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UE3:UTPlayerController instance functions (UT3)

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Contents

UTPlayerController instance functions in other games:
UDK
Other member categories for this class:
constants, exec functions, internal variables, states

Instance functions

AchievementDone

function AchievementDone (bool bWasSuccessful)

Shows the achievement UI so you can enjoy the new shiny achievement

AcknowledgePossession

function AcknowledgePossession (Pawn P)

Overrides: PlayerController.AcknowledgePossession


AddModifierCard

function AddModifierCard (name Card)

Add Modifier Card

Parameters:

  • Card - The Modifier Card to Add

AddOnlineDelegates

function AddOnlineDelegates (bool bRegisterVoice)

Sets online delegates to respond to for this PC.

AdjustFOV

function AdjustFOV (float DeltaTime)

Overrides: PlayerController.AdjustFOV

Called each frame from PlayerTick this function is used to transition towards the DesiredFOV if not already at it.

Parameters:

  • DeltaTime - Time since last update

AdjustPersistentKey

function AdjustPersistentKey (UTSeqAct_AdjustPersistentKey InAction)


AdminCmdOk

function bool AdminCmdOk ()


AimHelpModifier

function float AimHelpModifier ()

Returns:

the a scaling factor for the distance from the collision box of the target to accept aiming help (for instant hit shots)

AimingHelp

function bool AimingHelp (bool bInstantHit)

Overrides: PlayerController.AimingHelp


AllowTextMessage

function bool AllowTextMessage (string Msg)

Overrides: PlayerController.AllowTextMessage


AllowTTSMessageFrom

simulated private function bool AllowTTSMessageFrom (PlayerReplicationInfo PRI)


AlreadyInActionMusic

function bool AlreadyInActionMusic ()

return true if music manager is already playing action track return true if no music manager (no need to tell non-existent music manager to change tracks

AtuallyShowQuickPickMenu

function AtuallyShowQuickPickMenu ()

This will show the QuickPick Menu! *

BullseyeMessage

function BullseyeMessage ()


CallServerMove

function CallServerMove (SavedMove NewMove, Object.Vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove)

Overrides: PlayerController.CallServerMove


CancelPendingConnection

function CancelPendingConnection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)

Handler for the ProgressMessageScene's OnSelection delegate. Kills any existing online game sessions.

CanCommunicate

simulated private function bool CanCommunicate ()

Internal. Returns FALSE if we're restricted from commincating, TRUE otherwise.

CanRestartPlayer

function bool CanRestartPlayer ()

Overrides: PlayerController.CanRestartPlayer


CharacterProcessingComplete

function CharacterProcessingComplete ()

called when the GRI finishes processing custom character meshes

CheckAutoObjective

function CheckAutoObjective (bool bOnlyNotifyDifferent)

attempts to find an objective for the player to complete depending on their settings and tells the player about it

Parameters:

  • bOnlyNotifyDifferent - if true, only send messages to the player if the selected objective is different from the previous one

Note: needs to be called on the server, not the client (because that's where the AI is)

CheckBulletWhip

function CheckBulletWhip (SoundCue BulletWhip, Object.Vector FireLocation, Object.Vector FireDir, Object.Vector HitLocation)


CheckJumpOrDuck

function CheckJumpOrDuck ()

Overrides: PlayerController.CheckJumpOrDuck


CheckPickedVehicle

function UTVehicle CheckPickedVehicle (UTVehicle V, bool bEnterVehicle)

returns the Vehicle passed in if it can be driven

CheckVehicleToDrive

function UTVehicle CheckVehicleToDrive (bool bEnterVehicle)

Returns vehicle which can be driven

Parameters:

  • bEnterVehicle - if true then player enters the found vehicle

CleanupOnlineSubsystemSession

function bool CleanupOnlineSubsystemSession (bool bWasFromMenu)

Cleans up online subsystem game sessions and posts stats if the match is arbitrated.

