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UE3:PlayerReplicationInfo (UT3)
Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo |
Contents
- 1 Properties
- 1.1 bAdmin
- 1.2 bBot
- 1.3 bControllerVibrationAllowed
- 1.4 bFromPreviousLevel
- 1.5 bFromPreviousLevel_Replicated
- 1.6 bHasBeenWelcomed
- 1.7 bHasFlag
- 1.8 bIsFemale
- 1.9 bIsInactive
- 1.10 bIsSpectator
- 1.11 bOnlySpectator
- 1.12 bOutOfLives
- 1.13 bReadyToPlay
- 1.14 bWaitingPlayer
- 1.15 Deaths
- 1.16 ExactPing
- 1.17 FriendFollowedId
- 1.18 GameMessageClass
- 1.19 Kills
- 1.20 NumberOfMatchesPlayed
- 1.21 NumLives
- 1.22 OldName
- 1.23 PacketLoss
- 1.24 Ping
- 1.25 PlayerAlias
- 1.26 PlayerID
- 1.27 PlayerLocationHint
- 1.28 PlayerName
- 1.29 PlayerRanking
- 1.30 SavedNetworkAddress
- 1.31 Score
- 1.32 StartTime
- 1.33 StringDead
- 1.34 StringSpectating
- 1.35 StringUnknown
- 1.36 Team
- 1.37 TeamID
- 1.38 UniqueId
- 1.39 Default values
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 BindPlayerOwnerDataProvider
- 2.3.2 ClientInitialize
- 2.3.3 CopyProperties
- 2.3.4 DisplayDebug
- 2.3.5 Duplicate
- 2.3.6 GetHumanReadableName
- 2.3.7 GetLocationName
- 2.3.8 IsInvalidName
- 2.3.9 IsLocalPlayerPRI
- 2.3.10 OverrideWith
- 2.3.11 SeamlessTravelTo
- 2.3.12 SetPlayerAlias
- 2.3.13 SetWaitingPlayer
- 2.3.14 ShouldBroadCastWelcomeMessage
- 2.3.15 UpdatePlayerLocation
- Package:
- Engine
- Direct subclass:
- UTPlayerReplicationInfo
- This class in other games:
- RTNP, U1, UT, U2XMP, UT2003, UE2Runtime, U2, UT2004, UDK
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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]
GetPlayerAlias[edit]
Returns the alias to use for this player. If PlayerAlias is blank, then the player name is returned.
GetTeamNum[edit]
Overrides: Actor.GetTeamNum
UpdatePing[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
SetPlayerName[edit]
Timer[edit]
Overrides: Actor.Timer
Other instance functions[edit]
BindPlayerOwnerDataProvider[edit]
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]
CopyProperties[edit]
DisplayDebug[edit]
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]
GetHumanReadableName[edit]
Overrides: Actor.GetHumanReadableName
GetLocationName[edit]
IsInvalidName[edit]
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]
Utility for seeing if this PRI is for a locally controller player.
OverrideWith[edit]
SeamlessTravelTo[edit]
called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist
SetPlayerAlias[edit]
SetWaitingPlayer[edit]
ShouldBroadCastWelcomeMessage[edit]
Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game