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UE3:PlayerController native functions (UT3)
Object >> Actor >> Controller >> PlayerController (native functions) |
Contents
- 1 Native functions
- 1.1 ClientConvolve
- 1.2 ClientFlushLevelStreaming
- 1.3 ClientTravel
- 1.4 ServerNotifyLoadedWorld
- 1.5 ServerProcessConvolve
- 1.6 ServerUpdateLevelVisibility
- 1.7 CheckSpeedHack
- 1.8 CleanUpAudioComponents
- 1.9 ClientSetTravelGuid
- 1.10 ClientUpdateLevelStreamingStatus
- 1.11 ConsoleCommand
- 1.12 CopyToClipboard
- 1.13 FindStairRotation
- 1.14 GetDefaultURL
- 1.15 GetPlayerNetworkAddress
- 1.16 GetPooledAudioComponent
- 1.17 GetServerNetworkAddress
- 1.18 GetViewTarget
- 1.19 HasClientLoadedCurrentWorld
- 1.20 IsControllerTiltActive
- 1.21 IsKeyboardAvailable
- 1.22 IsLocalPlayerController
- 1.23 IsMouseAvailable
- 1.24 IsPlayerMuted
- 1.25 IsShowingSubtitles
- 1.26 PasteFromClipboard
- 1.27 SetAllowMatureLanguage
- 1.28 SetAudioGroupVolume
- 1.29 SetControllerTiltActive
- 1.30 SetControllerTiltDesiredIfAvailable
- 1.31 SetNetSpeed
- 1.32 SetOnlyUseControllerTiltInput
- 1.33 SetShowSubtitles
- 1.34 SetUseTiltForwardAndBack
- 1.35 SetViewTarget
- 1.36 UpdateURL
- PlayerController native functions in other games:
- UDK
- Other member categories for this class:
- events, exec functions, instance functions, internal variables, states
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Native functions
ClientConvolve
ClientFlushLevelStreaming
tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time
ClientTravel
travel to a different map
Parameters:
- URL - the URL to travel to
- TravelType - type of URL
- bSeamless - whether to use seamless travel (requires TravelType of TRAVEL_Relative)
ServerNotifyLoadedWorld
called to notify the server when the client has loaded a new world via seamless travelling
Parameters:
- WorldPackageName - the name of the world package that was loaded
ServerProcessConvolve
ServerUpdateLevelVisibility
called when the client adds/removes a streamed level the server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized
Parameters:
- PackageName - the name of the package for the level whose status changed
CheckSpeedHack
CleanUpAudioComponents
Clears out 'left-over' audio components.
ClientSetTravelGuid
sets the GUID for the package of a pending ClientTravel()
Hack: should be part of the ClientTravel() parameters, but needs to be separate for backwards compatibility
ClientUpdateLevelStreamingStatus
ConsoleCommand
Overrides: Actor.ConsoleCommand
CopyToClipboard
FindStairRotation
GetDefaultURL
GetPlayerNetworkAddress
GetPooledAudioComponent
get an audio component from the HearSound pool creates a new component if the pool is empty and MaxConcurrentHearSounds has not been exceeded the component is initialized with the values passed in, ready to call Play() on its OnAudioFinished delegate is set to this PC's HearSoundFinished() function
Parameters:
- ASound - the sound to play
- SourceActor - the Actor to attach the sound to (if None, attached to self)
- bStopWhenOwnerDestroyed - whether the sound stops if SourceActor is destroyed
- bUseLocation - optional) - whether to use the SourceLocation parameter for the sound's location (otherwise, SourceActor's location)
- SourceLocation - optional) - if bUseLocation, the location for the sound
Returns:
- the AudioComponent that was found/created
GetServerNetworkAddress
GetViewTarget
HasClientLoadedCurrentWorld
returns whether the client has completely loaded the server's current world (valid on server only)
IsControllerTiltActive
Returns:
- whether or not this Controller has Tilt Turned on
IsKeyboardAvailable
Returns:
- whether or not this Controller has a keyboard available to be used
IsLocalPlayerController
Overrides: Controller.IsLocalPlayerController
returns whether this Controller is a locally controlled PlayerController
Note: not valid until the Controller is completely spawned (i.e, unusable in Pre/PostBeginPlay())
IsMouseAvailable
Returns:
- whether or not this Controller has a mouse available to be used
IsPlayerMuted
Native function to determine if voice data should be received from this player. Only called on the server to determine whether voice packet replication should happen for the given sender.
NOTE: This function is final because it can be called n^2 number of times in a given frame, where n is the number of players. Change/overload this function with caution as this can affect your network performance.
Parameters:
- Sender - the player to check for mute status
Returns:
- TRUE if this player is muted, FALSE otherwise
IsShowingSubtitles
This will turn return whether the subtitles are on or off
PasteFromClipboard
SetAllowMatureLanguage
Whether or not to allow mature language *
SetAudioGroupVolume
Sets the Audio Group to this the value passed in *
SetControllerTiltActive
sets whether or not the Tilt functionality is turned on
SetControllerTiltDesiredIfAvailable
sets whether or not the the player wants to utilize the Tilt functionality
SetNetSpeed
SetOnlyUseControllerTiltInput
sets whether or not to ONLY use the tilt input controls
SetShowSubtitles
This will turn the subtitles on or off depending on the value of bValue
Parameters:
- bValue - to show or not to show
SetUseTiltForwardAndBack
sets whether or not to use the tilt forward and back input controls