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UE3:PlayerInput (UT3)

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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

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]

exec function ClearSmoothing ()


InvertMouse[edit]

exec function bool InvertMouse ()

DirectInput's mouse sampling total time

InvertTurn[edit]

exec function bool InvertTurn ()


Jump[edit]

exec function Jump ()


SetSensitivity[edit]

exec function SetSensitivity (float F)


SmartJump[edit]

exec function SmartJump ()


Events[edit]

PlayerInput[edit]

event PlayerInput (float DeltaTime)


Other instance functions[edit]

AdjustMouseSensitivity[edit]

function AdjustMouseSensitivity (float FOVScale)


CatchDoubleClickInput[edit]

function CatchDoubleClickInput ()


CheckForDoubleClickMove[edit]

function Actor.EDoubleClickDir CheckForDoubleClickMove (float DeltaTime)


DrawHUD[edit]

function DrawHUD (HUD H)

Hook called from HUD actor. Gives access to HUD and Canvas

PostProcessInput[edit]

function PostProcessInput (float DeltaTime)


PreProcessInput[edit]

function PreProcessInput (float DeltaTime)


ProcessInputMatching[edit]

final function ProcessInputMatching (float DeltaTime)

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]

function float SmoothMouse (float aMouse, float DeltaTime, out byte SampleCount, int Index)

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)