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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 DelayedClientSetViewTarget
- 1.56 DelayedPrepareMapChange
- 1.57 DemoPlaybackNotify
- 1.58 DemoSetHUD
- 1.59 DemoSyncPawn
- 1.60 DisplayDebug
- 1.61 DrawDebugTextList
- 1.62 DrawHUD
- 1.63 DualServerMove
- 1.64 EnableDebugCamera
- 1.65 EnterStartState
- 1.66 FindVehicleToDrive
- 1.67 FixFOV
- 1.68 ForceDeathUpdate
- 1.69 GameHasEnded
- 1.70 GameplayMutePlayer
- 1.71 GameplayUnmutePlayer
- 1.72 GetAdjustedAimFor
- 1.73 GetFreeMove
- 1.74 GetRumbleScale
- 1.75 GetTriggerUseList
- 1.76 GetUIController
- 1.77 GivePawn
- 1.78 HandlePickup
- 1.79 HandleWalking
- 1.80 HearSoundFinished
- 1.81 IgnoreLookInput
- 1.82 IgnoreMoveInput
- 1.83 IncrementNumberOfMatchesPlayed
- 1.84 InviteHasEnoughSpace
- 1.85 IsLookInputIgnored
- 1.86 IsMoveInputIgnored
- 1.87 IsPaused
- 1.88 IsSpectating
- 1.89 LongClientAdjustPosition
- 1.90 MoveAutonomous
- 1.91 NotifyChangedWeapon
- 1.92 NotifyConnectionError
- 1.93 NotifyInviteFailed
- 1.94 NotifyNotAllPlayersCanJoinInvite
- 1.95 NotifyNotEnoughSpaceInInvite
- 1.96 NotifyTakeHit
- 1.97 OldServerMove
- 1.98 OnArbitrationRegisterComplete
- 1.99 OnConsoleCommand
- 1.100 OnControllerChanged
- 1.101 OnDestroy
- 1.102 OnDestroyForInviteComplete
- 1.103 OnEndForInviteComplete
- 1.104 OnExternalUIChanged
- 1.105 OnForceFeedback
- 1.106 OnGameInviteAccepted
- 1.107 OnInviteJoinComplete
- 1.108 OnRegisterHostStatGuidComplete
- 1.109 OnSetCameraTarget
- 1.110 OnToggleCinematicMode
- 1.111 OnToggleHUD
- 1.112 OnToggleInput
- 1.113 PawnDied
- 1.114 PerformedUseAction
- 1.115 PlayBeepSound
- 1.116 PlayerMove
- 1.117 ProcessDrive
- 1.118 ProcessMove
- 1.119 ProcessViewRotation
- 1.120 RegisterPlayerDataStores
- 1.121 RegisterPlayerRanking
- 1.122 ReplicateMove
- 1.123 ResetFOV
- 1.124 ResetPlayerMovementInput
- 1.125 ResetTimeMargin
- 1.126 Restart
- 1.127 SeamlessTravelFrom
- 1.128 SeamlessTravelTo
- 1.129 ServerAcknowledgePossession
- 1.130 ServerCamera
- 1.131 ServerCauseEvent
- 1.132 ServerChangeName
- 1.133 ServerChangeTeam
- 1.134 ServerConfirmSetHUD
- 1.135 ServerDrive
- 1.136 ServerGivePawn
- 1.137 ServerMove
- 1.138 ServerMutate
- 1.139 ServerPause
- 1.140 ServerRegisterClientStatGuid
- 1.141 ServerRegisteredForArbitration
- 1.142 ServerRegisterPlayerRanking
- 1.143 ServerRestartGame
- 1.144 ServerSay
- 1.145 ServerSendMusicInfo
- 1.146 ServerSetClientDemo
- 1.147 ServerSetNetSpeed
- 1.148 ServerSetSpectatorLocation
- 1.149 ServerSetUniquePlayerId
- 1.150 ServerShortTimeout
- 1.151 ServerSpeech
- 1.152 ServerSuicide
- 1.153 ServerTeamSay
- 1.154 ServerThrowWeapon
- 1.155 ServerUpdatePing
- 1.156 ServerUse
- 1.157 ServerUTrace
- 1.158 ServerVerifyViewTarget
- 1.159 ServerViewNextPlayer
- 1.160 ServerViewPrevPlayer
- 1.161 ServerViewSelf
- 1.162 ServerWritenArbitrationEndGameData
- 1.163 SetCameraMode
- 1.164 SetCinematicMode
- 1.165 SetFOV
- 1.166 SetHUD
- 1.167 SetPause
- 1.168 SetPlayerDataProvider
- 1.169 SetRumbleScale
- 1.170 ShortClientAdjustPosition
- 1.171 SpawnCoverReplicator
- 1.172 SpawnDefaultHUD
- 1.173 TriggerInteracted
- 1.174 UnregisterPlayerDataStores
- 1.175 UpdatePing
- 1.176 UpdateRotation
- 1.177 UpdateStateFromAdjustment
- 1.178 UsingFirstPersonCamera
- 1.179 VeryShortClientAdjustPosition
- 1.180 ViewAPlayer
- 1.181 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[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]
AskForPawn[edit]
CallServerMove[edit]
CameraShake[edit]
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[edit]
Validates that each local player can play online
Returns:
- true if there is sufficient space, false if not
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]
CleanupPRI[edit]
Overrides: Controller.CleanupPRI
ClearAckedMoves[edit]
ClearDoubleClick[edit]
ClearInviteDelegates[edit]
Clears all of the invite delegates
ClientAckGoodMove[edit]
ClientAdjustPosition[edit]
ClientArbitratedMatchEnded[edit]
Called when an arbitrated match has ended and we need to disconnect
ClientCapBandwidth[edit]
ClientClearProgressMessages[edit]
ClientDrawCoordinateSystem[edit]
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
ClientPlayForceFeedbackWaveform[edit]
Tells the client to play a waveform for the specified damage type
Parameters:
- FFWaveform - The forcefeedback waveform to play
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]
