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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

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

Type: class<Camera>

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

Type: array<Actor>

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

Type: array<name>

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

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

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