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UE3:PlayerController internal variables (UDK)

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UDK Object >> Actor >> Controller >> PlayerController (internal variables)

Contents

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

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]

Type: class<Camera>

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]

Type: array<Actor>

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]

Type: array<name>

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]

Type: class<SavedMove>

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