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UE3:PlayerController instance functions (UT3)

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UT3 Object >> Actor >> Controller >> PlayerController (instance functions)

Contents

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

Instance functions[edit]

AcknowledgePossession[edit]

function AcknowledgePossession (Pawn P)


AddCheats[edit]

function AddCheats ()


AdjustFOV[edit]

function AdjustFOV (float DeltaTime)

AdjustFOV() FOVAngle smoothly interpolates to DesiredFOV

AimHelpDot[edit]

function float AimHelpDot (bool bInstantHit)

AimHelpDot()

Returns:

the dot product corresponding to the maximum deflection of target for which aiming help should be applied

AimingHelp[edit]

function bool AimingHelp (bool bInstantHit)


AllowTextMessage[edit]

function bool AllowTextMessage (string Msg)


AskForPawn[edit]

reliable server function AskForPawn ()


CallServerMove[edit]

function CallServerMove (SavedMove NewMove, Object.Vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove)


CameraShake[edit]

function CameraShake (float Duration, Object.Vector newRotAmplitude, Object.Vector newRotFrequency, Object.Vector newLocAmplitude, Object.Vector newLocFrequency, float newFOVAmplitude, float newFOVFrequency)

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]

function bool CanAllPlayersPlayOnline ()

Validates that each local player can play online

Returns:

true if there is sufficient space, false if not

CanRestartPlayer[edit]

function bool CanRestartPlayer ()


CanUnpauseControllerConnected[edit]

function bool CanUnpauseControllerConnected ()

Callback that checks to see if the controller is connected before unpausing

CanUnpauseExternalUI[edit]

function bool CanUnpauseExternalUI ()

Callback that checks the external UI state before allowing unpause

CanViewUserCreatedContent[edit]

function bool CanViewUserCreatedContent ()

Checks for parental controls blocking user created content

CheckJumpOrDuck[edit]

function CheckJumpOrDuck ()


CleanOutSavedMoves[edit]

function CleanOutSavedMoves ()


CleanupPRI[edit]

function CleanupPRI ()

Overrides: Controller.CleanupPRI


ClearAckedMoves[edit]

function ClearAckedMoves ()


ClearDoubleClick[edit]

function ClearDoubleClick ()


ClearInviteDelegates[edit]

function ClearInviteDelegates ()

Clears all of the invite delegates

ClientAckGoodMove[edit]

unreliable client function ClientAckGoodMove (float TimeStamp)


ClientAdjustPosition[edit]

unreliable client function ClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase)


ClientArbitratedMatchEnded[edit]

reliable client function ClientArbitratedMatchEnded ()

Called when an arbitrated match has ended and we need to disconnect

ClientCapBandwidth[edit]

reliable client function ClientCapBandwidth (int Cap)


ClientClearProgressMessages[edit]

reliable client function ClientClearProgressMessages ()


ClientDrawCoordinateSystem[edit]

reliable client function ClientDrawCoordinateSystem (Object.Vector AxisLoc, Object.Rotator AxisRot, float Scale, optional bool bPersistentLines)


ClientGameEnded[edit]

reliable client function ClientGameEnded (Actor EndGameFocus, bool bIsWinner)


ClientGotoState[edit]

reliable client function ClientGotoState (name NewState, optional name NewLabel)


ClientIgnoreLookInput[edit]

client reliable function ClientIgnoreLookInput (bool bIgnore)

calls IgnoreLookInput on client

ClientIgnoreMoveInput[edit]

client reliable function ClientIgnoreMoveInput (bool bIgnore)

calls IgnoreMoveInput on client

ClientInitializeDataStores[edit]

reliable client function ClientInitializeDataStores ()

Initializes this client's Player data stores after seamless map travel

ClientPlayActorFaceFXAnim[edit]

reliable client function ClientPlayActorFaceFXAnim (Actor SourceActor, FaceFXAnimSet AnimSet, string GroupName, string SeqName)

plays a FaceFX anim on the specified actor for the client

ClientPlayForceFeedbackWaveform[edit]

reliable client final function ClientPlayForceFeedbackWaveform (ForceFeedbackWaveform FFWaveform)

Tells the client to play a waveform for the specified damage type

Parameters:

