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UE3:UTConsolePlayerController (UT3)

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UT3 Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController >> UTConsolePlayerController
Package: 
UTGame
Known classes within UTConsolePlayerController:
UTConsolePlayerInput
This class in other games:
UDK

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

Properties[edit]

Property group 'UTConsolePlayerController'[edit]

bTargetAdhesionEnabled[edit]

Type: bool

Modifiers: config

Whether TargetAdhesion is enabled or not *

Default value: True

Internal variables[edit]

bDebugTargetAdhesion[edit]

Type: bool

Modifiers: config, protected


ProfileSettingToUE3BindingMapping360[edit]

Type: array<ProfileSettingToUE3BindingDatum>


Default value, index 0:

Member Value
ProfileSettingName 'GamepadBinding_ButtonA'
UE3BindingName 'XboxTypeS_A'

Default value, index 1:

Member Value
ProfileSettingName 'GamepadBinding_ButtonB'
UE3BindingName 'XboxTypeS_B'

Default value, index 2:

Member Value
ProfileSettingName 'GamepadBinding_ButtonX'
UE3BindingName 'XboxTypeS_X'

Default value, index 3:

Member Value
ProfileSettingName 'GamepadBinding_ButtonY'
UE3BindingName 'XboxTypeS_Y'

Default value, index 4:

Member Value
ProfileSettingName 'GamepadBinding_Back'
UE3BindingName 'XboxTypeS_Back'

Default value, index 5:

Member Value
ProfileSettingName 'GamepadBinding_Start'
UE3BindingName 'XboxTypeS_Start'

Default value, index 6:

Member Value
ProfileSettingName 'GamepadBinding_RightBumper'
UE3BindingName 'XboxTypeS_RightTrigger'

Default value, index 7:

Member Value
ProfileSettingName 'GamepadBinding_LeftBumper'
UE3BindingName 'XboxTypeS_LeftTrigger'

Default value, index 8:

Member Value
ProfileSettingName 'GamepadBinding_RightTrigger'
UE3BindingName 'XboxTypeS_RightShoulder'

Default value, index 9:

Member Value
ProfileSettingName 'GamepadBinding_LeftTrigger'
UE3BindingName 'XboxTypeS_LeftShoulder'

Default value, index 10:

Member Value
ProfileSettingName 'GamepadBinding_RightThumbstickPressed'
UE3BindingName 'XboxTypeS_RightThumbstick'

Default value, index 11:

Member Value
ProfileSettingName 'GamepadBinding_LeftThumbstickPressed'
UE3BindingName 'XboxTypeS_LeftThumbstick'

Default value, index 12:

Member Value
ProfileSettingName 'GamepadBinding_DPadUp'
UE3BindingName 'XboxTypeS_DPad_Up'

Default value, index 13:

Member Value
ProfileSettingName 'GamepadBinding_DPadDown'
UE3BindingName 'XboxTypeS_DPad_Down'

Default value, index 14:

Member Value
ProfileSettingName 'GamepadBinding_DPadLeft'
UE3BindingName 'XboxTypeS_DPad_Left'

Default value, index 15:

Member Value
ProfileSettingName 'GamepadBinding_DPadRight'
UE3BindingName 'XboxTypeS_DPad_Right'

ProfileSettingToUE3BindingMappingPS3[edit]

Type: array<ProfileSettingToUE3BindingDatum>


Default value, index 0:

Member Value
ProfileSettingName 'GamepadBinding_ButtonA'
UE3BindingName 'XboxTypeS_A'

Default value, index 1:

Member Value
ProfileSettingName 'GamepadBinding_ButtonB'
UE3BindingName 'XboxTypeS_B'

Default value, index 2:

Member Value
ProfileSettingName 'GamepadBinding_ButtonX'
UE3BindingName 'XboxTypeS_X'

Default value, index 3:

Member Value
ProfileSettingName 'GamepadBinding_ButtonY'
UE3BindingName 'XboxTypeS_Y'

Default value, index 4:

Member Value
ProfileSettingName 'GamepadBinding_Back'
UE3BindingName 'XboxTypeS_Back'

Default value, index 5:

Member Value
ProfileSettingName 'GamepadBinding_Start'
UE3BindingName 'XboxTypeS_Start'

Default value, index 6:

Member Value
ProfileSettingName 'GamepadBinding_RightBumper'
UE3BindingName 'XboxTypeS_RightShoulder'

Default value, index 7:

Member Value
ProfileSettingName 'GamepadBinding_LeftBumper'
UE3BindingName 'XboxTypeS_LeftShoulder'

Default value, index 8:

Member Value
ProfileSettingName 'GamepadBinding_RightTrigger'
UE3BindingName 'XboxTypeS_RightTrigger'

Default value, index 9:

Member Value
ProfileSettingName 'GamepadBinding_LeftTrigger'
UE3BindingName 'XboxTypeS_LeftTrigger'

