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UE3:UTPlayerController (UDK)

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UDK Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController
Package: 
UTGame
Implemented interfaces
Interface_NavigationHandle
Known classes within UTPlayerController:
UTPlayerInput
Direct subclasses:
DemoRecSpectator, UTConsolePlayerController, UTEntryPlayerController
This class in other games:
UT3

UTPlayerController

Constants[edit]

See UTPlayerController constants.

Properties[edit]

Property group 'UTPlayerController'[edit]

bDisableQuickPick[edit]

Type: bool

If true, the quick pick menu will be disable and the key will act like PrevWeapon

Internal variables[edit]

See UTPlayerController internal variables.

Default values[edit]

Property Value
bCheckSoundOcclusion True
CameraClass None
CheatClass Class'UTGame.UTCheatManager'
DefaultFOV 90.0
DesiredFOV 90.0
FOVAngle 90.0
InputClass Class'UTGame.UTPlayerInput'
MinRespawnDelay 1.5

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: GamePlayerController.CollisionCylinder

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: GamePlayerController.Sprite

Property Value
ReplacementPrimitive None

Enums[edit]

EAutoObjectivePreference[edit]

enum for the various options for the game telling the player what to do next

AOP_Disabled 
turned off
AOP_NoPreference 
AOP_Attack 
tell what to do to attack
AOP_Defend 
tell what to do to defend
AOP_OrbRunner 
AOP_SpecialOps 

EPawnShadowMode[edit]

SHADOW_None 
SHADOW_Self 
SHADOW_All 

EWeaponHand[edit]

HAND_Right 
HAND_Left 
HAND_Centered 
HAND_Hidden 

Structs[edit]

ObjectiveAnnouncementInfo[edit]

Modifiers: native

SoundNodeWave AnnouncementSound 
the default announcement sound to play (can be None)
string AnnouncementText 
text displayed onscreen for this announcement

PostProcessInfo[edit]

Modifiers: native

Struct to define values for different post processing presets.

float Shadows 
float MidTones 
float HighLights 
float Desaturation 

Functions[edit]

Static functions[edit]

SetFrontEndErrorMessage[edit]

static function SetFrontEndErrorMessage (string Title, string Message)

Sets a error message in the registry datastore that will display to the user the next time they are in the frontend.

Parameters:

  • Title - Title of the messagebox.
  • Message - Message of the messagebox.

Exec functions[edit]

See UTPlayerController exec functions.

Native functions[edit]

GetUIPlayerIndex[edit]

native function int GetUIPlayerIndex ()

Returns:

Returns the index of this PC in the GamePlayers array.

IsKeyboardAvailable[edit]

native simulated function bool IsKeyboardAvailable () const

Overrides: PlayerController.IsKeyboardAvailable

Returns:

Whether or not the user has a keyboard plugged-in.

IsMouseAvailable[edit]

native simulated function bool IsMouseAvailable () const

Overrides: PlayerController.IsMouseAvailable

Returns:

Whether or not the user has a mouse plugged-in.

SetGamma[edit]

native function SetGamma (float GammaValue)

Sets the current gamma value.

Parameters:

  • New - Gamma Value, must be between 0.0 and 1.0

SetHardwarePhysicsEnabled[edit]

native function SetHardwarePhysicsEnabled (bool bEnabled)

Sets whether or not hardware physics are enabled.

Parameters:

  • bEnabled - Whether to enable the physics or not.

Events[edit]

ClearOnlineDelegates[edit]

event ClearOnlineDelegates ()

Overrides: PlayerController.ClearOnlineDelegates

Clears previously set online delegates.

ClientHearSound[edit]

unreliable client event ClientHearSound (SoundCue ASound, Actor SourceActor, Object.Vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded)

Overrides: PlayerController.ClientHearSound


ClientPlayCameraAnim[edit]

unreliable client event ClientPlayCameraAnim (CameraAnim AnimToPlay, optional float Scale, optional float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bRandomStartTime, optional Camera.ECameraAnimPlaySpace Space, optional Object.Rotator CustomPlaySpace)

Overrides: PlayerController.ClientPlayCameraAnim


ClientStopCameraAnim[edit]

reliable client event ClientStopCameraAnim (CameraAnim AnimToStop)

Overrides: PlayerController.ClientStopCameraAnim


ClientWasKicked[edit]

reliable client event ClientWasKicked ()

Overrides: PlayerController.ClientWasKicked


Destroyed[edit]

simulated event Destroyed ()

Overrides: PlayerController.Destroyed


GetPlayerViewPoint[edit]

simulated event GetPlayerViewPoint (out Object.Vector POVLocation, out Object.Rotator POVRotation)

Overrides: PlayerController.GetPlayerViewPoint

(Description copied from PlayerController.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

Output: out_rotation, view rotation of player

GetSeamlessTravelActorList[edit]

event GetSeamlessTravelActorList (bool bToEntry, out array<ActorActorList)

Overrides: PlayerController.GetSeamlessTravelActorList

(Description copied from PlayerController.GetSeamlessTravelActorList)
called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)

Parameters:

  • bToEntry - true if we are going from old level -> entry, false if we are going from entry -> new level
  • ActorList - out) list of actors to maintain

See: also GameInfo::GetSeamlessTravelActorList() (the function that's called on servers)

InitInputSystem[edit]

event InitInputSystem ()

Overrides: PlayerController.InitInputSystem


KickWarning[edit]

event KickWarning ()

Overrides: PlayerController.KickWarning


PlayerTick[edit]

event PlayerTick (float DeltaTime)

Overrides: PlayerController.PlayerTick

PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers

Possess[edit]

event Possess (Pawn inPawn, bool bVehicleTransition)

Overrides: PlayerController.Possess


ReceivedPlayer[edit]

simulated event ReceivedPlayer ()

Overrides: PlayerController.ReceivedPlayer

Called after this PlayerController's viewport/net connection is associated with this player controller.

ReceiveWarning[edit]

event ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: Controller.ReceiveWarning


Reset[edit]

event Reset ()

Overrides: PlayerController.Reset


ResetCameraMode[edit]

event ResetCameraMode ()

Overrides: PlayerController.ResetCameraMode

Reset Camera Mode to default

SoakPause[edit]

event SoakPause (Pawn P)

Overrides: PlayerController.SoakPause

For AI debugging

Other instance functions[edit]

See UTPlayerController instance functions.

States[edit]

See UTPlayerController states.