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UE3:PlayerController states (UT3)
Object >> Actor >> Controller >> PlayerController (states) |
Contents
- 1 States
- 1.1 BaseSpectating
- 1.2 Dead
- 1.3 PlayerClimbing
- 1.4 PlayerDriving
- 1.5 PlayerFlying
- 1.6 PlayerSwimming
- 1.7 PlayerWaiting
- 1.8 PlayerWalking
- 1.9 RoundEnded
- 1.9.1 RoundEnded.BeginState
- 1.9.2 RoundEnded.EndState
- 1.9.3 RoundEnded.Possess
- 1.9.4 RoundEnded.Timer
- 1.9.5 RoundEnded.FindGoodView
- 1.9.6 RoundEnded.IsSpectating
- 1.9.7 RoundEnded.LongClientAdjustPosition
- 1.9.8 RoundEnded.PlayerMove
- 1.9.9 RoundEnded.ServerMove
- 1.9.10 RoundEnded.ServerReStartGame
- 1.9.11 RoundEnded.ServerReStartPlayer
- 1.9.12 RoundEnded.StartFire
- 1.9.13 RoundEnded.ThrowWeapon
- 1.9.14 RoundEnded.Use
- 1.10 Spectating
- 1.11 WaitingForPawn
- PlayerController states in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK
- Other member categories for this class:
- events, exec functions, instance functions, internal variables, native functions
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States
BaseSpectating
BaseSpectating.BeginState
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
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
Overrides: IsSpectating (global)
Returns true if controller is spectating
BaseSpectating.LimitSpectatorVelocity
Adjust spectator velocity if "out of bounds" (above stallz or below killz)
BaseSpectating.PlayerMove
Overrides: PlayerMove (global)
BaseSpectating.ProcessMove
Overrides: ProcessMove (global)
BaseSpectating.ReplicateMove
Overrides: ReplicateMove (global)
BaseSpectating.ServerSetSpectatorLocation
Overrides: ServerSetSpectatorLocation (global)
when spectating, tells server where the client is (client is authoritative on location when spectating)
Dead
Inherits from: Controller.Dead
Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer
Dead.BeginState
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
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
Overrides: Actor.Timer (global)
Dead.FindGoodView
Dead.IsDead
Overrides: Controller.Dead.IsDead
Dead.Jump
Dead.PlayerMove
Overrides: PlayerMove (global)
Dead.ServerMove
Overrides: ServerMove (global)
Dead.ServerReStartPlayer
Overrides: Controller.Dead.ServerReStartPlayer
Dead.StartFire
Overrides: StartFire (global)
Dead.ThrowWeapon
Overrides: ThrowWeapon (global)
Dead.Use
Overrides: Use (global)
Entry point function for player interactions with the world, re-directs to ServerUse.
PlayerClimbing
Ignores: Bump, HearNoise, SeePlayer
PlayerClimbing.BeginState
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
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
Overrides: Controller.NotifyPhysicsVolumeChange (global)
PlayerClimbing.PlayerMove
Overrides: PlayerMove (global)
PlayerClimbing.ProcessMove
Overrides: ProcessMove (global)
PlayerDriving
Ignores: Bump, HearNoise, SeePlayer
PlayerDriving.BeginState
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
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
Overrides: PlayerMove (global)
PlayerDriving.ProcessDrive
Overrides: ProcessDrive (global)
PlayerDriving.ProcessMove
Overrides: ProcessMove (global)
PlayerDriving.ServerUse
Overrides: ServerUse (global)
Player pressed UseKey
PlayerFlying
Ignores: Bump, HearNoise, SeePlayer
PlayerFlying.BeginState
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
Overrides: PlayerMove (global)
PlayerSwimming
Ignores: Bump, HearNoise, SeePlayer
PlayerSwimming.BeginState
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
Overrides: NotifyLanded (global)
PlayerSwimming.NotifyPhysicsVolumeChange
Overrides: Controller.NotifyPhysicsVolumeChange (global)
PlayerSwimming.Timer
Overrides: Actor.Timer (global)
PlayerSwimming.PlayerMove
Overrides: PlayerMove (global)
PlayerSwimming.ProcessMove
Overrides: ProcessMove (global)
PlayerWaiting
Extends: BaseSpectating
Modifiers: auto
Ignores: HearNoise, NextWeapon, NotifyBump, PhysicsVolumeChange, PrevWeapon, SeePlayer, SwitchToBestWeapon, TakeDamage
PlayerWaiting.BeginState
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
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
PlayerWaiting.ServerChangeTeam
Overrides: ServerChangeTeam (global)
PlayerWaiting.ServerRestartPlayer
Overrides: Controller.ServerRestartPlayer (global)
PlayerWaiting.ServerSuicide
Overrides: ServerSuicide (global)
PlayerWaiting.StartFire
Overrides: StartFire (global)
PlayerWaiting.Suicide
Overrides: Suicide (global)
PlayerWalking
Ignores: Bump, HearNoise, SeePlayer
PlayerWalking.BeginState
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
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
Overrides: Controller.NotifyPhysicsVolumeChange (global)
PlayerWalking.PlayerMove
Overrides: PlayerMove (global)
PlayerWalking.ProcessMove
Overrides: ProcessMove (global)
RoundEnded
Inherits from: Controller.RoundEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage
RoundEnded.BeginState
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
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.Possess
Overrides: Possess (global)
RoundEnded.Timer
Overrides: Actor.Timer (global)
RoundEnded.FindGoodView
RoundEnded.IsSpectating
Overrides: IsSpectating (global)
Returns true if controller is spectating
RoundEnded.LongClientAdjustPosition
Overrides: LongClientAdjustPosition (global)
RoundEnded.PlayerMove
Overrides: PlayerMove (global)
RoundEnded.ServerMove
Overrides: ServerMove (global)
RoundEnded.ServerReStartGame
Overrides: ServerRestartGame (global)
RoundEnded.ServerReStartPlayer
Overrides: Controller.ServerRestartPlayer (global)
RoundEnded.StartFire
Overrides: StartFire (global)
RoundEnded.ThrowWeapon
Overrides: ThrowWeapon (global)
RoundEnded.Use
Overrides: Use (global)
Entry point function for player interactions with the world, re-directs to ServerUse.
Spectating
Extends: BaseSpectating
Ignores: ClientRestart, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, RestartLevel, Suicide, ThrowWeapon
Spectating.BeginState
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
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
Overrides: StartAltFire (global)
Spectating.StartFire
Overrides: StartFire (global)
WaitingForPawn
Extends: BaseSpectating
Ignores: HearNoise, KilledBy, SeePlayer
WaitingForPawn.BeginState
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
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
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
Overrides: Actor.Timer (global)
WaitingForPawn.ClientGotoState
Overrides: ClientGotoState (global)
WaitingForPawn.LongClientAdjustPosition
Overrides: LongClientAdjustPosition (global)
WaitingForPawn.ReplicateMove
Overrides: BaseSpectating.ReplicateMove
WaitingForPawn.StartFire
Overrides: StartFire (global)