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UE3:PlayerController internal variables (UT3)
Object >> Actor >> Controller >> PlayerController (internal variables) |
Contents
- 1 Internal variables
- 1.1 AcknowledgedPawn
- 1.2 bAdminExecPipeCheck
- 1.3 bAimingHelp
- 1.4 bCameraPositionLocked
- 1.5 bCheatFlying
- 1.6 bCheckRelevancyThroughPortals
- 1.7 bCheckSoundOcclusion
- 1.8 bCinemaDisableInputLook
- 1.9 bCinemaDisableInputMove
- 1.10 bCinematicMode
- 1.11 bClientDemo
- 1.12 bConfirmSetHUD
- 1.13 bDoubleJump
- 1.14 bDuck
- 1.15 bDynamicNetSpeed
- 1.16 bFrozen
- 1.17 bIgnoreLookInput
- 1.18 bIgnoreMoveInput
- 1.19 bIsControllerConnected
- 1.20 bIsExternalUIOpen
- 1.21 bIsUsingStreamingVolumes
- 1.22 BlendedTargetViewRotation
- 1.23 bLogHearSoundOverflow
- 1.24 bNeverSwitchOnPickup
- 1.25 bPendingDestroy
- 1.26 bPendingNotifyLoadedWorld
- 1.27 bPressedJump
- 1.28 bReceivedUniqueId
- 1.29 bReplicateAllPawns
- 1.30 bRun
- 1.31 bShortConnectTimeOut
- 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 ClientHUDClass
- 1.41 ClientScoringClass
- 1.42 ClientUpdateTime
- 1.43 CurrentPlayerData
- 1.44 CurrentPlayerSettings
- 1.45 CurrentTimeStamp
- 1.46 CylinderComponent
- 1.47 DebugCameraControllerClass
- 1.48 DebugCameraControllerRef
- 1.49 DebugTextList
- 1.50 DefaultFOV
- 1.51 DesiredFOV
- 1.52 DoubleClickDir
- 1.53 DynamicPingThreshold
- 1.54 FailedPathStart
- 1.55 ForceFeedbackManager
- 1.56 ForceFeedbackManagerClassName
- 1.57 FOVAngle
- 1.58 FreeMoves
- 1.59 GameplayVoiceMuteList
- 1.60 GroundPitch
- 1.61 HashResponseCache
- 1.62 HearSoundActiveComponents
- 1.63 HearSoundPoolComponents
- 1.64 HiddenActors
- 1.65 HUDResetCount
- 1.66 InputClass
- 1.67 InputRequests
- 1.68 InteractDistance
- 1.69 Interactions
- 1.70 LastAckedAccel
- 1.71 LastActiveTime
- 1.72 LastBroadcastString
- 1.73 LastBroadcastTime
- 1.74 LastGoodMoveAckTime
- 1.75 LastPingUpdate
- 1.76 LastSpectatorStateSynchTime
- 1.77 LastSpeedHackLog
- 1.78 LastUpdateTime
- 1.79 LODDistanceFactor
- 1.80 MaxClientNetSpeed
- 1.81 MaxConcurrentHearSounds
- 1.82 MaxResponseTime
- 1.83 MaxTimeMargin
- 1.84 MinRespawnDelay
- 1.85 MyCoverReplicator
- 1.86 myHUD
- 1.87 NetPlayerIndex
- 1.88 NoPauseMessage
- 1.89 OldFloor
- 1.90 OldPing
- 1.91 OnlinePlayerData
- 1.92 OnlineSub
- 1.93 OwnCamera
- 1.94 PendingAdjustment
- 1.95 PendingMapChangeLevelNames
- 1.96 PendingMove
- 1.97 Player
- 1.98 PlayerCamera
- 1.99 PlayerOwnerDataStoreClass
- 1.100 ProgressMessage
- 1.101 ProgressTimeOut
- 1.102 QuickSaveString
- 1.103 RealViewTarget
- 1.104 SavedMoveClass
- 1.105 SavedMoves
- 1.106 ServerTimeStamp
- 1.107 SpectatorCameraSpeed
- 1.108 TargetEyeHeight
- 1.109 TargetViewRotation
- 1.110 TimeMargin
- 1.111 ViewingFrom
- 1.112 ViewTarget
- 1.113 VoiceInterface
- 1.114 VoiceMuteList
- 1.115 VoicePacketFilter
- 1.116 WaitDelay
- 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
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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]
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]
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]
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]
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]
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