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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

Property group 'UTConsolePlayerInput'

bTargetFrictionEnabled

Type: bool

Modifiers: config

Whether TargetFriction is enabled or not *

Default value: True

bViewAccelerationEnabled

Type: bool

Modifiers: config

Whether ViewAcceleration is enabled or not *

Default value: True

Dodge_Threshold

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

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

Type: float

Modifiers: private


ViewAccel_DiagonalThreshold

Type: float

Modifiers: config


Default value: 0.99

ViewAccel_TimeToHoldBeforeFastAcceleration

Type: float

Modifiers: config

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

Default value: 0.125

ViewAccel_Twitchy

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

Type: float

Modifiers: config

Threshold above when Yaw Acceleration kicks in

Default value: 0.99

Internal variables

See UTConsolePlayerInput internal variables.

Default values

Property Value
bUsingGamepad True

Functions

Exec functions

DebugTargetAdhesion

exec function DebugTargetAdhesion ()

Toggle debug display for target adhesion *

DebugTargetFriction

exec function DebugTargetFriction ()

Toggle debug display for target friction *

DebugViewAcceleration

exec function DebugViewAcceleration ()

Toggle debug display for view acceleration *

Jump

exec function Jump ()

Overrides: UTPlayerInput.Jump


SmartJump

exec function SmartJump ()

Overrides: PlayerInput.SmartJump


Events

PostBeginPlay

simulated event PostBeginPlay ()


Other instance functions

AdjustMouseSensitivity

function AdjustMouseSensitivity (float FOVScale)

Overrides: PlayerInput.AdjustMouseSensitivity


ApplyTargetAdhesion

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

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

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

function ApplyViewAutoPitchCentering (float DeltaTime)

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

ApplyViewAutoVehiclePitchCentering

function ApplyViewAutoVehiclePitchCentering (float DeltaTime)

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

CheckForDoubleClickMove

function Actor.EDoubleClickDir CheckForDoubleClickMove (float DeltaTime)

Overrides: PlayerInput.CheckForDoubleClickMove


PreProcessInput

function PreProcessInput (float DeltaTime)

Overrides: PlayerInput.PreProcessInput

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