Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables
AcknowledgedPawn
Type: Pawn
Used in net games so client can acknowledge it possessed a pawn
bAimingHelp
Type: bool
Modifiers: globalconfig
bCameraPositionLocked
Type: bool
bCheatFlying
Type: bool
instantly stop in flying mode
bCheckRelevancyThroughPortals
Type: bool
Modifiers: globalconfig
if true, check relevancy of Actors through portals listed in VisiblePortals array
Default value: True
bCheckSoundOcclusion
Type: bool
If true, do a trace to check if sound is occluded, and reduce the effective sound radius if so
bCinemaDisableInputLook
Type: bool
The state of the inputs from cinematic mode
bCinemaDisableInputMove
Type: bool
The state of the inputs from cinematic mode
bCinematicMode
Type: bool
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc
bClientSimulatingViewTarget
Type: bool
True if clients are handling setting their own viewtarget and the server should not replicate it (e.g. during certain matinees)
bDoubleJump
Type: bool
bDuck
Type: byte
Modifiers: input
bDynamicNetSpeed
Type: bool
Modifiers: globalconfig
Default value: True
bFrozen
Type: bool
Set when game ends or player dies to temporarily prevent player from restarting (until cleared by timer)
bHasVoiceHandshakeCompleted
Type: bool
Indicates that the server and client
bIgnoreLookInput
Type: byte
Ignores look input. Stacked state storage, use accessor function IgnoreLookInput().
bIgnoreMoveInput
Type: byte
Ignores movement input. Stacked state storage, Use accessor function IgnoreMoveInput()
bIgnoreNetworkMessages
Type: bool
Whether to ignore network error messages from now on
bIsControllerConnected
Type: bool
True if the controller is connected for this player
bIsExternalUIOpen
Type: bool
True if there is externally controlled UI that should pause the game
bIsUsingStreamingVolumes
Type: bool
Whether this controller is using streaming volumes *
Default value: True
BlendedTargetViewRotation
Type: Object.Rotator
used for smoothing the viewrotation of spectated players
bLogHearSoundOverflow
Type: bool
Modifiers: globalconfig
option to print out list of sounds when MaxConcurrentHearSounds is exceeded
bNeverSwitchOnPickup
Type: bool
Modifiers: globalconfig
If true, don't automatically switch to picked up weapon
bNoTextToSpeechVoiceMessages
Type: bool
Modifiers: globalconfig
bPendingDestroy
Type: bool
Modifiers: const
when true, playercontroller is being destroyed
bPressedJump
Type: bool
bReplicateAllPawns
Type: bool
if true, all pawns will be considered relevant
bRun
Type: byte
Modifiers: input
bShortConnectTimeOut
Type: bool
when true, reduces connect timeout to 15 seconds
bTextToSpeechTeamMessagesOnly
Type: bool
Modifiers: globalconfig
bUpdatePosition
Type: bool
bUpdating
Type: bool
bWasSaturated
Type: bool
Modifiers: const
used by servers to identify saturated client connections
bWasSpeedHack
Type: bool
CameraClass
Modifiers: const
Camera class to use for the PlayerCamera
Default value: Class'Engine.Camera'
CheatClass
Type: class<CheatManager>
class of my CheatManager
Default value: Class'Engine.CheatManager'
CheatManager
Type: CheatManager
Modifiers: transient
Object within playercontroller that manages "cheat" commands
ClientCap
Type: int
Cap set by server on bandwidth from client to server in bytes/sec (only has impact if >=2600)
ClientUpdateTime
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
Type: InterpTrackInstDirector
Modifiers: transient
Director track that's currently possessing this player controller, or none if not possessed.
CurrentPlayerData
Type: PlayerOwnerDataStore
Modifiers: protected
The data store instance responsible for presenting state data for this player.