ClearCameraEffect

function ClearCameraEffect ()


ClearDoubleClick

function ClearDoubleClick ()

Overrides: PlayerController.ClearDoubleClick


ClearStringAliasBindingMapCache

simulated function ClearStringAliasBindingMapCache ()

Clear the contents of the command to bind key cache

ClientBecameActivePlayer

reliable client function ClientBecameActivePlayer ()


ClientEndZoom

reliable simulated client function ClientEndZoom ()

Allows the server to tell the client to end zoom

ClientGameEnded

reliable client function ClientGameEnded (optional Actor EndGameFocus, optional bool bIsWinner)

Overrides: PlayerController.ClientGameEnded


ClientIncrementAroundTheWorld

reliable client function ClientIncrementAroundTheWorld (int mapIndex)


ClientIncrementLikeTheBackOfMyHand

reliable client function ClientIncrementLikeTheBackOfMyHand (int mapIndex)


ClientIncrementMixItUp

reliable client function ClientIncrementMixItUp (int GameType, int AchievementType)


ClientMusicEvent

unreliable client function ClientMusicEvent (int EventIndex)


ClientPawnDied

reliable client simulated function ClientPawnDied ()

Client-side notification that the pawn has died.

ClientPlayAnnouncement

reliable client function ClientPlayAnnouncement (class<UTLocalMessageInMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)


ClientPlayCameraAnim

reliable client function ClientPlayCameraAnim (CameraAnim AnimToPlay, optional float Scale, optional float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop)


ClientPlayTakeHit

unreliable client function ClientPlayTakeHit (Object.Vector HitLoc, byte Damage, class<DamageTypeDamageType)


ClientReset

reliable client function ClientReset ()

Overrides: PlayerController.ClientReset


ClientResetMapListPublish

reliable client function ClientResetMapListPublish ()


ClientRestart

reliable client function ClientRestart (Pawn NewPawn)

Overrides: PlayerController.ClientRestart


ClientRoundEnded

reliable client function ClientRoundEnded (Actor EndRoundFocus)


ClientSendNextMap

reliable client function ClientSendNextMap (int MapIndex)

sends a single map in the current gametype's maplist to the server for updating

ClientSetAutoObjective

reliable client function ClientSetAutoObjective (Actor NewAutoObjective)

client-side notification of the current auto objective

ClientSetBehindView

reliable client function ClientSetBehindView (bool bNewBehindView)


ClientSetGameHostNameAndId

client reliable function ClientSetGameHostNameAndId (string OwningPlayerIdString, string OwningPlayerName)

Called by the server to tell the client what its OwningPlayerId and PlayerName is

ClientSetOnlineStatus

reliable client function ClientSetOnlineStatus ()

Overrides: PlayerController.ClientSetOnlineStatus

Looks at the current game state and uses that to set the rich presence strings

Licensees should override this in their player controller derived class

ClientSetProcessingComplete

reliable client function ClientSetProcessingComplete ()

this is used in seamless travel when the PlayerController class got replaced to force bInitialProcessingComplete to true

ClientSetProgressMessage

reliable client function ClientSetProgressMessage (PlayerController.EProgressMessageType MessageType, string Message, optional string Title)

Overrides: PlayerController.ClientSetProgressMessage

Sets or updates the any current progress message being displayed.

Parameters:

  • MessageType - the type of progress message
  • Message - the message to display
  • Title - the title to use for the progress message.

ClientSetRequestedEntryWithFlag

reliable client function ClientSetRequestedEntryWithFlag (UTVehicle V, bool bNewValue, int MessageIndex)

sets bRequestedEntryWithFlag on the given vehicle to update the HUD

ClientSetSpeechRecognitionObject

reliable client function ClientSetSpeechRecognitionObject (SpeechRecognition NewRecognitionData)


ClientSmartUse

unreliable client function ClientSmartUse ()


ClientSpawnCameraEffect

unreliable client function ClientSpawnCameraEffect (class<UTEmitCameraEffectCameraEffectClass)

Spawn ClientSide Camera Effects *

ClientSpawnGoreCameraEffect

unreliable client function ClientSpawnGoreCameraEffect (class<UTEmitCameraEffectCameraEffectClass)

Spawn ClientSide gory Camera Effects (so low gore client can ignore) *

ClientStopCameraAnim

reliable client function ClientStopCameraAnim (bool bImmediate)


ClientUpdateAchievement

reliable client function ClientUpdateAchievement (int AchievementId, optional int Count)

Unlocks the achievement on the client (can only be done clientside)

Parameters:

  • AchievementId - the achievement to unlock

ClientUpdateGetALife

reliable client function ClientUpdateGetALife ()


ClientUpdateSpiceOfLife

reliable client function ClientUpdateSpiceOfLife (int MutatorBitMask)


