UE3:PlayerReplicationInfo (UT3)
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Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo |
- Package:
- Engine
- Direct subclass:
- UTPlayerReplicationInfo
- This class in other games:
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PlayerReplicationInfo. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bAdmin
Type: bool
Modifiers: databinding
Player logged in as Administrator
bBot
Type: bool
Modifiers: databinding
bControllerVibrationAllowed
Type: bool
This determines whether the user has turned on or off their Controller Vibration *
Default value: True
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
bFromPreviousLevel_Replicated
Type: bool
Modifiers: repnotify
Hack: patch compatibility hack - can't add replication to bFromPreviousLevel
bHasBeenWelcomed
Type: bool
Modifiers: databinding
client side flag - whether this player has been welcomed or not
bHasFlag
Type: bool
Modifiers: databinding
bIsFemale
Type: bool
Modifiers: databinding
bIsInactive
Type: bool
Modifiers: repnotify
Means this PRI came from the GameInfo's InactivePRIArray
bIsSpectator
Type: bool
Modifiers: databinding
bOnlySpectator
Type: bool
Modifiers: databinding
bOutOfLives
Type: bool
Modifiers: databinding
bReadyToPlay
Type: bool
Modifiers: databinding
bWaitingPlayer
Type: bool
Modifiers: databinding
Deaths
Type: float
Modifiers: databinding
Number of player's deaths.
ExactPing
Type: float
FriendFollowedId
Type: OnlineSubsystem.UniqueNetId
ID of the friend you followed into the game, if applicable *
GameMessageClass
Type: class<GameMessage>
Default value: Class'Engine.GameMessage'
Kills
Type: int
Modifiers: databinding
not replicated
NumberOfMatchesPlayed
Type: int
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. *
NumLives
Type: int
Modifiers: databinding
OldName
Type: string
PacketLoss
Type: byte
Ping
Type: byte
PlayerAlias
Type: string
Modifiers: databinding, repnotify
The Player's current alias or blank if we are using the Player Name
PlayerID
Type: int
Unique id number.
PlayerLocationHint
Type: Actor
PlayerName
Type: string
Modifiers: databinding, repnotify
Player name, or blank if none.
PlayerRanking
Type: int
Modifiers: databinding
Player ranking, 1000 is default
SavedNetworkAddress
Type: string
Score
Type: float
Modifiers: databinding
Player's current score.
StartTime
Type: int
StringDead
Type: string
Modifiers: localized
Default value: "Dead"
StringSpectating
Type: string
Modifiers: localized
Default value: "Spectating"
StringUnknown
Type: string
Modifiers: localized
Default value: "Unknown"
Team
Type: TeamInfo
Modifiers: repnotify
Player Team
TeamID
Type: int
Player position in team.
UniqueId
Type: OnlineSubsystem.UniqueNetId
Modifiers: 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 |
Functions
Native functions
AreUniqueNetIdsEqual
GetPlayerAlias
Returns the alias to use for this player. If PlayerAlias is blank, then the player name is returned.
GetTeamNum
Overrides: Actor.GetTeamNum
UpdatePing
Events
Destroyed
Overrides: Actor.Destroyed
PostBeginPlay
Overrides: Actor.PostBeginPlay
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
GetHumanReadableName
Overrides: Actor.GetHumanReadableName
GetLocationName
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.
OverrideWith
SeamlessTravelTo
called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist
SetPlayerAlias
SetWaitingPlayer
ShouldBroadCastWelcomeMessage
Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game
UpdatePlayerLocation