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UE3:PlayerController instance functions (UT3)
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 AskForPawn
- 1.8 CallServerMove
- 1.9 CameraShake
- 1.10 CanAllPlayersPlayOnline
- 1.11 CanRestartPlayer
- 1.12 CanUnpauseControllerConnected
- 1.13 CanUnpauseExternalUI
- 1.14 CanViewUserCreatedContent
- 1.15 CheckJumpOrDuck
- 1.16 CleanOutSavedMoves
- 1.17 CleanupPRI
- 1.18 ClearAckedMoves
- 1.19 ClearDoubleClick
- 1.20 ClearInviteDelegates
- 1.21 ClientAckGoodMove
- 1.22 ClientAdjustPosition
- 1.23 ClientArbitratedMatchEnded
- 1.24 ClientCapBandwidth
- 1.25 ClientClearProgressMessages
- 1.26 ClientDrawCoordinateSystem
- 1.27 ClientGameEnded
- 1.28 ClientGotoState
- 1.29 ClientIgnoreLookInput
- 1.30 ClientIgnoreMoveInput
- 1.31 ClientInitializeDataStores
- 1.32 ClientPlayActorFaceFXAnim
- 1.33 ClientPlayForceFeedbackWaveform
- 1.34 ClientRegisterForArbitration
- 1.35 ClientRegisterHostStatGuid
- 1.36 ClientReset
- 1.37 ClientRestart
- 1.38 ClientSetCameraMode
- 1.39 ClientSetCinematicMode
- 1.40 ClientSetHostUniqueId
- 1.41 ClientSetHUD
- 1.42 ClientSetOnlineStatus
- 1.43 ClientSetProgressMessage
- 1.44 ClientSetProgressTime
- 1.45 ClientStartNetworkedVoice
- 1.46 ClientStopForceFeedbackWaveform
- 1.47 ClientStopNetworkedVoice
- 1.48 ClientTravelTimeExpired
- 1.49 ClientUpdatePosition
- 1.50 ClientVoiceMessage
- 1.51 ClientWriteArbitrationEndGameData
- 1.52 ClientWriteOnlinePlayerScores
- 1.53 CompressAccel
- 1.54 ConvolveTimeout
- 1.55 DelayedPrepareMapChange
- 1.56 DisplayDebug
- 1.57 DrawDebugTextList
- 1.58 DrawHUD
- 1.59 DualServerMove
- 1.60 EnableDebugCamera
- 1.61 EnterStartState
- 1.62 FindVehicleToDrive
- 1.63 FixFOV
- 1.64 ForceDeathUpdate
- 1.65 GameHasEnded
- 1.66 GameplayMutePlayer
- 1.67 GameplayUnmutePlayer
- 1.68 GetAdjustedAimFor
- 1.69 GetFreeMove
- 1.70 GetRumbleScale
- 1.71 GetTriggerUseList
- 1.72 GetUIController
- 1.73 GivePawn
- 1.74 HandlePickup
- 1.75 HandleWalking
- 1.76 HearSoundFinished
- 1.77 IgnoreLookInput
- 1.78 IgnoreMoveInput
- 1.79 IncrementNumberOfMatchesPlayed
- 1.80 InviteHasEnoughSpace
- 1.81 IsLookInputIgnored
- 1.82 IsMoveInputIgnored
- 1.83 IsPaused
- 1.84 IsSpectating
- 1.85 LongClientAdjustPosition
- 1.86 MoveAutonomous
- 1.87 NotifyChangedWeapon
- 1.88 NotifyConnectionError
- 1.89 NotifyInviteFailed
- 1.90 NotifyNotAllPlayersCanJoinInvite
- 1.91 NotifyNotEnoughSpaceInInvite
- 1.92 NotifyTakeHit
- 1.93 OldServerMove
- 1.94 OnArbitrationRegisterComplete
- 1.95 OnConsoleCommand
- 1.96 OnControllerChanged
- 1.97 OnDestroy
- 1.98 OnDestroyForInviteComplete
- 1.99 OnEndForInviteComplete
- 1.100 OnExternalUIChanged
- 1.101 OnForceFeedback
- 1.102 OnGameInviteAccepted
- 1.103 OnInviteJoinComplete
- 1.104 OnRegisterHostStatGuidComplete
- 1.105 OnSetCameraTarget
- 1.106 OnToggleCinematicMode
- 1.107 OnToggleHUD
- 1.108 OnToggleInput
- 1.109 PawnDied
- 1.110 PerformedUseAction
- 1.111 PlayBeepSound
- 1.112 PlayerMove
- 1.113 ProcessDrive
- 1.114 ProcessMove
- 1.115 ProcessViewRotation
- 1.116 RegisterPlayerDataStores
- 1.117 RegisterPlayerRanking
- 1.118 ReplicateMove
- 1.119 ResetFOV
- 1.120 ResetPlayerMovementInput
- 1.121 ResetTimeMargin
- 1.122 Restart
- 1.123 SeamlessTravelFrom
- 1.124 SeamlessTravelTo
- 1.125 ServerAcknowledgePossession
- 1.126 ServerCamera
- 1.127 ServerCauseEvent
- 1.128 ServerChangeName
- 1.129 ServerChangeTeam
- 1.130 ServerDrive
- 1.131 ServerGivePawn
- 1.132 ServerMove
- 1.133 ServerMutate
- 1.134 ServerPause
- 1.135 ServerRegisterClientStatGuid
- 1.136 ServerRegisteredForArbitration
- 1.137 ServerRegisterPlayerRanking
