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UE3:PlayerInput (UT3)
Object >> UIRoot >> Interaction >> Input >> PlayerInput |
- Package:
- Engine
- Within class:
- PlayerController
- Direct subclasses:
- GamePlayerInput, DebugCameraInput
- This class in other games:
- U2XMP, U2, UE2Runtime, UT2003, UT2004, UDK
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PlayerInput Object within playercontroller that manages player input. only spawned on client Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'PlayerInput'[edit]
LookRightScale[edit]
Type: float
Modifiers: config
Yaw turn speed scaling
Default value: 300.0
LookUpScale[edit]
Type: float
Modifiers: config
pitch turn speed scaling
Default value: -250.0
MoveForwardSpeed[edit]
Type: float
Modifiers: config
move forward speed scaling
Default value: 1200.0
MoveStrafeSpeed[edit]
Type: float
Modifiers: config
strafe speed scaling
Default value: 1200.0
Internal variables[edit]
See PlayerInput internal variables.
Default values[edit]
See PlayerInput defaults.
Functions[edit]
Exec functions[edit]
ClearSmoothing[edit]
InvertMouse[edit]
DirectInput's mouse sampling total time
InvertTurn[edit]
Jump[edit]
SetSensitivity[edit]
SmartJump[edit]
Events[edit]
PlayerInput[edit]
Other instance functions[edit]
AdjustMouseSensitivity[edit]
CatchDoubleClickInput[edit]
CheckForDoubleClickMove[edit]
DrawHUD[edit]
Hook called from HUD actor. Gives access to HUD and Canvas
PostProcessInput[edit]
PreProcessInput[edit]
ProcessInputMatching[edit]
Iterates through all InputRequests on the PlayerController and checks to see if a new input has been matched, or if the entire match sequence should be reset.
Parameters:
- DeltaTime - time since last tick
SmoothMouse[edit]
SmoothMouse() Smooth mouse movement, because mouse sampling doesn't match up with tick time.
Parameters:
- aMouse - is the mouse axis movement received from DirectInput
- DeltaTime - is the tick time
- SampleCount - is the number of mouse samples received from DirectInput
- Index - is 0 for X axis, 1 for Y axis
Returns:
- the smoothed mouse axis movement
Note: if we got sample event for zero mouse samples (so we didn't have to guess whether a 0 was caused by no sample occuring during the tick (at high frame rates) or because the mouse actually stopped)