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UE3:UTPlayerController (UT3)

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

UTPlayerController

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Constants

See UTPlayerController constants.

Properties

Property group 'UTPlayerController'

bDisableQuickPick

Type: bool

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

Internal variables

See UTPlayerController internal variables.

Default values

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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: GamePlayerController.CollisionCylinder

No new values.

Sprite

Class: Engine.SpriteComponent

Inherits from: GamePlayerController.Sprite

No new values.

Enums

EAutoObjectivePreference

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

SHADOW_None 
SHADOW_Self 
SHADOW_All 

EWeaponHand

HAND_Right 
HAND_Left 
HAND_Centered 
HAND_Hidden 

Structs

ObjectiveAnnouncementInfo

Modifiers: native

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

PostProcessInfo

Modifiers: native

Struct to define values for different post processing presets.

float Shadows 
float MidTones 
float HighLights 
float Desaturation 

Functions

Exec functions

See UTPlayerController exec functions.

Native functions

CreateTTSSoundCue

simulated private native function SoundCue CreateTTSSoundCue (string StrToSpeak, UTPlayerReplicationInfo PRI)

Constructs a SoundCue, performs text-to-wavedata conversion.

GetPlayerCustomCharData

native function UTCustomChar_Data.CustomCharData GetPlayerCustomCharData (string CharDataString)

Get the preferred custom character setup for this player (from player profile store).

GetUIPlayerIndex

native function int GetUIPlayerIndex ()

Returns:

Returns the index of this PC in the GamePlayers array.

IsEpicInternal

native function bool IsEpicInternal ()

Returns:

Returns whether or not we're in a epic internal build.

IsKeyboardAvailable

native simulated function bool IsKeyboardAvailable () const

Overrides: PlayerController.IsKeyboardAvailable

Returns:

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

IsMouseAvailable

native simulated function bool IsMouseAvailable () const

Overrides: PlayerController.IsMouseAvailable

Returns:

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

ResetProfileToDefault

native function ResetProfileToDefault (OnlineProfileSettings Profile)

Resets the profile to its default state.

ServerAdminChangeOption

reliable server native function ServerAdminChangeOption (string Option, string Value)

changes an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin

SetGamma

native function SetGamma (float GammaValue)

Sets the current gamma value.

Parameters:

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

SetHardwarePhysicsEnabled

native function SetHardwarePhysicsEnabled (bool bEnabled)

Sets whether or not hardware physics are enabled.

Parameters:

  • bEnabled - Whether to enable the physics or not.

Events

ClearOnlineDelegates

event ClearOnlineDelegates ()

Overrides: PlayerController.ClearOnlineDelegates

Clears previously set online delegates.

ClientHearSound

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

Overrides: PlayerController.ClientHearSound


ClientWasKicked

reliable client event ClientWasKicked ()

Overrides: PlayerController.ClientWasKicked


Destroyed

simulated event Destroyed ()

Overrides: PlayerController.Destroyed


GetPlayerViewPoint

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

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

event InitInputSystem ()

Overrides: PlayerController.InitInputSystem


KickWarning

event KickWarning ()

Overrides: PlayerController.KickWarning


NotifyLoadedWorld

event NotifyLoadedWorld (name WorldPackageName, bool bFinalDest)

Overrides: PlayerController.NotifyLoadedWorld

(Description copied from PlayerController.NotifyLoadedWorld)
called clientside when it is loaded a new world via seamless travelling

Parameters:

  • WorldPackageName - the name of the world package that was loaded
  • bFinalDest - whether this world is the destination map for the travel (i.e. not the transition level)

OnCharacterUnlocked

event OnCharacterUnlocked ()

Callback for when a character has been unlocked.

PlayerTick

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

event Possess (Pawn inPawn, bool bVehicleTransition)

Overrides: PlayerController.Possess


ProcessConvolveResponse

event ProcessConvolveResponse (string C)

Overrides: PlayerController.ProcessConvolveResponse

Called when the convolve response has returned

ReceivedPlayer

simulated event ReceivedPlayer ()

Overrides: PlayerController.ReceivedPlayer

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

ReceiveWarning

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

Overrides: Controller.ReceiveWarning


Reset

event Reset ()

Overrides: PlayerController.Reset


ResetCameraMode

event ResetCameraMode ()

Overrides: PlayerController.ResetCameraMode

Reset Camera Mode to default

SoakPause

event SoakPause (Pawn P)

Overrides: PlayerController.SoakPause

For AI debugging

TeamMessage

reliable client event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime)

Overrides: PlayerController.TeamMessage

Overloaded to implement TTS.

TriggerProfileSave

event TriggerProfileSave ()


Other instance functions

See UTPlayerController instance functions.

States

See UTPlayerController states.