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UE3:PlayerReplicationInfo (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo
Package: 
Engine
Direct subclass:
UTPlayerReplicationInfo
This class in other games:
RTNP, U1, UT, U2XMP, UT2003, UE2Runtime, U2, UT2004, UDK

PlayerReplicationInfo. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bAdmin[edit]

Type: bool

Modifiers: databinding

Player logged in as Administrator

bBot[edit]

Type: bool

Modifiers: databinding


bControllerVibrationAllowed[edit]

Type: bool

This determines whether the user has turned on or off their Controller Vibration *

Default value: True

bFromPreviousLevel[edit]

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[edit]

Type: bool

Modifiers: repnotify

Hack: patch compatibility hack - can't add replication to bFromPreviousLevel

bHasBeenWelcomed[edit]

Type: bool

Modifiers: databinding

client side flag - whether this player has been welcomed or not

bHasFlag[edit]

Type: bool

Modifiers: databinding


bIsFemale[edit]

Type: bool

Modifiers: databinding


bIsInactive[edit]

Type: bool

Modifiers: repnotify

Means this PRI came from the GameInfo's InactivePRIArray

bIsSpectator[edit]

Type: bool

Modifiers: databinding


bOnlySpectator[edit]

Type: bool

Modifiers: databinding


bOutOfLives[edit]

Type: bool

Modifiers: databinding


bReadyToPlay[edit]

Type: bool

Modifiers: databinding


bWaitingPlayer[edit]

Type: bool

Modifiers: databinding


Deaths[edit]

Type: float

Modifiers: databinding

Number of player's deaths.

ExactPing[edit]

Type: float


FriendFollowedId[edit]

Type: OnlineSubsystem.UniqueNetId

ID of the friend you followed into the game, if applicable *

GameMessageClass[edit]

Type: class<GameMessage>


Default value: Class'Engine.GameMessage'

Kills[edit]

Type: int

Modifiers: databinding

not replicated

NumberOfMatchesPlayed[edit]

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[edit]

Type: int

Modifiers: databinding


OldName[edit]

Type: string


PacketLoss[edit]

Type: byte


Ping[edit]

Type: byte


PlayerAlias[edit]

Type: string

Modifiers: databinding, repnotify

The Player's current alias or blank if we are using the Player Name

PlayerID[edit]

Type: int

Unique id number.

PlayerLocationHint[edit]

Type: Actor


PlayerName[edit]

Type: string

Modifiers: databinding, repnotify

Player name, or blank if none.

PlayerRanking[edit]

Type: int

Modifiers: databinding

Player ranking, 1000 is default

SavedNetworkAddress[edit]

Type: string


Score[edit]

Type: float

Modifiers: databinding

Player's current score.

StartTime[edit]

Type: int


StringDead[edit]

Type: string

Modifiers: localized


Default value: "Dead"

StringSpectating[edit]

Type: string

Modifiers: localized


Default value: "Spectating"

StringUnknown[edit]

Type: string

Modifiers: localized


Default value: "Unknown"

Team[edit]

Type: TeamInfo

Modifiers: repnotify

Player Team

TeamID[edit]

Type: int

Player position in team.

UniqueId[edit]

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[edit]

Property Value
NetUpdateFrequency 1.0
TickGroup TG_DuringAsyncWork

Functions[edit]

Native functions[edit]

AreUniqueNetIdsEqual[edit]

native final function bool AreUniqueNetIdsEqual (PlayerReplicationInfo OtherPRI)


GetPlayerAlias[edit]

native function string GetPlayerAlias ()

Returns the alias to use for this player. If PlayerAlias is blank, then the player name is returned.

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


UpdatePing[edit]

final native function UpdatePing (float TimeStamp)


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


SetPlayerName[edit]

event SetPlayerName (string S)


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

BindPlayerOwnerDataProvider[edit]

simulated function 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[edit]

simulated function ClientInitialize (Controller C)


CopyProperties[edit]

function CopyProperties (PlayerReplicationInfo PRI)


DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float YL, out float YPos)

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[edit]

function PlayerReplicationInfo Duplicate ()


GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetLocationName[edit]

simulated function string GetLocationName ()


IsInvalidName[edit]

simulated function bool 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[edit]

simulated function bool IsLocalPlayerPRI ()

Utility for seeing if this PRI is for a locally controller player.

OverrideWith[edit]

function OverrideWith (PlayerReplicationInfo PRI)


SeamlessTravelTo[edit]

function SeamlessTravelTo (PlayerReplicationInfo NewPRI)

called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist

SetPlayerAlias[edit]

function SetPlayerAlias (string NewAlias)


SetWaitingPlayer[edit]

function SetWaitingPlayer (bool B)


ShouldBroadCastWelcomeMessage[edit]

simulated function bool ShouldBroadCastWelcomeMessage ()

Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game

UpdatePlayerLocation[edit]

function UpdatePlayerLocation ()