Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTEntryPlayerController (UDK)

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UDK Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController >> UTEntryPlayerController
Package: 
UTGame
Implemented interfaces
Interface_NavigationHandle
This class in other games:
UT3

UTEntryPlayerController

Properties

EntryPostProcessChain

Type: PostProcessChain


Default value: PostProcessChain'FX_HitEffects.UTMenuPostProcess'

OldPlayer

Type: LocalPlayer


OldPostProcessChain

Type: array<PostProcessChain>


Default values

Property Value
CameraShakeLongWaveForm ForceFeedbackWaveform'UTGame.Default__UTEntryPlayerController:ForceFeedbackWaveform8'
CameraShakeShortWaveForm ForceFeedbackWaveform'UTGame.Default__UTEntryPlayerController:ForceFeedbackWaveform7'

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

Functions

Exec functions

ShowCommandMenu

exec function ShowCommandMenu ()

Overrides: UTPlayerController.ShowCommandMenu

Stub - by default bound to "V" on the keyboard

UnlockChapter

exec function UnlockChapter (int ChapterIndex)


Events

Destroyed

simulated event Destroyed ()

Overrides: UTPlayerController.Destroyed

Destroyed event for the PC, resets the post process chain to normal.

InitInputSystem

event InitInputSystem ()

Overrides: UTPlayerController.InitInputSystem


Other instance functions

LoadCharacterFromProfile

function LoadCharacterFromProfile (UTProfileSettings Profile)

Overrides: UTPlayerController.LoadCharacterFromProfile

Loads the player's custom character from their profile.

OnConnectionStatusChange

function OnConnectionStatusChange (OnlineSubsystem.EOnlineServerConnectionStatus ConnectionStatus)

Overrides: UTPlayerController.OnConnectionStatusChange

Called when a system level connection change notification occurs. If we are playing a match through the platform's online service, we may need to notify and go back to the menu. Otherwise silently ignore this.

Parameters:

  • ConnectionStatus - the new connection status.

OnControllerChanged

function OnControllerChanged (int ControllerId, bool bIsConnected)

Overrides: UTPlayerController.OnControllerChanged

Attempts to pause/unpause the game when a controller becomes disconnected/connected

Parameters:

  • ControllerId - the id of the controller that changed
  • bIsConnected - whether the controller is connected or not

OnFriendInviteReceived

function OnFriendInviteReceived (byte LocalUserNum, OnlineSubsystem.UniqueNetId RequestingPlayer, string RequestingNick, string Message)

Overrides: UTPlayerController.OnFriendInviteReceived

Callback for when a friend request has been received.

OnFriendMessageReceived

function OnFriendMessageReceived (byte LocalUserNum, OnlineSubsystem.UniqueNetId SendingPlayer, string SendingNick, string Message)

Overrides: UTPlayerController.OnFriendMessageReceived

Called when a friend invite arrives for a local player

Parameters:

  • LocalUserNum - the user that is receiving the invite
  • SendingPlayer - the player sending the friend request
  • SendingNick - the nick of the player sending the friend request
  • Message - the message to display to the recipient

Returns:

true if successful, false otherwise

OnGameInviteReceived

function OnGameInviteReceived (byte LocalUserNum, string RequestingNick)

Overrides: UTPlayerController.OnGameInviteReceived

Callback for when a game invite has been received.

OnLinkStatusChanged

function OnLinkStatusChanged (bool bConnected)

Overrides: UTPlayerController.OnLinkStatusChanged

Called when the platform's network link status changes. If we are playing a match on a remote server, we need to go back to the front end menus and notify the player.

QuitToMainMenu

function QuitToMainMenu ()

Overrides: UTPlayerController.QuitToMainMenu

Called when returning to the main menu.

RestorePostProcessing

simulated function RestorePostProcessing ()


SetPawnConstructionScene

function SetPawnConstructionScene (bool bShow)


ShowMidGameMenu

function UTUIScene_MidGameMenu ShowMidGameMenu (optional name TabTag, optional bool bEnableInput)

Overrides: UTPlayerController.ShowMidGameMenu


ShowScoreboard

function ShowScoreboard ()

Overrides: UTPlayerController.ShowScoreboard