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UE3:UTPlayerController internal variables (UDK)

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Contents

UTPlayerController internal variables in other games:
UT3
Other member categories for this class:
constants, exec functions, instance functions, states

Internal variables[edit]

Announcer[edit]

Type: UTAnnouncer


AutoObjectivePreference[edit]

Type: EAutoObjectivePreference

Modifiers: globalconfig


Default value: AOP_NoPreference

bAcuteHearing[edit]

Type: bool


bAlreadyReset[edit]

Type: bool


bAutoTaunt[edit]

Type: bool

Modifiers: globalconfig

makes playercontroller hear much better (used to magnify hit sounds caused by player)

bBeaconPulseDir[edit]

Type: bool


bBehindView[edit]

Type: bool


bCameraOutOfWorld[edit]

Type: bool

Used to keep spectator cameras from going out of world boundaries

bCenteredWeaponFire[edit]

Type: bool

Modifiers: config


bCurrentCamAnimAffectsFOV[edit]

Type: bool

set if camera anim modifies FOV - don't do any FOV interpolation while camera anim is playing

bCurrentCamAnimIsDamageShake[edit]

Type: bool

set when the last camera anim we played was caused by damage - we only let damage shakes override other damage shakes

bDebugFreeCam[edit]

Type: bool

Modifiers: transient

vars for debug freecam, which allows camera to view player from all angles

bDedicatedServerSpectator[edit]

Type: bool

indicates whether this player is a dedicated server spectator (so disable rendering and don't allow it to participate at all)

BeaconPulseMax[edit]

Type: float


Default value: 1.1

BeaconPulseRate[edit]

Type: float


Default value: 0.5

BeaconPulseScale[edit]

Type: float

Used for pulsing critical objective beacon

bFirstPersonWeaponsSelfShadow[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bForceBehindView[edit]

Type: bool

if true, while in the spectating state, behindview will be forced on a player

Default value: True

bFreeCamera[edit]

Type: bool


bHideObjectivePaths[edit]

Type: bool

Modifiers: globalconfig

If true, don't show the path arrows to your objective

bIsTyping[edit]

Type: bool


bJustFoundVehicle[edit]

Type: bool

Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard)

bLandingShake[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bLateComer[edit]

Type: bool


bNoCrosshair[edit]

Type: bool

Modifiers: config


bNonlinearZoomInterpolation[edit]

Type: bool

Modifiers: transient

If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo. If FALSE, use linear interp.

bNotUsingOrb[edit]

Type: bool

set if player isn't using orb, to adjust orders given

BoundEventsStringDataStore[edit]

Type: UTUIDataStore_StringAliasBindingsMap

The data store that holds data needed to translate bound input events to strings for UI

bPopupMapOnDeath[edit]

Type: bool

If true, we will popup the map page when the player dies so they can select their spanw point

bPulseTeamColor[edit]

Type: bool


bQuittingToMainMenu[edit]

Type: bool

Modifiers: transient

Whether or not we are quitting to the main menu.

bRetrieveSettingsFromProfileOnNextTick[edit]

Type: bool

Modifiers: transient

Whether or not we should retrieve settings from the profile on next tick.

bRotateMinimap[edit]

Type: bool

If true, HUD minimap is zoomed and rotates around player

bServerMutedText[edit]

Type: bool

If true, the server has muted all text chat from this player

bShouldLoadSettingsFromProfile[edit]

Type: bool

If true, and have profile, load settings from it

bSimpleCrosshair[edit]

Type: bool

Modifiers: config


bUsePhysicsRotation[edit]

Type: bool

if true, rotate smoothly to desiredrotation

bUseVehicleRotationOnPossess[edit]

Type: bool

Modifiers: globalconfig

If true, switch to vehicle's rotation when possessing it (except for roll)

Default value: True

bViewingMap[edit]

Type: bool


bWasDefendingObjective[edit]

Type: bool

true if was defending last autoobjective

CalcEyeHeight[edit]

Type: float


CalcViewActor[edit]

Type: Actor

cached result of GetPlayerViewPoint()

