Mostly Harmless
UE3:PlayerController internal variables (UDK)
Object >> Actor >> Controller >> PlayerController (internal variables) |
Contents
- 1 Internal variables
- 1.1 AcknowledgedPawn
- 1.2 bAimingHelp
- 1.3 bCameraPositionLocked
- 1.4 bCheatFlying
- 1.5 bCheckRelevancyThroughPortals
- 1.6 bCheckSoundOcclusion
- 1.7 bCinemaDisableInputLook
- 1.8 bCinemaDisableInputMove
- 1.9 bCinematicMode
- 1.10 bClientSimulatingViewTarget
- 1.11 bDoubleJump
- 1.12 bDuck
- 1.13 bDynamicNetSpeed
- 1.14 bFrozen
- 1.15 bHasVoiceHandshakeCompleted
- 1.16 bIgnoreLookInput
- 1.17 bIgnoreMoveInput
- 1.18 bIgnoreNetworkMessages
- 1.19 bIsControllerConnected
- 1.20 bIsExternalUIOpen
- 1.21 bIsUsingStreamingVolumes
- 1.22 BlendedTargetViewRotation
- 1.23 bLogHearSoundOverflow
- 1.24 bNeverSwitchOnPickup
- 1.25 bNoTextToSpeechVoiceMessages
- 1.26 bPendingDestroy
- 1.27 bPressedJump
- 1.28 bReplicateAllPawns
- 1.29 bRun
- 1.30 bShortConnectTimeOut
- 1.31 bTextToSpeechTeamMessagesOnly
- 1.32 bUpdatePosition
- 1.33 bUpdating
- 1.34 bWasSaturated
- 1.35 bWasSpeedHack
- 1.36 CameraClass
- 1.37 CheatClass
- 1.38 CheatManager
- 1.39 ClientCap
- 1.40 ClientUpdateTime
- 1.41 ControllingDirTrackInst
- 1.42 CurrentPlayerData
- 1.43 CurrentTimeStamp
- 1.44 CylinderComponent
- 1.45 DebugTextList
- 1.46 DefaultFOV
- 1.47 DelayedJoinSessionName
- 1.48 DesiredFOV
- 1.49 DoubleClickDir
- 1.50 DynamicPingThreshold
- 1.51 FailedPathStart
- 1.52 ForceFeedbackManager
- 1.53 ForceFeedbackManagerClassName
- 1.54 FOVAngle
- 1.55 FreeMoves
- 1.56 GameplayVoiceMuteList
- 1.57 GroundPitch
- 1.58 HearSoundActiveComponents
- 1.59 HearSoundPoolComponents
- 1.60 HiddenActors
- 1.61 InputClass
- 1.62 InputRequests
- 1.63 InteractDistance
- 1.64 Interactions
- 1.65 LastAckedAccel
- 1.66 LastActiveTime
- 1.67 LastBroadcastString
- 1.68 LastBroadcastTime
- 1.69 LastPingUpdate
- 1.70 LastSpectatorStateSynchTime
- 1.71 LastSpeedHackLog
- 1.72 LastUpdateTime
- 1.73 LODDistanceFactor
- 1.74 MaxConcurrentHearSounds
- 1.75 MaxResponseTime
- 1.76 MaxTimeMargin
- 1.77 MinRespawnDelay
- 1.78 MyCoverReplicator
- 1.79 myHUD
- 1.80 NetPlayerIndex
- 1.81 NoPauseMessage
- 1.82 OldFloor
- 1.83 OnlinePlayerData
- 1.84 OnlineSub
- 1.85 OwnCamera
- 1.86 PendingAdjustment
- 1.87 PendingMapChangeLevelNames
- 1.88 PendingMove
- 1.89 PendingSwapConnection
- 1.90 Player
- 1.91 PlayerOwnerDataStoreClass
- 1.92 QuickSaveString
- 1.93 RealViewTarget
- 1.94 SavedMoveClass
- 1.95 SavedMoves
- 1.96 ServerTimeStamp
- 1.97 SpectatorCameraSpeed
- 1.98 TargetEyeHeight
- 1.99 TargetViewRotation
- 1.100 TimeMargin
- 1.101 ViewingFrom
- 1.102 ViewTarget
- 1.103 VoiceInterface
- 1.104 VoiceMuteList
- 1.105 VoicePacketFilter
- 1.106 WaitDelay
- PlayerController internal variables in other games:
- U2, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- events, exec functions, instance functions, native functions, states
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Internal variables[edit]
AcknowledgedPawn[edit]
Type: Pawn
Used in net games so client can acknowledge it possessed a pawn
bAimingHelp[edit]
Type: bool
Modifiers: globalconfig
bCameraPositionLocked[edit]
Type: bool
bCheatFlying[edit]
Type: bool
instantly stop in flying mode
bCheckRelevancyThroughPortals[edit]
Type: bool
Modifiers: globalconfig
if true, check relevancy of Actors through portals listed in VisiblePortals array
Default value: True
bCheckSoundOcclusion[edit]
Type: bool
If true, do a trace to check if sound is occluded, and reduce the effective sound radius if so
bCinemaDisableInputLook[edit]
Type: bool
The state of the inputs from cinematic mode
bCinemaDisableInputMove[edit]
Type: bool
The state of the inputs from cinematic mode
bCinematicMode[edit]
Type: bool
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc
bClientSimulatingViewTarget[edit]
Type: bool
True if clients are handling setting their own viewtarget and the server should not replicate it (e.g. during certain matinees)
bDoubleJump[edit]
Type: bool
bDuck[edit]
Type: byte
Modifiers: input
bDynamicNetSpeed[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bFrozen[edit]
Type: bool
Set when game ends or player dies to temporarily prevent player from restarting (until cleared by timer)
bHasVoiceHandshakeCompleted[edit]
Type: bool
Indicates that the server and client
bIgnoreLookInput[edit]
Type: byte
Ignores look input. Stacked state storage, use accessor function IgnoreLookInput().