CurrentTimeStamp
Type: float
Timestamp on server of most recent servermove() processed for this playercontroller
CylinderComponent
Type: CylinderComponent
Default value: CylinderComponent'CollisionCylinder'
DebugTextList
Type: array<DebugTextInfo>
Modifiers: private
DefaultFOV
Type: float
Default value: 85.0
DelayedJoinSessionName
Type: name
Used to cache the session name to join until the timer fires
DesiredFOV
Type: float
Default value: 85.0
DoubleClickDir
Type: Actor.EDoubleClickDir
DynamicPingThreshold
Type: float
Modifiers: globalconfig
ping replication and netspeed adjustment based on ping
Default value: 400.0
FailedPathStart
Type: Object.Vector
Modifiers: const
ForceFeedbackManager
Type: ForceFeedbackManager
Modifiers: transient
ForceFeedbackManagerClassName
Type: string
Modifiers: config
FOVAngle
Type: float
field of view angle in degrees
Default value: 85.0
FreeMoves
Type: SavedMove
freed moves, available for buffering
GameplayVoiceMuteList
Type: array<OnlineSubsystem.UniqueNetId>
List of players muted via gameplay
GroundPitch
Type: int
HearSoundActiveComponents
Type: array<AudioComponent>
HearSoundPoolComponents
Type: array<AudioComponent>
HiddenActors
the actors which the camera shouldn't see - e.g. used to hide actors which the camera penetrates
InputClass
Type: class<PlayerInput>
class of my PlayerInput
Default value: Class'Engine.PlayerInput'
InputRequests
Type: array<InputMatchRequest>
InteractDistance
Type: float
Modifiers: config
Maximum distance to search for interactable actors
Default value: 512.0
Interactions
Type: array<Interaction>
Modifiers: transient
LastAckedAccel
Type: Object.Vector
last acknowledged sent acceleration
LastActiveTime
Type: float
used to kick idlers
LastBroadcastString
Type: string
Array size: 4
LastBroadcastTime
Type: float
LastPingUpdate
Type: float
Client time when last ping update was sent to server.
LastSpectatorStateSynchTime
Type: float
Used to make sure the client is kept synchronized when in a spectator state
LastSpeedHackLog
Type: float
Last time possible speedhack was logged in server log.
Default value: -100.0
LastUpdateTime
Type: float
Last time server updated client with a move correction or confirmation
LODDistanceFactor
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
Type: int
Modifiers: globalconfig
component pooling for sounds played through PlaySound()/ClientHearSound()
Default value: 32
MaxResponseTime
Type: float
how long server will wait for client move update before setting position
Default value: 0.125
MaxTimeMargin
Type: float
Max time difference before detecting speedhack. . Calculated from GameInfo speedhack detection configurable settings.
MinRespawnDelay
Type: float
minimum time before can respawn after dying
Default value: 1.0
MyCoverReplicator
Type: CoverReplicator
handles copying and replicating old cover changes from WorldInfo.CoverReplicatorBase on creation as well as replicating new changes
myHUD
Type: HUD
NetPlayerIndex
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
Type: string
Modifiers: localized
Default value: "Game is not pauseable"
OldFloor
Type: Object.Vector
OnlinePlayerData
Type: UIDataStore_OnlinePlayerData
The data store that holds any online player data
OnlineSub
Type: OnlineSubsystem
Cached online subsystem variable
OwnCamera
Type: string
Modifiers: localized
Default value: "Now viewing from own camera"
PendingAdjustment
Type: ClientAdjustment
PendingMapChangeLevelNames
list of names of levels the server is in the middle of sending us for a PrepareMapChange() call
PendingMove
Type: SavedMove
PendingMove already processed on client - waiting to combine with next movement to reduce client to server bandwidth
PendingSwapConnection
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
Type: Player
Modifiers: const
Player info
PlayerOwnerDataStoreClass
Type: class<PlayerOwnerDataStore>
Modifiers: const
The class to use for the player owner data store.
Default value: Class'Engine.PlayerOwnerDataStore'
QuickSaveString
Type: string
Modifiers: localized
Default value: "Quick Saving"
RealViewTarget
Type: PlayerReplicationInfo
SavedMoveClass
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
Type: SavedMove
buffered moves pending position updates
ServerTimeStamp
Type: float
Server clock time when last servermove was received
SpectatorCameraSpeed
Type: float
How fast spectator camera is allowed to move
Default value: 600.0
TargetEyeHeight
Type: float
TargetViewRotation
Type: Object.Rotator
TimeMargin
Type: float
Difference between server's clock and time of received servermoves - used for speedhack detection
ViewingFrom
Type: string
Modifiers: localized
Default value: "Now viewing from"
ViewTarget
Type: Actor
Modifiers: const
VoiceInterface
Type: OnlineVoiceInterface
Cached online voice interface variable
VoiceMuteList
Type: array<OnlineSubsystem.UniqueNetId>
List of players that are explicitly muted (outside of gameplay)
VoicePacketFilter
Type: array<OnlineSubsystem.UniqueNetId>
The list of combined players to filter voice packets for
WaitDelay
Type: float
Delay time until can restart