  • FFWaveform - The forcefeedback waveform to play

ClientRegisterForArbitration[edit]

reliable client function 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[edit]

reliable client function ClientRegisterHostStatGuid (string StatGuid)

Registers the host's stat guid with the online subsystem

Parameters:

  • StatGuid - the stat guid to register

ClientReset[edit]

reliable client function ClientReset ()


ClientRestart[edit]

reliable client function ClientRestart (Pawn NewPawn)


ClientSetCameraMode[edit]

reliable client function ClientSetCameraMode (name NewCamMode)

Replicated function to set camera style on client

Parameters:

  • NewCamMode - name defining the new camera mode

ClientSetCinematicMode[edit]

reliable client function ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)

called by the server to synchronize cinematic transitions with the client

ClientSetHostUniqueId[edit]

reliable client function ClientSetHostUniqueId (OnlineSubsystem.UniqueNetId InHostId)

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]

reliable client function ClientSetHUD (class<HUDnewHUDType, class<ScoreBoardnewScoringType)


ClientSetOnlineStatus[edit]

reliable client function 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[edit]

reliable client function ClientSetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title)


ClientSetProgressTime[edit]

reliable client function ClientSetProgressTime (float T)


ClientStartNetworkedVoice[edit]

reliable client function ClientStartNetworkedVoice ()

Tells this client that it should send voice data over the network

ClientStopForceFeedbackWaveform[edit]

reliable client final function ClientStopForceFeedbackWaveform (optional ForceFeedbackWaveform FFWaveform)

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]

reliable client function ClientStopNetworkedVoice ()

Tells this client that it should not send voice data over the network

ClientTravelTimeExpired[edit]

function 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[edit]

function ClientUpdatePosition ()


ClientVoiceMessage[edit]

function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)


ClientWriteArbitrationEndGameData[edit]

reliable client function ClientWriteArbitrationEndGameData (class<OnlineStatsWriteOnlineStatsWriteClass)

Called on the client to have them commit their arbitration results

ClientWriteOnlinePlayerScores[edit]

reliable client function ClientWriteOnlinePlayerScores ()

Writes the scores for all active players. Override this in your playercontroller class to provide custom scoring

CompressAccel[edit]

function int CompressAccel (int C)


ConvolveTimeout[edit]

function ConvolveTimeout ()


DelayedClientSetViewTarget[edit]

function DelayedClientSetViewTarget ()

Used to prevent RPC spamming when viewtarget hasn't been replicated yet

DelayedPrepareMapChange[edit]

function DelayedPrepareMapChange ()

used to wait until a map change can be prepared when one was already in progress

DemoPlaybackNotify[edit]

reliable demorecording function DemoPlaybackNotify ()


DemoSetHUD[edit]

reliable demorecording function DemoSetHUD (class<HUDnewHUDClass, class<ScoreBoardnewScoreboardClass)


DemoSyncPawn[edit]

reliable demorecording function DemoSyncPawn ()


DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

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]

final simulated function DrawDebugTextList (Canvas Canvas, float RenderDelta)

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]

function DrawHUD (HUD H)

Hook called from HUD actor. Gives access to HUD and Canvas

DualServerMove[edit]

unreliable server function DualServerMove (float TimeStamp0, Object.Vector InAccel0, byte PendingFlags, int View0, float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, byte NewFlags, byte ClientRoll, int View)


EnableDebugCamera[edit]

function EnableDebugCamera ()

Switch controller to debug camera without locking gameplay and with locking

local player controller input

EnterStartState[edit]

function EnterStartState ()


FindVehicleToDrive[edit]

function bool FindVehicleToDrive ()

Tries to find a vehicle to drive within a limited radius. Returns true if successful

FixFOV[edit]

function FixFOV ()


ForceDeathUpdate[edit]

function ForceDeathUpdate ()


GameHasEnded[edit]

function GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner)

Overrides: Controller.GameHasEnded


GameplayMutePlayer[edit]

function GameplayMutePlayer (OnlineSubsystem.UniqueNetId PlayerNetId)

Mutes a remote player on the server and then tells the client to mute

Parameters:

  • PlayerNetId - the remote player to mute

GameplayUnmutePlayer[edit]

function GameplayUnmutePlayer (OnlineSubsystem.UniqueNetId PlayerNetId)

Unmutes a remote player on the server and then tells the client to unmute

Parameters:

  • PlayerNetId - the remote player to unmute

GetAdjustedAimFor[edit]

function Object.Rotator GetAdjustedAimFor (Weapon W, Object.Vector StartFireLoc)

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]

final function SavedMove GetFreeMove ()


GetRumbleScale[edit]

final function float GetRumbleScale ()

Returns the rumble scale (or 1 if none is specified)

GetTriggerUseList[edit]

function GetTriggerUseList (float interactDistanceToCheck, float crosshairDist, float minDot, bool bUsuableOnly, out array<Triggerout_useList)

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]

final function UIInteraction GetUIController ()

Returns the interaction that manages the UI system.

GivePawn[edit]

reliable client function GivePawn (Pawn NewPawn)


HandlePickup[edit]

function HandlePickup (Inventory Inv)

Overrides: Controller.HandlePickup


HandleWalking[edit]

function HandleWalking ()


HearSoundFinished[edit]

simulated function HearSoundFinished (AudioComponent AC)

hooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool

IgnoreLookInput[edit]

function IgnoreLookInput (bool bNewLookInput)

Toggles look input. FALSE means look input is cleared.

IgnoreMoveInput[edit]

function IgnoreMoveInput (bool bNewMoveInput)

Toggles move input. FALSE means movement input is cleared.

IncrementNumberOfMatchesPlayed[edit]

function IncrementNumberOfMatchesPlayed ()


InviteHasEnoughSpace[edit]

function bool InviteHasEnoughSpace (OnlineGameSettings InviteSettings)

Counts the number of local players to verify there is enough space

Returns:

true if there is sufficient space, false if not

IsLookInputIgnored[edit]

function bool IsLookInputIgnored ()

return TRUE if look input is ignored.

IsMoveInputIgnored[edit]

function bool IsMoveInputIgnored ()

return TRUE if movement input is ignored.

IsPaused[edit]

final simulated function bool IsPaused ()

Returns whether the game is currently paused.

IsSpectating[edit]

function bool IsSpectating ()

Overrides: Controller.IsSpectating

Returns true if controller is spectating

LongClientAdjustPosition[edit]

unreliable client function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)


MoveAutonomous[edit]

function MoveAutonomous (float DeltaTime, byte CompressedFlags, Object.Vector newAccel, Object.Rotator DeltaRot)


NotifyChangedWeapon[edit]

function NotifyChangedWeapon (Weapon PreviousWeapon, Weapon NewWeapon)

Overrides: Controller.NotifyChangedWeapon


NotifyConnectionError[edit]

function NotifyConnectionError (string Message, optional string Title)

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]

function NotifyInviteFailed ()

Override to display a message to the user

NotifyNotAllPlayersCanJoinInvite[edit]

function NotifyNotAllPlayersCanJoinInvite ()

Override to display a message to the user

NotifyNotEnoughSpaceInInvite[edit]

function NotifyNotEnoughSpaceInInvite ()

Override to display a message to the user

NotifyTakeHit[edit]

function NotifyTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit

Notification from pawn that it has received damage via TakeDamage().

OldServerMove[edit]

unreliable server function OldServerMove (float OldTimeStamp, byte OldAccelX, byte OldAccelY, byte OldAccelZ, byte OldMoveFlags)


OnArbitrationRegisterComplete[edit]

function OnArbitrationRegisterComplete (bool bWasSuccessful)

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]

function OnConsoleCommand (SeqAct_ConsoleCommand inAction)

Kismet hook to trigger console events

OnControllerChanged[edit]

function OnControllerChanged (int ControllerId, bool bIsConnected)

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]

simulated function OnDestroy (SeqAct_Destroy Action)

Overrides: Actor.OnDestroy

If this actor is not already scheduled for destruction, destroy it now.

OnDestroyForInviteComplete[edit]

function OnDestroyForInviteComplete (bool bWasSuccessful)

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]

function OnEndForInviteComplete (bool bWasSuccessful)

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]

function OnExternalUIChanged (bool bIsOpening)

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]

function OnForceFeedback (SeqAct_ForceFeedback Action)

Kismet interface for playing/stopping force feedback.