CalcViewActorLocation[edit]

Type: Object.Vector


CalcViewActorRotation[edit]

Type: Object.Rotator


CalcViewLocation[edit]

Type: Object.Vector


CalcViewRotation[edit]

Type: Object.Rotator


CalcWalkBob[edit]

Type: Object.Vector


CameraAnimPlayer[edit]

Type: CameraAnimInst

plays camera animations (mostly used for viewshakes)

CameraEffect[edit]

Type: UTEmitCameraEffect

The effect to play on the camera *

CameraShakeLongWaveForm[edit]

Type: ForceFeedbackWaveform

Vibration

Default value: ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform8'

CameraShakeShortWaveForm[edit]

Type: ForceFeedbackWaveform

Vibration

Default value: ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform7'

CamOverridePostProcess[edit]

Type: PostProcessVolume.PostProcessSettings

stores post processing settings applied by the camera animation applied additively to the default post processing whenever a camera anim is playing

Default value:

Member Value
bAllowAmbientOcclusion True
bEnableBloom True
bEnableMotionBlur True
bEnableSceneEffect True
Bloom_InterpolationDuration 1.0
Bloom_Scale 1.0
bOverride_AllowAmbientOcclusion True
bOverride_Bloom_InterpolationDuration True
bOverride_Bloom_Scale True
bOverride_DOF_BlurBloomKernelSize True
bOverride_DOF_BlurKernelSize True
bOverride_DOF_FalloffExponent True
bOverride_DOF_FocusDistance True
bOverride_DOF_FocusInnerRadius True
bOverride_DOF_FocusPosition True
bOverride_DOF_FocusType True
bOverride_DOF_InterpolationDuration True
bOverride_DOF_MaxFarBlurAmount True
bOverride_DOF_MaxNearBlurAmount True
bOverride_DOF_ModulateBlurColor True
bOverride_EnableBloom True
bOverride_EnableDOF True
bOverride_EnableMotionBlur True
bOverride_EnableSceneEffect True
bOverride_MotionBlur_Amount True
bOverride_MotionBlur_CameraRotationThreshold True
bOverride_MotionBlur_CameraTranslationThreshold True
bOverride_MotionBlur_FullMotionBlur True
bOverride_MotionBlur_InterpolationDuration True
bOverride_MotionBlur_MaxVelocity True
bOverride_OverrideRimShaderColor True
bOverride_RimShader_Color True
bOverride_RimShader_InterpolationDuration True
bOverride_Scene_Desaturation True
bOverride_Scene_HighLights True
bOverride_Scene_InterpolationDuration True
bOverride_Scene_MidTones True
bOverride_Scene_Shadows True
DOF_BlurBloomKernelSize 16.0
DOF_BlurKernelSize 16.0
DOF_FalloffExponent 4.0
DOF_FocusInnerRadius 2000.0
DOF_InterpolationDuration 1.0
DOF_MaxFarBlurAmount 1.0
DOF_MaxNearBlurAmount 1.0
DOF_ModulateBlurColor
Member Value
A 255
B 255
G 255
R 255
MotionBlur_Amount 0.5
MotionBlur_CameraRotationThreshold 45.0
MotionBlur_CameraTranslationThreshold 10000.0
MotionBlur_FullMotionBlur True
MotionBlur_InterpolationDuration 1.0
MotionBlur_MaxVelocity 1.0
RimShader_Color
Member Value
A 1.0
B 0.827726
G 0.585973
R 0.47044
RimShader_InterpolationDuration 1.0
Scene_HighLights
Member Value
X 1.0
Y 1.0
Z 1.0
Scene_InterpolationDuration 1.0
Scene_MidTones
Member Value
X 1.0
Y 1.0
Z 1.0

CommandMenu[edit]

Type: UTUIScene_CommandMenu


CommandMenuTemplate[edit]

Type: UTUIScene_CommandMenu

Holds the template for the command menu

Default value: UTUIScene_CommandMenu'UI_InGameHud.Menus.CommandMenu'

