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UE3:PlayerController internal variables (UT3)

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UT3 Object >> Actor >> Controller >> PlayerController (internal variables)

Contents

PlayerController internal variables in other games:
U2, UE2Runtime, UT2003, UT2004, UDK
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

bAdminExecPipeCheck[edit]

Type: bool

Modifiers: globalconfig

If true, enable fix for Admin commands handling the pipe in a player name

Default value: True

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

bClientDemo[edit]

Type: bool

Remotely set by the client when demo recording

bConfirmSetHUD[edit]

Type: bool

Variables for checking that the clients HUD is correctly set

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)

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()

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

bPendingDestroy[edit]

Type: bool

Modifiers: const

when true, playercontroller is being destroyed

bPendingNotifyLoadedWorld[edit]

Type: bool

Set when the client begins seamless travel, and unset when the client has completed seamless travel

bPressedJump[edit]

Type: bool


bReceivedUniqueId[edit]

Type: bool

set when received a valid ServerSetUniqueId() call, so we don't allow duplicates

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

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


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


ClientHUDClass[edit]

Type: class<HUD>


ClientScoringClass[edit]

Type: class<ScoreBoard>


ClientUpdateTime[edit]

Type: float


CurrentPlayerData[edit]

Type: PlayerOwnerDataStore

Modifiers: protected

The data store instance responsible for presenting state data for this player.

CurrentPlayerSettings[edit]

Type: UIDataStore_PlayerSettings

Modifiers: protected

The data store instance responsible for loading and saving settings data for this player.

CurrentTimeStamp[edit]

Type: float


CylinderComponent[edit]

Type: CylinderComponent


Default value: CylinderComponent'CollisionCylinder'

DebugCameraControllerClass[edit]

Type: class<DebugCameraController>


Default value: Class'Engine.DebugCameraController'

DebugCameraControllerRef[edit]

Type: DebugCameraController


DebugTextList[edit]

Type: array<DebugTextInfo>

Modifiers: private


DefaultFOV[edit]

Type: float


Default value: 85.0

DesiredFOV[edit]

Type: float


Default value: 85.0

DoubleClickDir[edit]

Type: Actor.EDoubleClickDir


DynamicPingThreshold[edit]

Type: float

Modifiers: globalconfig


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


HashResponseCache[edit]

Type: string

Modifiers: transient

Cached value of the ConvolveResponse hash

HearSoundActiveComponents[edit]

Type: array<AudioComponent>


HearSoundPoolComponents[edit]

Type: array<AudioComponent>


HiddenActors[edit]

Type: array<Actor>

The actors which the camera shouldn't see. Used to hide actors which the camera penetrates. This array used only if PlayerController does not have a playercamera

HUDResetCount[edit]

Type: int


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


LastGoodMoveAckTime[edit]

Type: float

Time stamp of last good move ack

LastPingUpdate[edit]

Type: float


LastSpectatorStateSynchTime[edit]

Type: float

Used to make sure the client is kept synchronized when in a spectator state

LastSpeedHackLog[edit]

Type: float


Default value: -100.0

LastUpdateTime[edit]

Type: float


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

MaxClientNetSpeed[edit]

Type: int

Max netspeed client desires

Default value: 20000

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


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


OldPing[edit]

Type: float


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


Player[edit]

Type: Player

Modifiers: const

Player info

PlayerCamera[edit]

Type: Camera

Camera associated with this Player Controller

PlayerOwnerDataStoreClass[edit]

Type: class<PlayerOwnerDataStore>

Modifiers: const

The class to use for the player owner data store.

Default value: Class'Engine.PlayerOwnerDataStore'

ProgressMessage[edit]

Type: string

Array size: 2


ProgressTimeOut[edit]

Type: float


Default value: 8.0

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


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


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