- 1.138 ServerRestartGame
- 1.139 ServerSay
- 1.140 ServerSendMusicInfo
- 1.141 ServerSetNetSpeed
- 1.142 ServerSetSpectatorLocation
- 1.143 ServerSetUniquePlayerId
- 1.144 ServerShortTimeout
- 1.145 ServerSpeech
- 1.146 ServerSuicide
- 1.147 ServerTeamSay
- 1.148 ServerThrowWeapon
- 1.149 ServerUpdatePing
- 1.150 ServerUse
- 1.151 ServerUTrace
- 1.152 ServerVerifyViewTarget
- 1.153 ServerViewNextPlayer
- 1.154 ServerViewPrevPlayer
- 1.155 ServerViewSelf
- 1.156 ServerWritenArbitrationEndGameData
- 1.157 SetCameraMode
- 1.158 SetCinematicMode
- 1.159 SetFOV
- 1.160 SetPause
- 1.161 SetPlayerDataProvider
- 1.162 SetRumbleScale
- 1.163 ShortClientAdjustPosition
- 1.164 SpawnCoverReplicator
- 1.165 SpawnDefaultHUD
- 1.166 TriggerInteracted
- 1.167 UnregisterPlayerDataStores
- 1.168 UpdatePing
- 1.169 UpdateRotation
- 1.170 UpdateStateFromAdjustment
- 1.171 UsingFirstPersonCamera
- 1.172 VeryShortClientAdjustPosition
- 1.173 ViewAPlayer
- 1.174 ViewShake
- PlayerController instance functions in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK
- Other member categories for this class:
- events, exec functions, internal variables, native functions, states
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Instance functions
AcknowledgePossession
AddCheats
AdjustFOV
AdjustFOV() FOVAngle smoothly interpolates to DesiredFOV
AimHelpDot
AimHelpDot()
Returns:
- the dot product corresponding to the maximum deflection of target for which aiming help should be applied
AimingHelp
AllowTextMessage
AskForPawn
CallServerMove
CameraShake
Camera Shake Plays camera shake effect
Parameters:
- Duration - Duration in seconds of shake
- newRotAmplitude - view rotation amplitude (pitch,yaw,roll)
- newRotFrequency - frequency of rotation shake
- newLocAmplitude - relative view offset amplitude (x,y,z)
- newLocFrequency - frequency of view offset shake
- newFOVAmplitude - fov shake amplitude
- newFOVFrequency - fov shake frequency
CanAllPlayersPlayOnline
Validates that each local player can play online
Returns:
- true if there is sufficient space, false if not
CanRestartPlayer
CanUnpauseControllerConnected
Callback that checks to see if the controller is connected before unpausing
CanUnpauseExternalUI
Callback that checks the external UI state before allowing unpause
CanViewUserCreatedContent
Checks for parental controls blocking user created content
CheckJumpOrDuck
CleanOutSavedMoves
CleanupPRI
Overrides: Controller.CleanupPRI
ClearAckedMoves
ClearDoubleClick
ClearInviteDelegates
Clears all of the invite delegates
ClientAckGoodMove
ClientAdjustPosition
ClientArbitratedMatchEnded
Called when an arbitrated match has ended and we need to disconnect
ClientCapBandwidth
ClientClearProgressMessages
ClientDrawCoordinateSystem
ClientGameEnded
ClientGotoState
ClientIgnoreLookInput
calls IgnoreLookInput on client
ClientIgnoreMoveInput
calls IgnoreMoveInput on client
ClientInitializeDataStores
Initializes this client's Player data stores after seamless map travel
ClientPlayActorFaceFXAnim
plays a FaceFX anim on the specified actor for the client
ClientPlayForceFeedbackWaveform
Tells the client to play a waveform for the specified damage type
Parameters:
- FFWaveform - The forcefeedback waveform to play
ClientRegisterForArbitration
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
Registers the host's stat guid with the online subsystem
Parameters:
- StatGuid - the stat guid to register
ClientReset
ClientRestart
ClientSetCameraMode
Replicated function to set camera style on client
Parameters:
- NewCamMode - name defining the new camera mode
