Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:PlayerReplicationInfo (UDK)
Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo |
Contents
- 1 Properties
- 1.1 AutomatedTestingData
- 1.2 bAdmin
- 1.3 bBot
- 1.4 bFromPreviousLevel
- 1.5 bHasBeenWelcomed
- 1.6 bHasFlag
- 1.7 bIsFemale
- 1.8 bIsInactive
- 1.9 bIsSpectator
- 1.10 bOnlySpectator
- 1.11 bOutOfLives
- 1.12 bReadyToPlay
- 1.13 bWaitingPlayer
- 1.14 Deaths
- 1.15 ExactPing
- 1.16 GameMessageClass
- 1.17 Kills
- 1.18 NumLives
- 1.19 OldName
- 1.20 Ping
- 1.21 PlayerID
- 1.22 PlayerLocationHint
- 1.23 PlayerName
- 1.24 SavedNetworkAddress
- 1.25 Score
- 1.26 SessionName
- 1.27 SplitscreenIndex
- 1.28 StartTime
- 1.29 StatAvgInBPS
- 1.30 StatAvgOutBPS
- 1.31 StatConnectionCounts
- 1.32 StatMaxInBPS
- 1.33 StatMaxOutBPS
- 1.34 StatPingMax
- 1.35 StatPingMin
- 1.36 StatPingTotals
- 1.37 StatPKLMax
- 1.38 StatPKLMin
- 1.39 StatPKLTotal
- 1.40 StringSpectating
- 1.41 StringUnknown
- 1.42 Team
- 1.43 TTSSpeaker
- 1.44 UniqueId
- 1.45 Default values
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 BindPlayerOwnerDataProvider
- 3.3.2 ClientInitialize
- 3.3.3 CopyProperties
- 3.3.4 DisplayDebug
- 3.3.5 Duplicate
- 3.3.6 GetCurrentGameDS
- 3.3.7 GetHumanReadableName
- 3.3.8 GetLocationName
- 3.3.9 IncrementDeaths
- 3.3.10 IsInvalidName
- 3.3.11 IsLocalPlayerPRI
- 3.3.12 NotifyLocalPlayerTeamReceived
- 3.3.13 OverrideWith
- 3.3.14 RegisterPlayerWithSession
- 3.3.15 SeamlessTravelTo
- 3.3.16 ServerSetSplitscreenIndex
- 3.3.17 SetPlayerTeam
- 3.3.18 SetSplitscreenIndex
- 3.3.19 SetUniqueId
- 3.3.20 SetWaitingPlayer
- 3.3.21 ShouldBroadCastWelcomeMessage
- 3.3.22 UnregisterPlayerFromSession
- 3.3.23 UpdatePlayerDataProvider
- 3.3.24 UpdatePlayerLocation
- 3.3.25 UpdateTeamDataProvider
- Package:
- Engine
- Direct subclass:
- UTPlayerReplicationInfo
- This class in other games:
- RTNP, U1, UT, U2XMP, UT2003, UE2Runtime, U2, UT2004, UT3
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PlayerReplicationInfo.
A PlayerReplicationInfo is created for every player on a server (or in a standalone game). Players are PlayerControllers, or other Controllers with bIsPlayer=true PlayerReplicationInfos are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc.
Properties
AutomatedTestingData
Type: AutomatedTestingDatum
bAdmin
Type: bool
Player logged in as Administrator
bBot
Type: bool
True if this PRI is associated with an AIController
bFromPreviousLevel
Type: bool
indicates this is a PRI from the previous level of a seamless travel, waiting for the player to finish the transition before creating a new one this is used to avoid preserving the PRI in the InactivePRIArray if the player leaves
bHasBeenWelcomed
Type: bool
client side flag - whether this player has been welcomed or not (player entered message)
bHasFlag
Type: bool
Whether this PRI is holding special game object.
bIsFemale
Type: bool
True if player is female
bIsInactive
Type: bool
Modifiers: repnotify
Means this PRI came from the GameInfo's InactivePRIArray
bIsSpectator
Type: bool
Whether this player is currently a spectator
bOnlySpectator
Type: bool
Whether this player can only ever be a spectator
bOutOfLives
Type: bool
Can't respawn once out of lives
bReadyToPlay
Type: bool
Whether this player has confirmed ready to play
bWaitingPlayer
Type: bool
Whether this player is waiting to enter match
Deaths
Type: int
Modifiers: databinding
Number of player's deaths.
ExactPing
Type: float
Exact ping as float (rounded and compressed in Ping)
GameMessageClass
Type: class<GameMessage>
Message class to use for PRI originated localized messages
Default value: Class'Engine.GameMessage'
Kills
Type: int
Modifiers: databinding
Kills by this player. Not replicated.
NumLives
Type: int
Number of lives used by this player
OldName
Type: string
Previous playername. Saved on client-side to detect playername changes.
Ping
Type: byte
Replicated compressed ping for this player (holds ping in msec divided by 4)
PlayerID
Type: int
Unique id number.
