Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
Property group 'PlayerInput'
LookRightScale
Type: float
Modifiers: config
Yaw turn speed scaling
Default value: 300.0
LookUpScale
Type: float
Modifiers: config
pitch turn speed scaling
Default value: -250.0
MoveForwardSpeed
Type: float
Modifiers: config
move forward speed scaling
Default value: 1200.0
MoveStrafeSpeed
Type: float
Modifiers: config
strafe speed scaling
Default value: 1200.0
Internal variables
See PlayerInput internal variables.
Default values
See PlayerInput defaults.
Functions
Exec functions
ClearSmoothing
InvertMouse
DirectInput's mouse sampling total time
InvertTurn
Jump
SetSensitivity
SmartJump
Events
PlayerInput
Other instance functions
AdjustMouseSensitivity
CatchDoubleClickInput
CheckForDoubleClickMove
DrawHUD
Hook called from HUD actor. Gives access to HUD and Canvas
PostProcessInput
PreProcessInput
ProcessInputMatching
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
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)