ClientSetCinematicMode
called by the server to synchronize cinematic transitions with the client
ClientSetHostUniqueId
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
ClientSetOnlineStatus
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
ClientSetProgressMessage
ClientSetProgressTime
ClientStartNetworkedVoice
Tells this client that it should send voice data over the network
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
ClientStopNetworkedVoice
Tells this client that it should not send voice data over the network
ClientTravelTimeExpired
this is called when the GameInfo's MaxClientTravelTime is set and that time has expired without this player making it to the new level
ClientUpdatePosition
ClientVoiceMessage
ClientWriteArbitrationEndGameData
Called on the client to have them commit their arbitration results
ClientWriteOnlinePlayerScores
Writes the scores for all active players. Override this in your playercontroller class to provide custom scoring
CompressAccel
ConvolveTimeout
DelayedPrepareMapChange
used to wait until a map change can be prepared when one was already in progress
DisplayDebug
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.
DrawDebugTextList
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
Hook called from HUD actor. Gives access to HUD and Canvas
DualServerMove
EnableDebugCamera
Switch controller to debug camera without locking gameplay and with locking
local player controller input
EnterStartState
FindVehicleToDrive
Tries to find a vehicle to drive within a limited radius. Returns true if successful
FixFOV
ForceDeathUpdate
GameHasEnded
Overrides: Controller.GameHasEnded
GameplayMutePlayer
Mutes a remote player on the server and then tells the client to mute
Parameters:
- PlayerNetId - the remote player to mute
GameplayUnmutePlayer
Unmutes a remote player on the server and then tells the client to unmute
Parameters:
- PlayerNetId - the remote player to unmute
GetAdjustedAimFor
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
GetRumbleScale
Returns the rumble scale (or 1 if none is specified)
GetTriggerUseList
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
Returns the interaction that manages the UI system.
GivePawn
HandlePickup
Overrides: Controller.HandlePickup
HandleWalking
HearSoundFinished
hooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool
IgnoreLookInput
Toggles look input. FALSE means look input is cleared.
IgnoreMoveInput
Toggles move input. FALSE means movement input is cleared.
IncrementNumberOfMatchesPlayed
InviteHasEnoughSpace
Counts the number of local players to verify there is enough space
Returns:
- true if there is sufficient space, false if not
IsLookInputIgnored
return TRUE if look input is ignored.
IsMoveInputIgnored
return TRUE if movement input is ignored.
IsPaused
Returns whether the game is currently paused.
IsSpectating
Overrides: Controller.IsSpectating
Returns true if controller is spectating
LongClientAdjustPosition
MoveAutonomous
NotifyChangedWeapon
Overrides: Controller.NotifyChangedWeapon
NotifyConnectionError
Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.
Parameters:
- Message - a description of why the connection was lost
- Title - the title to use in the connection failure message.
NotifyInviteFailed
Override to display a message to the user
NotifyNotAllPlayersCanJoinInvite
Override to display a message to the user
NotifyNotEnoughSpaceInInvite
Override to display a message to the user
NotifyTakeHit
Overrides: Controller.NotifyTakeHit
Notification from pawn that it has received damage via TakeDamage().