PlayerLocationHint
Type: Actor
Actor providing hint as to associated player's current location
PlayerName
Type: string
Modifiers: databinding, repnotify
Player name, or blank if none.
SavedNetworkAddress
Type: string
Used to match up InactivePRI with rejoining playercontroller.
Score
Type: float
Modifiers: repnotify, databinding
Player's current score.
SessionName
Type: name
Modifiers: const
The session that the player needs to join/remove from as it is created/leaves
Default value: 'Game'
SplitscreenIndex
Type: int
-1 if not a splitscreen player, index into that player's local GamePlayers array otherwise.
Default value: -1
StartTime
Type: int
Elapsed time on server when this PRI was first created.
StatAvgInBPS
Type: int
StatAvgOutBPS
Type: int
StatConnectionCounts
Type: int
Used for Averages;
StatMaxInBPS
Type: int
StatMaxOutBPS
Type: int
StatPingMax
Type: int
StatPingMin
Type: int
StatPingTotals
Type: int
StatPKLMax
Type: int
StatPKLMin
Type: int
StatPKLTotal
Type: int
StringSpectating
Type: string
Modifiers: localized
Used for reporting player location
Default value: "Spectating"
StringUnknown
Type: string
Modifiers: localized
Default value: "Unknown"
Team
Type: TeamInfo
Modifiers: repnotify
Player team
TTSSpeaker
Type: AudioDevice.ETTSSpeaker
Modifiers: transient
Voice to use for TTS
UniqueId
Type: OnlineSubsystem.UniqueNetId
Modifiers: databinding, repnotify
The id used by the network to uniquely identify a player. NOTE: this property should *never* be exposed to the player as it's transient and opaque in meaning (ie it might mean date/time followed by something else)
Default values
Property | Value |
---|---|
NetUpdateFrequency | 1.0 |
TickGroup | TG_DuringAsyncWork |
Structs
AutomatedTestingDatum
Modifiers: native
- int NumberOfMatchesPlayed
- Number of matches played (maybe remove this before shipping) This is really useful for doing soak testing and such to see how long you lasted! NOTE: This is not replicated out to clients atm. *
- int NumMapListCyclesDone
- Keeps track of the current run so when we have repeats and such we know how far along we are *
Functions
Native functions
AreUniqueNetIdsEqual
GetPlayerAlias
Returns PlayerName. deprecated.
GetTeamNum
Overrides: Actor.GetTeamNum
UpdatePing
Events
Destroyed
Overrides: Actor.Destroyed
PostBeginPlay
Overrides: Actor.PostBeginPlay
ReplicatedDataBinding
Overrides: Actor.ReplicatedDataBinding
Called when a variable is replicated that has the 'databinding' keyword.
Parameters:
- VarName - the name of the variable that was replicated.
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
Reset
Overrides: Actor.Reset
SetPlayerName
Timer
Overrides: Actor.Timer
Other instance functions
BindPlayerOwnerDataProvider
Finds the PlayerDataProvider that was registered with the CurrentGame data store for this PRI and links it to the owning player's PlayerOwner data store.
ClientInitialize
CopyProperties
DisplayDebug
Overrides: Actor.DisplayDebug
(Description copied from Actor.DisplayDebug)
list important Actor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
Duplicate
GetCurrentGameDS
Returns:
- a reference to the CurrentGame data store
GetHumanReadableName
Overrides: Actor.GetHumanReadableName
GetLocationName
IncrementDeaths
IsInvalidName
Validates that the new name matches the profile if the player is logged in
Returns:
- TRUE if the name doesn't match, FALSE otherwise
IsLocalPlayerPRI
Utility for seeing if this PRI is for a locally controller player.
NotifyLocalPlayerTeamReceived
Overrides: Actor.NotifyLocalPlayerTeamReceived
Routes the team change notification to the CurrentGame data store.
OverrideWith
RegisterPlayerWithSession
The base implementation registers the player with the online session so that recent players list and session counts are updated.
SeamlessTravelTo
called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist
ServerSetSplitscreenIndex
Set the value of SplitscreenIndex for this PRI on the server so it can be received by all clients.
Parameters:
- PlayerIndex - the index [into the GamePlayers array] for the player that owns this PRI.
SetPlayerTeam
SetSplitscreenIndex
Set the value of SplitscreenIndex for this PRI, then send that value to the server. Only called if the player is a splitscreen player.
Parameters:
- PlayerIndex - the index [into the GamePlayers array] for the player that owns this PRI.
SetUniqueId
Sets the player's unique net id on the server.
SetWaitingPlayer
ShouldBroadCastWelcomeMessage
Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game
UnregisterPlayerFromSession
The base implementation unregisters the player with the online session so that session counts are updated.
UpdatePlayerDataProvider
Notifies the PlayerDataProvider associated with this PlayerReplicationInfo that a property's value has changed.
Parameters:
- PropertyName - the name of the property that was changed.
UpdatePlayerLocation
UpdateTeamDataProvider
Notifies the CurrentGame data store that this player's Team has changed.