CommandMenuDeactivated

function CommandMenuDeactivated (UIScene DeactivatedScene)


ConvolveTimeout

function ConvolveTimeout ()

Overrides: PlayerController.ConvolveTimeout

Called when the convolve response has timed out

DamageShake

function DamageShake (int Damage, class<DamageTypeDamageType)

Causes a view shake based on the amount of damage Should only be called on the owning client

DisplayDebug

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

Overrides: PlayerController.DisplayDebug

(Description copied from PlayerController.DisplayDebug)
list important PlayerController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used

Parameters:

  • HUD - HUD with canvas to draw on
  • out_YL - Height of the current font
  • out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

DrawHUD

function DrawHUD (HUD H)

Overrides: PlayerController.DrawHUD

Hook called from HUD actor. Gives access to HUD and Canvas

EndZoom

simulated function EndZoom ()

This function will end a zoom and reset the FOV to the default value

EndZoomNonlinear

simulated function EndZoomNonlinear (float ZoomInterpSpeed)

Ends a zoom, but interpolates nonlinearly back to the default value.

FindProgressMessageScene

function UTUIScene_ConnectionStatus FindProgressMessageScene ()

Returns:

a reference to the progress message scene, if it's already open.

FindVehicleToDrive

function bool FindVehicleToDrive ()

Overrides: PlayerController.FindVehicleToDrive

Tries to find a vehicle to drive within a limited radius. Returns true if successful

FinishQuitToMainMenu

function FinishQuitToMainMenu ()

Called after onlinesubsystem game cleanup has completed.

FixFOV

function FixFOV ()

Overrides: PlayerController.FixFOV


ForceCloseProgressMessageScene

function ForceCloseProgressMessageScene (optional bool bSimulateCancel)

Manually closes the progress message scene, if open. Normally the progress message scene would be closed when the user clicks one of its buttons.

Parameters:

  • bSimulateCancel - if TRUE, will set the message box's selection to the index of the Cancel button; otherwise, just closes the scene without touching the selection value.

GetAdjustedAimFor

function Object.Rotator GetAdjustedAimFor (Weapon W, Object.Vector StartFireLoc)

Overrides: PlayerController.GetAdjustedAimFor

Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing. UTPlayerController implementation doesn't adjust aim, but sets the shottarget (for warning enemies)

Parameters:

  • W - weapon about to fire
  • StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
  • BaseAimRot - original aiming rotation without any modifications.

HasModifierCard

function bool HasModifierCard (name Card)

Returns:

true if the player has any of these cards

HasPersistentKey

function bool HasPersistentKey (UTProfileSettings.ESinglePlayerPersistentKeys SearchKey)


LandingShake

simulated function bool LandingShake ()

Overrides: Controller.LandingShake

LandingShake() returns true if controller wants landing view shake

LoadCharacterFromProfile

function LoadCharacterFromProfile (UTProfileSettings Profile)

Loads the player's custom character from their profile.

LoadSettingsFromProfile

function LoadSettingsFromProfile (bool bLoadCharacter)


LongClientAdjustPosition

unreliable client function LongClientAdjustPosition (float TimeStamp, name NewState, Actor.EPhysics NewPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: PlayerController.LongClientAdjustPosition


NotifyConnectionError

function NotifyConnectionError (string Message, optional string Title)

Overrides: PlayerController.NotifyConnectionError

Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.

Parameters:

  • Message - a description of why the connection was lost
  • Title - the title to use in the connection failure message.

NotifyInviteFailed

function NotifyInviteFailed ()

Overrides: PlayerController.NotifyInviteFailed

Override to display a message to the user

NotifyNotAllPlayersCanJoinInvite

function NotifyNotAllPlayersCanJoinInvite ()

Overrides: PlayerController.NotifyNotAllPlayersCanJoinInvite

Override to display a message to the user

NotifyNotEnoughSpaceInInvite

function NotifyNotEnoughSpaceInInvite ()

Overrides: PlayerController.NotifyNotEnoughSpaceInInvite

Override to display a message to the user

NotifyTakeHit

function NotifyTakeHit (Controller InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: PlayerController.NotifyTakeHit

Notification from pawn that it has received damage via TakeDamage().

