
Notifies the server that the arbitration registration is complete
Parameters:
- bWasSuccessful - whether the registration with arbitration worked
ServerRestartGame[edit]
ServerSay[edit]
ServerSetNetSpeed[edit]
sets NetSpeed on the server, so it won't send the client more than this many bytes
ServerSetSpectatorLocation[edit]
when spectating, tells server where the client is (client is authoritative on location when spectating)
ServerShortTimeout[edit]
ServerSpeech[edit]
ServerSuicide[edit]
ServerTeamSay[edit]
ServerThrowWeapon[edit]
ServerUpdatePing[edit]
ServerUse[edit]
Player pressed UseKey
ServerUTrace[edit]
ServerVerifyViewTarget[edit]
ServerViewNextPlayer[edit]
ServerViewPrevPlayer[edit]
ServerViewSelf[edit]
SetCameraMode[edit]
Set new camera mode
Parameters:
- NewCamMode - new camera mode.
SetCinematicMode[edit]
Server/SP only function for changing whether the player is in cinematic mode. Updates values of various state variables, then replicates the call to the client to sync the current cinematic mode.
Parameters:
- bInCinematicMode - specify TRUE if the player is entering cinematic mode; FALSE if the player is leaving cinematic mode.
- bHidePlayer - specify TRUE to hide the player's pawn (only relevant if bInCinematicMode is TRUE)
- bAffectsHUD - specify TRUE if we should show/hide the HUD to match the value of bCinematicMode
- bAffectsMovement - specify TRUE to disable movement in cinematic mode, enable it when leaving
- bAffectsTurning - specify TRUE to disable turning in cinematic mode or enable it when leaving
- bAffectsButtons - specify TRUE to disable button input in cinematic mode or enable it when leaving.
SetFOV[edit]
SetPause[edit]
SetPlayerDataProvider[edit]
Hooks up the PlayerDataProvider for this player to the PlayerOwner data store.
Parameters:
- DataProvider - the PlayerDataProvider to associate with this player.
SetRumbleScale[edit]
Scales the amount the rumble will play on the gamepad
Parameters:
- ScaleBy - The amount to scale the waveforms by
SetViewTargetWithBlend[edit]
Wrapper to SetViewTarget with useful defaults
ShortClientAdjustPosition[edit]
SpawnCoverReplicator[edit]
spawns MyCoverReplicator and tells it to replicate any changes that have already occurred
SpawnDefaultHUD[edit]
SpeakTTS[edit]
TriggerInteracted[edit]
Examines the nearby enviroment and generates a priority sorted list of interactable actors, and then attempts to activate each of them until either one was successfully activated, or no more actors are available.
UnregisterPlayerDataStores[edit]
Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.
UnregisterStandardPlayerDataStores[edit]
Unregisters all player data stores that remain after unregistering all player data stores that require custom unregister logic.
UpdatePing[edit]
UpdateRotation[edit]
UpdateStateFromAdjustment[edit]
Called by LongClientAdjustPosition()
Parameters:
- NewState - is the state recommended by the server
UsingFirstPersonCamera[edit]
return whether viewing in first person mode
VeryShortClientAdjustPosition[edit]
ViewAPlayer[edit]
View next active player in PRIArray.
Parameters:
- dir - is the direction to go in the array
ViewShake[edit]
Updates any camera view shaking that is going on