Always snap to grid

UE3:UTConsolePlayerController (UDK)

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Revision as of 11:47, 6 November 2009 by (Talk)

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


Properties

Property group 'UTConsolePlayerController'

bTargetAdhesionEnabled

Type: bool

Modifiers: config

Whether TargetAdhesion is enabled or not *

Default value: True

Internal variables

bDebugTargetAdhesion

Type: bool

Modifiers: config, protected


ProfileSettingToUE3BindingMapping360

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

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

Property Value
CameraShakeLongWaveForm ForceFeedbackWaveform'UTGame.Default__UTConsolePlayerController:ForceFeedbackWaveform8'
CameraShakeShortWaveForm ForceFeedbackWaveform'UTGame.Default__UTConsolePlayerController:ForceFeedbackWaveform7'
InputClass Class'UTGame.UTConsolePlayerInput'
VehicleCheckRadiusScaling 1.5

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTPlayerController.CollisionCylinder

Property Value
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Inherits from: UTPlayerController.Sprite

Property Value
ReplacementPrimitive None

Structs

ProfileSettingToUE3BindingDatum

Modifiers: native

name ProfileSettingName 
name UE3BindingName 

Functions

Exec functions

NextWeapon

exec function NextWeapon ()

Overrides: UTPlayerController.NextWeapon


PrevWeapon

exec function PrevWeapon ()

Overrides: UTPlayerController.PrevWeapon


Native functions

GetTargetAdhesionFrictionTarget

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


IsControllerTiltActive

native simulated function bool IsControllerTiltActive () const

Overrides: PlayerController.IsControllerTiltActive

Returns:

whether the controller is active *

SetControllerTiltActive

native simulated function SetControllerTiltActive (bool bActive)

Overrides: PlayerController.SetControllerTiltActive

sets whether or not the Tilt functionality is turned on

SetControllerTiltDesiredIfAvailable

native simulated function SetControllerTiltDesiredIfAvailable (bool bActive)

Overrides: PlayerController.SetControllerTiltDesiredIfAvailable

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

SetOnlyUseControllerTiltInput

native simulated function SetOnlyUseControllerTiltInput (bool bActive)

Overrides: PlayerController.SetOnlyUseControllerTiltInput

sets whether or not to ONLY use the tilt input controls

SetUseTiltForwardAndBack

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

AimHelpModifier

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

function bool AimingHelp (bool bInstantHit)

Overrides: UTPlayerController.AimingHelp


ClientRestart

reliable client function ClientRestart (Pawn NewPawn)

Overrides: UTPlayerController.ClientRestart


ClientSmartUse

unreliable client function ClientSmartUse ()


LoadSettingsFromProfile

function LoadSettingsFromProfile (bool bLoadCharacter)

Overrides: UTPlayerController.LoadSettingsFromProfile

Gathers player settings from the client's profile.

PerformedUseAction

simulated function bool PerformedUseAction ()

Overrides: UTPlayerController.PerformedUseAction

return true if player the Use action was handled

ResetPlayerMovementInput

function ResetPlayerMovementInput ()

Overrides: PlayerController.ResetPlayerMovementInput

reset input to defaults

UpdateControllerSettings_Worker

private function UpdateControllerSettings_Worker (name TheName, string TheCommand)


UpdateRotation

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

PlayerWalking

Inherits from: UTPlayerController.PlayerWalking

Ignores: Bump, HearNoise, SeePlayer

PlayerWalking.ProcessMove

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