OnControllerChanged

function OnControllerChanged (int ControllerId, bool bIsConnected)

Overrides: PlayerController.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

OnDestroyOnlineGameComplete

function OnDestroyOnlineGameComplete (bool bWasSuccessful)

Called when the destroy online game has completed. At this point it is safe to travel back to the menus

Parameters:

  • bWasSuccessful - whether it worked ok or not

OnEndOnlineGameComplete

function OnEndOnlineGameComplete (bool bWasSuccessful)

Called when the online game has finished ending.

OnFriendInviteReceived

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

Callback for when a friend request has been received.

OnFriendMessageReceived

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

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)

Callback for when a game invite has been received.

OnInviteJoinComplete

function OnInviteJoinComplete (bool bWasSuccessful)

Overrides: PlayerController.OnInviteJoinComplete

Once the join completes, use the platform specific connection information to connect to it

Parameters:

  • bWasSuccessful - whether the join worked or not

OnPlayCameraAnim

function OnPlayCameraAnim (UTSeqAct_PlayCameraAnim InAction)


OnReadProfileSettingsComplete

function OnReadProfileSettingsComplete (bool bWasSuccessful)

Callback for when the profile finishes reading for this PC.

OnStopCameraAnim

function OnStopCameraAnim (UTSeqAct_StopCameraAnim InAction)


OnTTSAudioFinished

simulated private function OnTTSAudioFinished (AudioComponent AC)


OnUnlockAchievement

function OnUnlockAchievement (UTSeqAct_UnlockAchievement Action)

Handles the Kismet action to unlock an achievement

Parameters:

  • Action - the action containing which achievement to unlock

OnUpdatePropertyFOVAngle

function OnUpdatePropertyFOVAngle ()

called through camera anim code when it modifies FOVAngle

OpenProgressMessageScene

function UTUIScene_ConnectionStatus OpenProgressMessageScene ()

Opens the scene which is used to display connection/download progress & error messages. If the scene is already open, will return a reference to the existing scene rather than creating another one.

Returns:

a reference to an instance of UTUIScene_ConnectionStatus which is fully initialized and ready to be used.

OpenUIScene

simulated function UIScene OpenUIScene (UIScene Template)

Attempts to open a UI Scene.

Parameters:

  • Template - The Template of the scene to open.

Returns:

the opened scene

PawnDied

function PawnDied (Pawn P)

Overrides: PlayerController.PawnDied


PerformedUseAction

simulated function bool PerformedUseAction ()

Overrides: PlayerController.PerformedUseAction

return true if player the Use action was handled

PlayAnnouncement

function PlayAnnouncement (class<UTLocalMessageInMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)


PlayBeepSound

simulated function PlayBeepSound ()

Overrides: PlayerController.PlayBeepSound


PlayCameraAnim

function PlayCameraAnim (CameraAnim AnimToPlay, optional float Scale, optional float Rate, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bIsDamageShake)

plays the specified camera animation with the specified weight (0 to 1) local client only

PlayStartupMessage

reliable client function PlayStartupMessage (byte StartupStage)


PlayWinMessage

function PlayWinMessage (bool bWinner)


ProjectileWarningTimer

function ProjectileWarningTimer ()


PulseTeamColor

function PulseTeamColor ()

Called from the UTTeamGameMessage, this will cause all TeamColored Images on the hud to pulse.

QuitToMainMenu

function QuitToMainMenu ()

Called when returning to the main menu.

ReceiveBotVoiceMessage

unreliable client function ReceiveBotVoiceMessage (UTPlayerReplicationInfo SenderPRI, int MessageIndex, Object LocationObject)

Receive a voice message from a bot - process locally, since character may be different on client

ReceiveProjectileWarning

function ReceiveProjectileWarning (Projectile proj)

Overrides: Controller.ReceiveProjectileWarning


ReceiveTauntMessage

unreliable client function ReceiveTauntMessage (UTPlayerReplicationInfo SenderPRI, name EmoteTag, int Seed)

Receive a taunt from a player - process locally, since character may be different on client

RegisterPlayerDataStores

simulated function RegisterPlayerDataStores ()

Overrides: PlayerController.RegisterPlayerDataStores

Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered.

Overloaded so we can initialize game specific player data stores.