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
ClientSetProgressMessage[edit]
ClientSetProgressTime[edit]
ClientStartNetworkedVoice[edit]
Tells this client that it should send voice data over the network
ClientStopForceFeedbackWaveform[edit]
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[edit]
Tells this client that it should not send voice data over the network
ClientTravelTimeExpired[edit]
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[edit]
ClientVoiceMessage[edit]
ClientWriteArbitrationEndGameData[edit]
Called on the client to have them commit their arbitration results
ClientWriteOnlinePlayerScores[edit]
Writes the scores for all active players. Override this in your playercontroller class to provide custom scoring
CompressAccel[edit]
ConvolveTimeout[edit]
DelayedClientSetViewTarget[edit]
Used to prevent RPC spamming when viewtarget hasn't been replicated yet
DelayedPrepareMapChange[edit]
used to wait until a map change can be prepared when one was already in progress
DemoPlaybackNotify[edit]
DemoSetHUD[edit]
DemoSyncPawn[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.
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]
EnableDebugCamera[edit]
Switch controller to debug camera without locking gameplay and with locking
local player controller input
EnterStartState[edit]
FindVehicleToDrive[edit]
Tries to find a vehicle to drive within a limited radius. Returns true if successful
FixFOV[edit]
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]
GetRumbleScale[edit]
Returns the rumble scale (or 1 if none is specified)
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]
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
IsLookInputIgnored[edit]
return TRUE if look input is ignored.
IsMoveInputIgnored[edit]
return TRUE if movement input is ignored.
IsPaused[edit]
Returns whether the game is currently paused.
IsSpectating[edit]
Overrides: Controller.IsSpectating
Returns true if controller is spectating
LongClientAdjustPosition[edit]
MoveAutonomous[edit]
NotifyChangedWeapon[edit]
Overrides: Controller.NotifyChangedWeapon
NotifyConnectionError[edit]
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[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:
- bWasSuccessful - whether registration worked or not
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
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
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
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:
- GameInviteSettings - the 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:
- bWasSuccessful - whether the join 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]
OnToggleCinematicMode[edit]
Handles switching the player in/out of cinematic mode.
OnToggleHUD[edit]
OnToggleInput[edit]
PawnDied[edit]
Overrides: Controller.PawnDied
PerformedUseAction[edit]
return true if player the Use action was handled
PlayBeepSound[edit]
PlayerMove[edit]
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
RegisterPlayerDataStores[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.
RegisterPlayerRanking[edit]
Used to have script initialize the ranking value on login.
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)
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]
ServerConfirmSetHUD[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
ServerRegisterPlayerRanking[edit]
Registers the player ranking with the server so it can update the server's 'ranking'
Parameters:
- PlayerRanking - ranking of the player
ServerRestartGame[edit]
ServerSay[edit]
ServerSendMusicInfo[edit]
called to update the client on what Kismet controlled music is going on
ServerSetClientDemo[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)
ServerSetUniquePlayerId[edit]
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[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]
ServerWritenArbitrationEndGameData[edit]
Tells the server that the arbitration results were written
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]
SetHUD[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
ShortClientAdjustPosition[edit]
SpawnCoverReplicator[edit]
spawns MyCoverReplicator and tells it to replicate any changes that have already occurred
SpawnDefaultHUD[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.
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