bIgnoreMoveInput[edit]
Type: byte
Ignores movement input. Stacked state storage, Use accessor function IgnoreMoveInput()
bIgnoreNetworkMessages[edit]
Type: bool
Whether to ignore network error messages from now on
bIsControllerConnected[edit]
Type: bool
True if the controller is connected for this player
bIsExternalUIOpen[edit]
Type: bool
True if there is externally controlled UI that should pause the game
bIsUsingStreamingVolumes[edit]
Type: bool
Whether this controller is using streaming volumes *
Default value: True
BlendedTargetViewRotation[edit]
Type: Object.Rotator
used for smoothing the viewrotation of spectated players
bLogHearSoundOverflow[edit]
Type: bool
Modifiers: globalconfig
option to print out list of sounds when MaxConcurrentHearSounds is exceeded
bNeverSwitchOnPickup[edit]
Type: bool
Modifiers: globalconfig
If true, don't automatically switch to picked up weapon
bNoTextToSpeechVoiceMessages[edit]
Type: bool
Modifiers: globalconfig
bPendingDestroy[edit]
Type: bool
Modifiers: const
when true, playercontroller is being destroyed
bPressedJump[edit]
Type: bool
bReplicateAllPawns[edit]
Type: bool
if true, all pawns will be considered relevant
bRun[edit]
Type: byte
Modifiers: input
bShortConnectTimeOut[edit]
Type: bool
when true, reduces connect timeout to 15 seconds
bTextToSpeechTeamMessagesOnly[edit]
Type: bool
Modifiers: globalconfig
bUpdatePosition[edit]
Type: bool
bUpdating[edit]
Type: bool
bWasSaturated[edit]
Type: bool
Modifiers: const
used by servers to identify saturated client connections
bWasSpeedHack[edit]
Type: bool
CameraClass[edit]
Modifiers: const
Camera class to use for the PlayerCamera
Default value: Class'Engine.Camera'
CheatClass[edit]
Type: class<CheatManager>
class of my CheatManager
Default value: Class'Engine.CheatManager'
CheatManager[edit]
Type: CheatManager
Modifiers: transient
Object within playercontroller that manages "cheat" commands
ClientCap[edit]
Type: int
Cap set by server on bandwidth from client to server in bytes/sec (only has impact if >=2600)
ClientUpdateTime[edit]
Type: float
Client timestamp of last time it sent a servermove() to the server. Used for holding off on sending movement updates to save bandwidth.
ControllingDirTrackInst[edit]
Type: InterpTrackInstDirector
Modifiers: transient
Director track that's currently possessing this player controller, or none if not possessed.
CurrentPlayerData[edit]
Type: PlayerOwnerDataStore
Modifiers: protected
The data store instance responsible for presenting state data for this player.
CurrentTimeStamp[edit]
Type: float
Timestamp on server of most recent servermove() processed for this playercontroller
CylinderComponent[edit]
Type: CylinderComponent
Default value: CylinderComponent'CollisionCylinder'
DebugTextList[edit]
Type: array<DebugTextInfo>
Modifiers: private
DefaultFOV[edit]
Type: float
Default value: 85.0
DelayedJoinSessionName[edit]
Type: name
Used to cache the session name to join until the timer fires
DesiredFOV[edit]
Type: float
Default value: 85.0
DoubleClickDir[edit]
Type: Actor.EDoubleClickDir
DynamicPingThreshold[edit]
Type: float
Modifiers: globalconfig
ping replication and netspeed adjustment based on ping
Default value: 400.0
FailedPathStart[edit]
Type: Object.Vector
Modifiers: const
ForceFeedbackManager[edit]
Type: ForceFeedbackManager
Modifiers: transient
ForceFeedbackManagerClassName[edit]
Type: string
Modifiers: config
FOVAngle[edit]
Type: float
field of view angle in degrees
Default value: 85.0
FreeMoves[edit]
Type: SavedMove
freed moves, available for buffering
GameplayVoiceMuteList[edit]
Type: array<OnlineSubsystem.UniqueNetId>
List of players muted via gameplay
GroundPitch[edit]
Type: int
HearSoundActiveComponents[edit]
Type: array<AudioComponent>
HearSoundPoolComponents[edit]
Type: array<AudioComponent>
HiddenActors[edit]
the actors which the camera shouldn't see - e.g. used to hide actors which the camera penetrates
InputClass[edit]
Type: class<PlayerInput>
class of my PlayerInput
Default value: Class'Engine.PlayerInput'
InputRequests[edit]
Type: array<InputMatchRequest>
InteractDistance[edit]
Type: float
Modifiers: config
Maximum distance to search for interactable actors
Default value: 512.0
Interactions[edit]
Type: array<Interaction>
Modifiers: transient
LastAckedAccel[edit]
Type: Object.Vector
last acknowledged sent acceleration
LastActiveTime[edit]
Type: float
used to kick idlers
LastBroadcastString[edit]
Type: string
Array size: 4
LastBroadcastTime[edit]
Type: float
LastPingUpdate[edit]
Type: float
Client time when last ping update was sent to server.