RemoveCameraEffect

function RemoveCameraEffect (UTEmitCameraEffect CamEmitter)

Parameters:

  • CamEmitter - Clear the CameraEffect if it is the one passed in

Restart

function Restart (bool bVehicleTransition)

Overrides: PlayerController.Restart


RoundHasEnded

function RoundHasEnded (optional Actor EndRoundFocus)

Overrides: Controller.RoundHasEnded


SaveProfile

function SaveProfile (optional int PlayerIndex)

Saves the current profile complete with UI scene

SaveServerToHistory

function SaveServerToHistory ()

Saves the UniqueNetId for the current server to the player's list of recently visited servers (server history).

SendMessage

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageTypeDamageType)

Overrides: Controller.SendMessage


ServerAdmin

reliable server function ServerAdmin (string CommandLine)


ServerAdminLogin

reliable server function ServerAdminLogin (string Password)


ServerAdminLogOut

reliable server function ServerAdminLogOut ()


ServerBecomeActivePlayer

reliable server function ServerBecomeActivePlayer ()


ServerChangeMap

reliable server function ServerChangeMap (string URL)


ServerChangeTeam

reliable server function ServerChangeTeam (int N)

Overrides: PlayerController.ServerChangeTeam

Don't allow team changes if we are in single player, or too frequently

ServerDropFlag

reliable server function ServerDropFlag ()


ServerEndMapListPublish

reliable server function ServerEndMapListPublish ()

indicates server has received all maps in the client's list

ServerForceTextMute

reliable server function ServerForceTextMute (string TargetPlayer)


ServerForceTextUnMute

reliable server function ServerForceTextUnMute (string TargetPlayer)


ServerForceVoiceMute

reliable server function ServerForceVoiceMute (string TargetPlayer)


ServerForceVoiceUnMute

reliable server function ServerForceVoiceUnMute (string TargetPlayer)


ServerGetGameHostNameAndId

server reliable function ServerGetGameHostNameAndId ()


ServerKickBan

reliable server function ServerKickBan (string PlayerToKick, bool bBan)

Allows the local player or admin to kick a player

ServerPlayerPreferences

reliable server function ServerPlayerPreferences (EWeaponHand NewWeaponHand, bool bNewAutoTaunt, bool bNewCenteredWeaponFire, EAutoObjectivePreference NewAutoObjectivePreference)


ServerPlayVehicleHorn

unreliable server function ServerPlayVehicleHorn ()


ServerProcessSpeechRecognition

reliable server function ServerProcessSpeechRecognition (OnlineSubsystem.SpeechRecognizedWord ReplicatedWords[3])


ServerReceiveNextMap

reliable server function ServerReceiveNextMap (int MapIndex, string MapName)

server receives a single map list entry and asks client for the next one

ServerRestartMap

reliable server function ServerRestartMap ()


ServerSay

unreliable server function ServerSay (string Msg)

Overrides: PlayerController.ServerSay


ServerSessionBan

reliable server function ServerSessionBan (string PlayerToBan)


ServerSetAlias

reliable server function ServerSetAlias (string NewAlias)


ServerSetAutoTaunt

reliable server function ServerSetAutoTaunt (bool Value)


ServerSetCharacterData

reliable server function ServerSetCharacterData (UTCustomChar_Data.CustomCharData CharData)

tells the server about the character this player is using

ServerSetClanTag

reliable server function ServerSetClanTag (string InClanTag)

Sets the ClanTag for this player.

Parameters:

  • InClanTag - New clan tag for the player.

ServerSetHand

reliable server function ServerSetHand (EWeaponHand NewWeaponHand)


ServerSetProcessingComplete

reliable server function ServerSetProcessingComplete ()

called after any initial clientside processing is complete to allow the client to spawn in

ServerShowPathToBase

reliable server function ServerShowPathToBase (byte TeamNum)


ServerSpectate

function ServerSpectate ()


ServerStartMapListPublish

reliable server function ServerStartMapListPublish (name GameClassName)

gets the server started for receiving a map list

ServerTeamSay

unreliable server function ServerTeamSay (string Msg)

Overrides: PlayerController.ServerTeamSay


ServerThrowWeapon

reliable server function ServerThrowWeapon ()

Overrides: PlayerController.ServerThrowWeapon


ServerTriggerHero

reliable server function ServerTriggerHero ()


ServerUse

unreliable server function ServerUse ()

Overrides: PlayerController.ServerUse

Limit use frequency

ServerViewingMap

server reliable function ServerViewingMap (bool bNewValue)


