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UE3:PlayerController states (UDK)

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UDK Object >> Actor >> Controller >> PlayerController (states)

Contents

PlayerController states in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
Other member categories for this class:
events, exec functions, instance functions, internal variables, native functions

States[edit]

BaseSpectating[edit]

BaseSpectating.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

BaseSpectating.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

BaseSpectating.IsSpectating[edit]

event bool IsSpectating ()

Overrides: IsSpectating (global)

Returns true if controller is spectating

BaseSpectating.LimitSpectatorVelocity[edit]

function bool LimitSpectatorVelocity ()

Adjust spectator velocity if "out of bounds" (above stallz or below killz)

BaseSpectating.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


BaseSpectating.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


BaseSpectating.ReplicateMove[edit]

function ReplicateMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ReplicateMove (global)


BaseSpectating.ServerSetSpectatorLocation[edit]

unreliable server function ServerSetSpectatorLocation (Object.Vector NewLoc)

Overrides: ServerSetSpectatorLocation (global)

when spectating, tells server where the client is (client is authoritative on location when spectating)

Dead[edit]

Inherits from: Controller.Dead

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer

Dead.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Dead.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Dead.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Dead.FindGoodView[edit]

function FindGoodView ()


Dead.IsDead[edit]

function bool IsDead ()

Overrides: Controller.Dead.IsDead


Dead.Jump[edit]

exec function Jump ()


Dead.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


Dead.ServerMove[edit]

unreliable server function ServerMove (float TimeStamp, Object.Vector Accel, Object.Vector ClientLoc, byte NewFlags, byte ClientRoll, int View)

Overrides: ServerMove (global)


Dead.ServerReStartPlayer[edit]

reliable server function ServerReStartPlayer ()

Overrides: Controller.Dead.ServerReStartPlayer


Dead.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)


Dead.ThrowWeapon[edit]

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


Dead.Use[edit]

exec function Use ()

Overrides: Use (global)

Entry point function for player interactions with the world, re-directs to ServerUse.

PlayerClimbing[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerClimbing.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PlayerClimbing.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PlayerClimbing.NotifyPhysicsVolumeChange[edit]

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerClimbing.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerClimbing.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerDriving[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerDriving.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PlayerDriving.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PlayerDriving.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerDriving.ProcessDrive[edit]

function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)

Overrides: ProcessDrive (global)


PlayerDriving.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerDriving.ServerUse[edit]

unreliable server function ServerUse ()

Overrides: ServerUse (global)

Player pressed UseKey

PlayerFlying[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerFlying.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PlayerFlying.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerSwimming[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerSwimming.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PlayerSwimming.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)

Overrides: NotifyLanded (global)


PlayerSwimming.NotifyPhysicsVolumeChange[edit]

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerSwimming.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


PlayerSwimming.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerSwimming.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


PlayerWaiting[edit]

Extends: BaseSpectating

Modifiers: auto

Ignores: HearNoise, NextWeapon, NotifyBump, PhysicsVolumeChange, PrevWeapon, SeePlayer, SwitchToBestWeapon, TakeDamage

PlayerWaiting.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: BaseSpectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PlayerWaiting.EndState[edit]

event EndState (name NextStateName)

Overrides: BaseSpectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PlayerWaiting.Jump[edit]

exec function Jump ()


PlayerWaiting.ServerChangeTeam[edit]

reliable server function ServerChangeTeam (int N)

Overrides: ServerChangeTeam (global)


PlayerWaiting.ServerRestartPlayer[edit]

reliable server function ServerRestartPlayer ()

Overrides: Controller.ServerRestartPlayer (global)


PlayerWaiting.ServerSuicide[edit]

reliable server function ServerSuicide ()

Overrides: ServerSuicide (global)


PlayerWaiting.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)


PlayerWaiting.Suicide[edit]

exec function Suicide ()

Overrides: Suicide (global)


PlayerWalking[edit]

Ignores: Bump, HearNoise, SeePlayer

PlayerWalking.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PlayerWalking.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PlayerWalking.NotifyPhysicsVolumeChange[edit]

event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange (global)


PlayerWalking.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


PlayerWalking.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: ProcessMove (global)


RoundEnded[edit]

Inherits from: Controller.RoundEnded

Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage

RoundEnded.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Controller.RoundEnded.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

RoundEnded.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

RoundEnded.IsSpectating[edit]

event bool IsSpectating ()

Overrides: IsSpectating (global)

Returns true if controller is spectating

RoundEnded.Possess[edit]

event Possess (Pawn aPawn, bool bVehicleTransition)

Overrides: Possess (global)


RoundEnded.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


RoundEnded.FindGoodView[edit]

function FindGoodView ()


RoundEnded.LongClientAdjustPosition[edit]

unreliable client function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: LongClientAdjustPosition (global)


RoundEnded.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerMove (global)


RoundEnded.ServerMove[edit]

unreliable server function ServerMove (float TimeStamp, Object.Vector InAccel, Object.Vector ClientLoc, byte NewFlags, byte ClientRoll, int View)

Overrides: ServerMove (global)


RoundEnded.ServerReStartGame[edit]

reliable server function ServerReStartGame ()

Overrides: ServerRestartGame (global)


RoundEnded.ServerReStartPlayer[edit]

reliable server function ServerReStartPlayer ()

Overrides: Controller.ServerRestartPlayer (global)


RoundEnded.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)


RoundEnded.ThrowWeapon[edit]

exec function ThrowWeapon ()

Overrides: ThrowWeapon (global)


RoundEnded.Use[edit]

exec function Use ()

Overrides: Use (global)

Entry point function for player interactions with the world, re-directs to ServerUse.

Spectating[edit]

Extends: BaseSpectating

Ignores: ClientRestart, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, RestartLevel, Suicide, ThrowWeapon

Spectating.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: BaseSpectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Spectating.EndState[edit]

event EndState (name NextStateName)

Overrides: BaseSpectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Spectating.StartAltFire[edit]

exec function StartAltFire (optional byte FireModeNum)

Overrides: StartAltFire (global)


Spectating.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)


WaitingForPawn[edit]

Extends: BaseSpectating

Ignores: HearNoise, KilledBy, SeePlayer

WaitingForPawn.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: BaseSpectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

WaitingForPawn.EndState[edit]

event EndState (name NextStateName)

Overrides: BaseSpectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

WaitingForPawn.PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerTick (global)

PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers

WaitingForPawn.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


WaitingForPawn.ClientGotoState[edit]

reliable client function ClientGotoState (name NewState, optional name NewLabel)

Overrides: ClientGotoState (global)


WaitingForPawn.LongClientAdjustPosition[edit]

unreliable client function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: LongClientAdjustPosition (global)


WaitingForPawn.ReplicateMove[edit]

function ReplicateMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: BaseSpectating.ReplicateMove


WaitingForPawn.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: StartFire (global)