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UE3:UTConsolePlayerInput (UDK)

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UDK Object >> UIRoot >> Interaction >> Input >> PlayerInput >> GamePlayerInput >> UTPlayerInput >> UTConsolePlayerInput
Package: 
UTGame
Within class: 
UTConsolePlayerController
This class in other games:
UT3


Properties[edit]

Property group 'UTConsolePlayerInput'[edit]

bTargetFrictionEnabled[edit]

Type: bool

Modifiers: config

Whether TargetFriction is enabled or not *

Default value: True

bViewAccelerationEnabled[edit]

Type: bool

Modifiers: config

Whether ViewAcceleration is enabled or not *

Default value: True

Dodge_Threshold[edit]

Type: float

Modifiers: config

If user hits A when the thumbstick is above this threshold, they will dodge in the direction of their thumbstick *

Default value: 0.8

ViewAccel_BaseMultiplier[edit]

Type: float

Modifiers: config

How fast to start accelerating when the stick is slammed to the edge. It goes to a max of 2.0 over time *

Default value: 1.1

ViewAccel_CurrMutliplier[edit]

Type: float

Modifiers: private


ViewAccel_DiagonalThreshold[edit]

Type: float

Modifiers: config


Default value: 0.99

ViewAccel_TimeToHoldBeforeFastAcceleration[edit]

Type: float

Modifiers: config

how long you need to hold at edge before the fast acceleration kicks in *

Default value: 0.125

ViewAccel_Twitchy[edit]

Type: float

Modifiers: config

Amount of twitchy we will handle before just taking the real value of the aTurn. This basically make the controls feel a lot smoother and not just spastic looking all over the place. *

Default value: 0.98

ViewAccel_YawThreshold[edit]

Type: float

Modifiers: config

Threshold above when Yaw Acceleration kicks in

Default value: 0.99

Internal variables[edit]

See UTConsolePlayerInput internal variables.

Default values[edit]

Property Value
bUsingGamepad True

Functions[edit]

Exec functions[edit]

DebugTargetAdhesion[edit]

exec function DebugTargetAdhesion ()

Toggle debug display for target adhesion *

DebugTargetFriction[edit]

exec function DebugTargetFriction ()

Toggle debug display for target friction *

DebugViewAcceleration[edit]

exec function DebugViewAcceleration ()

Toggle debug display for view acceleration *

Jump[edit]

exec function Jump ()

Overrides: UTPlayerInput.Jump


SmartJump[edit]

exec function SmartJump ()

Overrides: PlayerInput.SmartJump


Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()


Other instance functions[edit]

AdjustMouseSensitivity[edit]

function AdjustMouseSensitivity (float FOVScale)

Overrides: PlayerInput.AdjustMouseSensitivity


ApplyTargetAdhesion[edit]

function ApplyTargetAdhesion (float DeltaTime, UTWeapon W, out int out_YawRot, out int out_PitchRot)

This will attempt to keep the player aiming at the target. It will forcibly aim the player at the target.

TODO: move this to c++

ApplyTargetFriction[edit]

function ApplyTargetFriction (float DeltaTime, UTWeapon W)

This will slow down the player's aiming when they are on "top" of a valid Target. So when you whip around there will be a slight slow down when you are directly aiming at a target.

TODO: move this to c++

ApplyViewAcceleration[edit]

function ApplyViewAcceleration (float DeltaTime)

This will scale the player's rotation speed depending on the location of their thumbstick and how long they have held it there.

ApplyViewAutoPitchCentering[edit]

function ApplyViewAutoPitchCentering (float DeltaTime)

This will auto center the player's view when they are moving along and not firing

ApplyViewAutoVehiclePitchCentering[edit]

function ApplyViewAutoVehiclePitchCentering (float DeltaTime)

This will auto center the player's view when they in a vehicle.

CheckForDoubleClickMove[edit]

function Actor.EDoubleClickDir CheckForDoubleClickMove (float DeltaTime)

Overrides: PlayerInput.CheckForDoubleClickMove


PreProcessInput[edit]

function PreProcessInput (float DeltaTime)

Overrides: PlayerInput.PreProcessInput

Overridden to add hooks for view acceleration, target friction, auto centering, controller sensitivity.