OldServerMove
OnArbitrationRegisterComplete
Delegate that is notified when registration is complete. Forwards the call to the server so that it can finalize processing
Parameters:
- bWasSuccessful - whether registration worked or not
OnConsoleCommand
Kismet hook to trigger console events
OnControllerChanged
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
Overrides: Actor.OnDestroy
If this actor is not already scheduled for destruction, destroy it now.
OnDestroyForInviteComplete
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
OnEndForInviteComplete
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
OnExternalUIChanged
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
OnForceFeedback
Kismet interface for playing/stopping force feedback.
OnGameInviteAccepted
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:
- GameInviteSettings - the settings for the game we're to join
OnInviteJoinComplete
Once the join completes, use the platform specific connection information to connect to it
Parameters:
- bWasSuccessful - whether the join worked or not
OnRegisterHostStatGuidComplete
Called once the host registration has completed. Sends the host this clients stat guid
Parameters:
- bWasSuccessful - true if the registration worked, false otherwise
OnSetCameraTarget
OnToggleCinematicMode
Handles switching the player in/out of cinematic mode.
OnToggleHUD
OnToggleInput
PawnDied
Overrides: Controller.PawnDied
PerformedUseAction
return true if player the Use action was handled
PlayBeepSound
PlayerMove
ProcessDrive
ProcessMove
ProcessViewRotation
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
RegisterPlayerDataStores
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.
RegisterPlayerRanking
Used to have script initialize the ranking value on login.
ReplicateMove
ResetFOV
ResetPlayerMovementInput
reset input to defaults
ResetTimeMargin
Restart
Overrides: Controller.Restart
SeamlessTravelFrom
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
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)
ServerAcknowledgePossession
ServerCamera
ServerCauseEvent
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
ServerChangeTeam
ServerDrive
ServerGivePawn
Overrides: Controller.ServerGivePawn
ServerMove
ServerMutate
ServerPause
ServerRegisterClientStatGuid
Registers the client's stat guid with the online subsystem
Parameters:
- StatGuid - the stat guid to register
ServerRegisteredForArbitration
Notifies the server that the arbitration registration is complete
Parameters:
- bWasSuccessful - whether the registration with arbitration worked
ServerRegisterPlayerRanking
Registers the player ranking with the server so it can update the server's 'ranking'
Parameters:
- PlayerRanking - ranking of the player
ServerRestartGame
ServerSay
ServerSendMusicInfo
called to update the client on what Kismet controlled music is going on
ServerSetNetSpeed
sets NetSpeed on the server, so it won't send the client more than this many bytes
ServerSetSpectatorLocation
when spectating, tells server where the client is (client is authoritative on location when spectating)
ServerSetUniquePlayerId
Registers the unique id of the player with the server so it can be replicated to all clients.
Parameters:
- UniqueId - the buffer that holds the unique id
- bWasInvited - whether the player was invited to play or is joining via search
ServerShortTimeout
ServerSpeech
ServerSuicide
ServerTeamSay
ServerThrowWeapon
ServerUpdatePing
ServerUse
Player pressed UseKey
ServerUTrace
ServerVerifyViewTarget
ServerViewNextPlayer
ServerViewPrevPlayer
ServerViewSelf
ServerWritenArbitrationEndGameData
Tells the server that the arbitration results were written
SetCameraMode
Set new camera mode
Parameters:
- NewCamMode - new camera mode.
SetCinematicMode
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
SetPause
SetPlayerDataProvider
Hooks up the PlayerDataProvider for this player to the PlayerOwner data store.
Parameters:
- DataProvider - the PlayerDataProvider to associate with this player.
SetRumbleScale
Scales the amount the rumble will play on the gamepad
Parameters:
- ScaleBy - The amount to scale the waveforms by
ShortClientAdjustPosition
SpawnCoverReplicator
spawns MyCoverReplicator and tells it to replicate any changes that have already occurred
SpawnDefaultHUD
TriggerInteracted
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
Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.
UpdatePing
UpdateRotation
UpdateStateFromAdjustment
Called by LongClientAdjustPosition()
Parameters:
- NewState - is the state recommended by the server
UsingFirstPersonCamera
return whether viewing in first person mode
VeryShortClientAdjustPosition
ViewAPlayer
View next active player in PRIArray.
Parameters:
- dir - is the direction to go in the array
ViewShake
Updates any camera view shaking that is going on