Default value, index 10:

Member Value
ProfileSettingName 'GamepadBinding_RightThumbstickPressed'
UE3BindingName 'XboxTypeS_RightThumbstick'

Default value, index 11:

Member Value
ProfileSettingName 'GamepadBinding_LeftThumbstickPressed'
UE3BindingName 'XboxTypeS_LeftThumbstick'

Default value, index 12:

Member Value
ProfileSettingName 'GamepadBinding_DPadUp'
UE3BindingName 'XboxTypeS_DPad_Up'

Default value, index 13:

Member Value
ProfileSettingName 'GamepadBinding_DPadDown'
UE3BindingName 'XboxTypeS_DPad_Down'

Default value, index 14:

Member Value
ProfileSettingName 'GamepadBinding_DPadLeft'
UE3BindingName 'XboxTypeS_DPad_Left'

Default value, index 15:

Member Value
ProfileSettingName 'GamepadBinding_DPadRight'
UE3BindingName 'XboxTypeS_DPad_Right'

Default values[edit]

Property Value
InputClass Class'UTGame.UTConsolePlayerInput'
VehicleCheckRadiusScaling 1.5

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTPlayerController.CollisionCylinder

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTPlayerController.Sprite

No new values.

Structs[edit]

ProfileSettingToUE3BindingDatum[edit]

Modifiers: native

name ProfileSettingName 
name UE3BindingName 

Functions[edit]

Exec functions[edit]

NextWeapon[edit]

exec function NextWeapon ()

Overrides: UTPlayerController.NextWeapon


PrevWeapon[edit]

exec function PrevWeapon ()

Overrides: UTPlayerController.PrevWeapon


Native functions[edit]

GetTargetAdhesionFrictionTarget[edit]

native function Pawn GetTargetAdhesionFrictionTarget (float MaxDistance, const out Object.Vector CamLoc, const out Object.Rotator CamRot) const

This will find the best AdhesionFriction target based on the params passed in.

IsControllerTiltActive[edit]

native simulated function bool IsControllerTiltActive () const

Overrides: PlayerController.IsControllerTiltActive

Returns:

whether the controller is active *

SetControllerTiltActive[edit]

native simulated function SetControllerTiltActive (bool bActive)

Overrides: PlayerController.SetControllerTiltActive

sets whether or not the Tilt functionality is turned on

SetControllerTiltDesiredIfAvailable[edit]

native simulated function SetControllerTiltDesiredIfAvailable (bool bActive)

Overrides: PlayerController.SetControllerTiltDesiredIfAvailable

sets whether or not the the player wants to utilize the Tilt functionality

SetOnlyUseControllerTiltInput[edit]

native simulated function SetOnlyUseControllerTiltInput (bool bActive)

Overrides: PlayerController.SetOnlyUseControllerTiltInput

sets whether or not to ONLY use the tilt input controls

SetUseTiltForwardAndBack[edit]

native simulated function SetUseTiltForwardAndBack (bool bActive)

Overrides: PlayerController.SetUseTiltForwardAndBack

sets whether or not to use the tilt forward and back input controls

Other instance functions[edit]

AimHelpModifier[edit]

function float AimHelpModifier ()

Overrides: UTPlayerController.AimHelpModifier

Returns:

the distance from the collision box of the target to accept aiming help (for instant hit shots)

AimingHelp[edit]

function bool AimingHelp (bool bInstantHit)

Overrides: UTPlayerController.AimingHelp


ClientSmartUse[edit]

unreliable client function ClientSmartUse ()

Overrides: UTPlayerController.ClientSmartUse


LoadSettingsFromProfile[edit]

function LoadSettingsFromProfile (bool bLoadCharacter)

Overrides: UTPlayerController.LoadSettingsFromProfile

Gathers player settings from the client's profile.

PerformedUseAction[edit]

simulated function bool PerformedUseAction ()

Overrides: UTPlayerController.PerformedUseAction

return true if player the Use action was handled

ResetPlayerMovementInput[edit]

function ResetPlayerMovementInput ()

Overrides: PlayerController.ResetPlayerMovementInput

reset input to defaults

UpdateControllerSettings_Worker[edit]

private function UpdateControllerSettings_Worker (name TheName, string TheCommand)


UpdateRotation[edit]

function UpdateRotation (float DeltaTime)

Overrides: UTPlayerController.UpdateRotation

We need to override this function so we can do our adhesion code.

Would be nice to have have a function or something be able to be inserted between the set up and processing.

States[edit]

PlayerWalking[edit]

Inherits from: UTPlayerController.PlayerWalking

Ignores: Bump, HearNoise, SeePlayer

PlayerWalking.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: UTPlayerController.PlayerWalking.ProcessMove

needs to support switching from wall dodge attempt to double jump with air control