ServerViewObjective

unreliable server function ServerViewObjective ()


ServerViewPlayerByName

unreliable server function ServerViewPlayerByName (string PlayerName)


ServerViewSelf

unreliable server function ServerViewSelf ()

Overrides: PlayerController.ServerViewSelf


SetAutoObjective

function SetAutoObjective (Actor ObjectiveActor, bool bOnlyNotifyDifferent)


SetBehindView

function SetBehindView (bool bNewBehindView)


SetCameraAnimStrength

function SetCameraAnimStrength (float NewStrength)

Allows changing camera anim strength on the fly

SetCameraMode

function SetCameraMode (name NewCamMode)

Overrides: PlayerController.SetCameraMode

Set new camera mode

Parameters:

  • NewCamMode - new camera mode.

SetFrontEndErrorMessage

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.

SetFrontEndTravelRetryInfo

function SetFrontEndTravelRetryInfo (string URL, string ErrorCode)

Saves information to the registry about the last travel attempt, to allow the frontend to attempt a reconnect if necessary

SetHand

function SetHand (EWeaponHand NewWeaponHand)


SetPawnConstructionScene

function SetPawnConstructionScene (bool bShow)


SetViewTarget

function SetViewTarget (Actor NewViewTarget, optional Camera.ViewTargetTransitionParams TransitionParams)

Overrides: PlayerController.SetViewTarget


ShortServerMove

unreliable server function ShortServerMove (float TimeStamp, Object.Vector ClientLoc, byte NewFlags, byte ClientRoll, int View)


ShowAchievementToast

function ShowAchievementToast (int AchievementId)


ShowHudMap

client reliable function ShowHudMap ()


ShowMidGameMenu

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


ShowScoreboard

function ShowScoreboard ()


SpawnCamera

function SpawnCamera ()


SpeakTTS

simulated function SpeakTTS (coerce string S, optional PlayerReplicationInfo PRI)


SpeechRecognitionComplete

function SpeechRecognitionComplete ()

set to VoiceInterface's speech recognition delegate; called when words are recognized

StartZoom

simulated function StartZoom (float NewDesiredFOV, float NewZoomRate)

This function will cause the PlayerController to begin zooming to a new FOV Level.

Parameters:

  • NewDesiredFOV - The new FOV Value to head towards
  • NewZoomRate - The rate of transition in degrees per second

StartZoomNonlinear

simulated function StartZoomNonlinear (float NewDesiredFOV, float NewZoomInterpSpeed)


StopCameraAnim

function StopCameraAnim (optional bool bImmediate)

Stops the currently playing camera animation.

StopViewShaking

function StopViewShaking ()

Turns off any view shaking

StopZoom

simulated function StopZoom ()

This function will stop the zooming process keeping the current FOV Angle

TriggerInteracted

simulated function bool TriggerInteracted ()

Overrides: PlayerController.TriggerInteracted

Examines the nearby enviroment and generates a priority sorted list of interactable actors, and then attempts to activate each of them until either one was successfully activated, or no more actors are available.

Typing

function Typing (bool bTyping)


UnregisterPlayerDataStores

simulated function UnregisterPlayerDataStores ()

Overrides: PlayerController.UnregisterPlayerDataStores

Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.

Overloaded so we can unregister game specific player data stores.

UpdateAchievement

simulated function UpdateAchievement (int AchievementId, optional int Value)


UpdateRotation

function UpdateRotation (float DeltaTime)

Overrides: PlayerController.UpdateRotation


UpdateSex

function UpdateSex ()

Overrides: Controller.UpdateSex

Sex is set when mesh is set for pawn

UpdateVolumeAndBrightness

function UpdateVolumeAndBrightness ()

Updates sound volumes and screen brightness. Done in a seperate function so it can be called by the sliders to update these values in real time without doing a lot of extra work.

UseModifierCard

function UseModifierCard (name Card)

Use Modifier Card

Parameters:

  • Card - The Modifier Card use

UsingFirstPersonCamera

function bool UsingFirstPersonCamera ()

Overrides: PlayerController.UsingFirstPersonCamera

return whether viewing in first person mode

ViewNextBot

function ViewNextBot ()


ViewShake

function ViewShake (float DeltaTime)

Overrides: PlayerController.ViewShake

Sets ShakeOffset and ShakeRot to the current view shake that should be applied to the camera