CurrentMapScene[edit]

Type: UTUIScene

Holds the current Map Scene

DamageCameraAnim[edit]

Type: CameraAnim

camera anim played when hit (blend strength depends on damage taken)

Default value: CameraAnim'FX_HitEffects.DamageViewShake'

DebugFreeCamRot[edit]

Type: Object.Rotator

Modifiers: transient


DesiredLocation[edit]

Type: Object.Vector


FOVLinearZoomRate[edit]

Type: float

How fast (degrees/sec) should a zoom occur

FOVNonlinearZoomInterpSpeed[edit]

Type: float

Modifiers: transient

Interp speed (as used in FInterpTo) for nonlinear FOV interpolation.

HeartBeatSoundComponent[edit]

Type: AudioComponent

Heartbeat audio component

IdentifiedTeam[edit]

Type: byte


Default value: 255

LastAutoObjective[edit]

Type: Actor

last objective CheckAutoObjective() sent a notification about

LastBullseyeTime[edit]

Type: float

Last bullseye announcement (hacky - don't want multiple close together)

LastCameraTimeStamp[edit]

Type: float


LastCombatUpdateTime[edit]

Type: float

Last time combat update message was received by this player

LastFriendlyFireTime[edit]

Type: float

To limit frequency of received "friendly fire" voice messages

LastIncomingMessageTime[edit]

Type: float

Last time "incoming" message was received by this player

LastKickWarningTime[edit]

Type: float


Default value: -1000.0

LastShowPathTime[edit]

Type: float

last time ServerShowPathToBase() was executed, to avoid spamming the world with path effects

LastTauntAnimTime[edit]

Type: float


LastTeamChangeTime[edit]

Type: float

Used to prevent too frequent team changes

Default value: -1000.0

LastUseTime[edit]

Type: float

Last "use" time - used to limit "use" frequency

LastWarningTime[edit]

Type: float

Last time a warning about a shot being fired at my pawn was accepted.

MatineeCameraClass[edit]

Type: class<Camera>

Used during matinee sequences

Default value: Class'Engine.Camera'

MsgPlayerNotFound[edit]

Type: string

Modifiers: localized


Default value: "Player not Found!"

MusicManager[edit]

Type: UTMusicManager


NextAdminCmdTime[edit]

Type: float


OldMessageTime[edit]

Type: float

to limit frequency of voice messages

Default value: -100.0

OnFootDefaultFOV[edit]

Type: float

Modifiers: globalconfig


PawnShadowMode[edit]

Type: EPawnShadowMode

Modifiers: globalconfig


Default value: SHADOW_All

PopupWaitTime[edit]

Type: float

How long after death should we wait to popup the map

Default value: 5.0

PostProcessModifier[edit]

Type: PostProcessVolume.PostProcessSettings

additional post processing settings modifier that can be applied

Note: defaultproperties for this are hardcoded to zeroes in C++

PostProcessPresets[edit]

Type: array<PostProcessInfo>

Modifiers: transient

Array of possible preset values for post process.

PotentiallyHiddenActors[edit]

Type: array<Actor>

Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array)

PulseTimer[edit]

Type: float


Default value: 5.0

ShakeOffset[edit]

Type: Object.Vector

current offsets applied to the camera due to camera anims, etc

ShakeRot[edit]

Type: Object.Rotator

current magnitude to offset camera rotation from shake

StartObjective[edit]

Type: UTGameObjective

This variable stores the objective that the player wishes to spawn closest to

VehicleCheckRadiusScaling[edit]

Type: float

Custom scaling for vehicle check radius. Used by UTConsolePlayerController

Default value: 1.0

VehicleControlType[edit]

Type: UTProfileSettings.EUTVehicleControls

Indicates what control mode is desired for vehicles.

WeaponHand[edit]

Type: EWeaponHand


WeaponHandPreference[edit]

Type: EWeaponHand

Modifiers: globalconfig


ZoomRotationModifier[edit]

Type: float

Used to scale changes in rotation when the FOV is zoomed

Default value: 0.5