LastSpectatorStateSynchTime[edit]
Type: float
Used to make sure the client is kept synchronized when in a spectator state
LastSpeedHackLog[edit]
Type: float
Last time possible speedhack was logged in server log.
Default value: -100.0
LastUpdateTime[edit]
Type: float
Last time server updated client with a move correction or confirmation
LODDistanceFactor[edit]
Type: float
Modifiers: const
last used FOV based multiplier to distance to an object when determining if it exceeds the object's cull distance
Note: only valid on client
Default value: 1.0
MaxConcurrentHearSounds[edit]
Type: int
Modifiers: globalconfig
component pooling for sounds played through PlaySound()/ClientHearSound()
Default value: 32
MaxResponseTime[edit]
Type: float
how long server will wait for client move update before setting position
Default value: 0.125
MaxTimeMargin[edit]
Type: float
Max time difference before detecting speedhack. . Calculated from GameInfo speedhack detection configurable settings.
MinRespawnDelay[edit]
Type: float
minimum time before can respawn after dying
Default value: 1.0
MyCoverReplicator[edit]
Type: CoverReplicator
handles copying and replicating old cover changes from WorldInfo.CoverReplicatorBase on creation as well as replicating new changes
myHUD[edit]
Type: HUD
NetPlayerIndex[edit]
Type: byte
Modifiers: const, duplicatetransient
index identifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication
NoPauseMessage[edit]
Type: string
Modifiers: localized
Default value: "Game is not pauseable"
OldFloor[edit]
Type: Object.Vector
OnlinePlayerData[edit]
Type: UIDataStore_OnlinePlayerData
The data store that holds any online player data
OnlineSub[edit]
Type: OnlineSubsystem
Cached online subsystem variable
OwnCamera[edit]
Type: string
Modifiers: localized
Default value: "Now viewing from own camera"
PendingAdjustment[edit]
Type: ClientAdjustment
PendingMapChangeLevelNames[edit]
list of names of levels the server is in the middle of sending us for a PrepareMapChange() call
PendingMove[edit]
Type: SavedMove
PendingMove already processed on client - waiting to combine with next movement to reduce client to server bandwidth
PendingSwapConnection[edit]
Type: NetConnection
Modifiers: const, duplicatetransient
this is set on the OLD PlayerController when performing a swap over a network connection so we know what connection we're waiting on acknowledgement from to finish destroying this PC (or when the connection is closed)
See: GameInfo::SwapPlayerControllers()
Player[edit]
Type: Player
Modifiers: const
Player info
PlayerOwnerDataStoreClass[edit]
Type: class<PlayerOwnerDataStore>
Modifiers: const
The class to use for the player owner data store.
Default value: Class'Engine.PlayerOwnerDataStore'
QuickSaveString[edit]
Type: string
Modifiers: localized
Default value: "Quick Saving"
RealViewTarget[edit]
Type: PlayerReplicationInfo
SavedMoveClass[edit]
SavedMoveClass should be changed for network player move replication where different properties need to be replicated from the base engine implementation.
Default value: Class'Engine.SavedMove'
SavedMoves[edit]
Type: SavedMove
buffered moves pending position updates
ServerTimeStamp[edit]
Type: float
Server clock time when last servermove was received
SpectatorCameraSpeed[edit]
Type: float
How fast spectator camera is allowed to move
Default value: 600.0
TargetEyeHeight[edit]
Type: float
TargetViewRotation[edit]
Type: Object.Rotator
TimeMargin[edit]
Type: float
Difference between server's clock and time of received servermoves - used for speedhack detection
ViewingFrom[edit]
Type: string
Modifiers: localized
Default value: "Now viewing from"
ViewTarget[edit]
Type: Actor
Modifiers: const
VoiceInterface[edit]
Type: OnlineVoiceInterface
Cached online voice interface variable
VoiceMuteList[edit]
Type: array<OnlineSubsystem.UniqueNetId>
List of players that are explicitly muted (outside of gameplay)
VoicePacketFilter[edit]
Type: array<OnlineSubsystem.UniqueNetId>
The list of combined players to filter voice packets for
WaitDelay[edit]
Type: float
Delay time until can restart