OnGameInviteAccepted[edit]

function OnGameInviteAccepted (OnlineGameSettings GameInviteSettings)

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]

function OnInviteJoinComplete (bool bWasSuccessful)

Once the join completes, use the platform specific connection information to connect to it

Parameters:

  • bWasSuccessful - whether the join worked or not

OnRegisterHostStatGuidComplete[edit]

function OnRegisterHostStatGuidComplete (bool bWasSuccessful)

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]

simulated function OnSetCameraTarget (SeqAct_SetCameraTarget inAction)


OnToggleCinematicMode[edit]

function OnToggleCinematicMode (SeqAct_ToggleCinematicMode Action)

Handles switching the player in/out of cinematic mode.

OnToggleHUD[edit]

simulated function OnToggleHUD (SeqAct_ToggleHUD inAction)


OnToggleInput[edit]

function OnToggleInput (SeqAct_ToggleInput inAction)


PawnDied[edit]

function PawnDied (Pawn P)

Overrides: Controller.PawnDied


PerformedUseAction[edit]

function bool PerformedUseAction ()

return true if player the Use action was handled

PlayBeepSound[edit]

function PlayBeepSound ()


PlayerMove[edit]

function PlayerMove (float DeltaTime)


ProcessDrive[edit]

function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)


ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector newAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)


ProcessViewRotation[edit]

function ProcessViewRotation (float DeltaTime, out Object.Rotator out_ViewRotation, Object.Rotator DeltaRot)

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]

simulated function 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[edit]

simulated function RegisterPlayerRanking (int NewPlayerRanking)

Used to have script initialize the ranking value on login.

ReplicateMove[edit]

function ReplicateMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)


ResetFOV[edit]

function ResetFOV ()


ResetPlayerMovementInput[edit]

function ResetPlayerMovementInput ()

reset input to defaults

ResetTimeMargin[edit]

function ResetTimeMargin ()


Restart[edit]

function Restart (bool bVehicleTransition)

Overrides: Controller.Restart


SeamlessTravelFrom[edit]

function SeamlessTravelFrom (PlayerController OldPC)

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]

function SeamlessTravelTo (PlayerController NewPC)

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]

reliable server function ServerAcknowledgePossession (Pawn P)


ServerCamera[edit]

reliable server function ServerCamera (name NewMode)


ServerCauseEvent[edit]

unreliable server function ServerCauseEvent (name EventName)

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]

reliable server function ServerChangeName (coerce string S)


ServerChangeTeam[edit]

reliable server function ServerChangeTeam (int N)


ServerConfirmSetHUD[edit]

reliable server function ServerConfirmSetHUD (class<HUDHUDType, class<ScoreBoardScoringType)


ServerDrive[edit]

unreliable server function ServerDrive (float InForward, float InStrafe, float aUp, bool InJump, int View)


ServerGivePawn[edit]

function ServerGivePawn ()

Overrides: Controller.ServerGivePawn


ServerMove[edit]

unreliable server function ServerMove (float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, byte MoveFlags, byte ClientRoll, int View)


ServerMutate[edit]

reliable server function ServerMutate (string MutateString)


ServerPause[edit]

reliable server function ServerPause ()


ServerRegisterClientStatGuid[edit]

reliable server function ServerRegisterClientStatGuid (string StatGuid)

Registers the client's stat guid with the online subsystem

Parameters:

  • StatGuid - the stat guid to register

ServerRegisteredForArbitration[edit]

reliable server function ServerRegisteredForArbitration (bool bWasSuccessful)

Notifies the server that the arbitration registration is complete

Parameters:

  • bWasSuccessful - whether the registration with arbitration worked

ServerRegisterPlayerRanking[edit]

reliable server function ServerRegisterPlayerRanking (int NewPlayerRanking)

Registers the player ranking with the server so it can update the server's 'ranking'

Parameters:

  • PlayerRanking - ranking of the player

ServerRestartGame[edit]

reliable server function ServerRestartGame ()


ServerSay[edit]

unreliable server function ServerSay (string Msg)


ServerSendMusicInfo[edit]

reliable server function ServerSendMusicInfo ()

called to update the client on what Kismet controlled music is going on

ServerSetClientDemo[edit]

reliable server function ServerSetClientDemo (bool bValue)


ServerSetNetSpeed[edit]

reliable server function ServerSetNetSpeed (int NewSpeed)

sets NetSpeed on the server, so it won't send the client more than this many bytes

ServerSetSpectatorLocation[edit]

unreliable server function ServerSetSpectatorLocation (Object.Vector NewLoc)

when spectating, tells server where the client is (client is authoritative on location when spectating)

ServerSetUniquePlayerId[edit]

reliable server function ServerSetUniquePlayerId (OnlineSubsystem.UniqueNetId UniqueId, bool bWasInvited)

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]

reliable server function ServerShortTimeout ()


ServerSpeech[edit]

reliable server function ServerSpeech (name Type, int Index, string Callsign)


ServerSuicide[edit]

reliable server function ServerSuicide ()


ServerTeamSay[edit]

unreliable server function ServerTeamSay (string Msg)


ServerThrowWeapon[edit]

reliable server function ServerThrowWeapon ()


ServerUpdatePing[edit]

unreliable server function ServerUpdatePing (int NewPing)


ServerUse[edit]

unreliable server function ServerUse ()

Player pressed UseKey

ServerUTrace[edit]

reliable server function ServerUTrace ()


ServerVerifyViewTarget[edit]

reliable server function ServerVerifyViewTarget ()


ServerViewNextPlayer[edit]

unreliable server function ServerViewNextPlayer ()


ServerViewPrevPlayer[edit]

unreliable server function ServerViewPrevPlayer ()


ServerViewSelf[edit]

unreliable server function ServerViewSelf ()


ServerWritenArbitrationEndGameData[edit]

reliable server function ServerWritenArbitrationEndGameData ()

Tells the server that the arbitration results were written

SetCameraMode[edit]

function SetCameraMode (name NewCamMode)

Set new camera mode

Parameters:

  • NewCamMode - new camera mode.

SetCinematicMode[edit]

function SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsButtons)

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]

function SetFOV (float NewFOV)


SetHUD[edit]

function SetHUD (class<HUDnewHUDType, class<ScoreBoardnewScoringType)


SetPause[edit]

function bool SetPause (bool bPause, optional delegate<CanUnpauseCanUnpauseDelegate)


SetPlayerDataProvider[edit]

simulated function SetPlayerDataProvider (PlayerDataProvider DataProvider)

Hooks up the PlayerDataProvider for this player to the PlayerOwner data store.

Parameters:

  • DataProvider - the PlayerDataProvider to associate with this player.

SetRumbleScale[edit]

final function SetRumbleScale (float ScaleBy)

Scales the amount the rumble will play on the gamepad

Parameters:

  • ScaleBy - The amount to scale the waveforms by

ShortClientAdjustPosition[edit]

unreliable client function ShortClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase)


SpawnCoverReplicator[edit]

function CoverReplicator SpawnCoverReplicator ()

spawns MyCoverReplicator and tells it to replicate any changes that have already occurred

SpawnDefaultHUD[edit]

function SpawnDefaultHUD ()


TriggerInteracted[edit]

function bool 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[edit]

simulated function UnregisterPlayerDataStores ()

Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.

UpdatePing[edit]

final function UpdatePing (float TimeStamp)


UpdateRotation[edit]

function UpdateRotation (float DeltaTime)


UpdateStateFromAdjustment[edit]

function UpdateStateFromAdjustment (name NewState)

Called by LongClientAdjustPosition()

Parameters:

  • NewState - is the state recommended by the server

UsingFirstPersonCamera[edit]

function bool UsingFirstPersonCamera ()

return whether viewing in first person mode

VeryShortClientAdjustPosition[edit]

unreliable client function VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase)


ViewAPlayer[edit]

function ViewAPlayer (int dir)

View next active player in PRIArray.

Parameters:

  • dir - is the direction to go in the array

ViewShake[edit]

function ViewShake (float DeltaTime)

Updates any camera view shaking that is going on