UE3:UTPlayerController internal variables (UDK)
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Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController (internal variables) |
- UTPlayerController internal variables in other games:
- Other member categories for this class:
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Internal variables
Announcer
Type: UTAnnouncer
AutoObjectivePreference
Type: EAutoObjectivePreference
Modifiers: globalconfig
Default value: AOP_NoPreference
bAcuteHearing
Type: bool
bAlreadyReset
Type: bool
bAutoTaunt
Type: bool
Modifiers: globalconfig
makes playercontroller hear much better (used to magnify hit sounds caused by player)
bBeaconPulseDir
Type: bool
bBehindView
Type: bool
bCameraOutOfWorld
Type: bool
Used to keep spectator cameras from going out of world boundaries
bCenteredWeaponFire
Type: bool
Modifiers: config
bCurrentCamAnimAffectsFOV
Type: bool
set if camera anim modifies FOV - don't do any FOV interpolation while camera anim is playing
bCurrentCamAnimIsDamageShake
Type: bool
set when the last camera anim we played was caused by damage - we only let damage shakes override other damage shakes
bDebugFreeCam
Type: bool
Modifiers: transient
vars for debug freecam, which allows camera to view player from all angles
bDedicatedServerSpectator
Type: bool
indicates whether this player is a dedicated server spectator (so disable rendering and don't allow it to participate at all)
BeaconPulseMax
Type: float
Default value: 1.1
BeaconPulseRate
Type: float
Default value: 0.5
BeaconPulseScale
Type: float
Used for pulsing critical objective beacon
bFirstPersonWeaponsSelfShadow
Type: bool
Modifiers: globalconfig
Default value: True
bForceBehindView
Type: bool
if true, while in the spectating state, behindview will be forced on a player
Default value: True
bFreeCamera
Type: bool
bHideObjectivePaths
Type: bool
Modifiers: globalconfig
If true, don't show the path arrows to your objective
bIsTyping
Type: bool
bJustFoundVehicle
Type: bool
Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard)
bLandingShake
Type: bool
Modifiers: globalconfig
Default value: True
bLateComer
Type: bool
bNoCrosshair
Type: bool
Modifiers: config
bNonlinearZoomInterpolation
Type: bool
Modifiers: transient
If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo. If FALSE, use linear interp.
bNotUsingOrb
Type: bool
set if player isn't using orb, to adjust orders given
BoundEventsStringDataStore
Type: UTUIDataStore_StringAliasBindingsMap
The data store that holds data needed to translate bound input events to strings for UI
bPopupMapOnDeath
Type: bool
If true, we will popup the map page when the player dies so they can select their spanw point
bPulseTeamColor
Type: bool
bQuittingToMainMenu
Type: bool
Modifiers: transient
Whether or not we are quitting to the main menu.
bRetrieveSettingsFromProfileOnNextTick
Type: bool
Modifiers: transient
Whether or not we should retrieve settings from the profile on next tick.
bRotateMinimap
Type: bool
If true, HUD minimap is zoomed and rotates around player
bServerMutedText
Type: bool
If true, the server has muted all text chat from this player
bShouldLoadSettingsFromProfile
Type: bool
If true, and have profile, load settings from it
bSimpleCrosshair
Type: bool
Modifiers: config
bUsePhysicsRotation
Type: bool
if true, rotate smoothly to desiredrotation
bUseVehicleRotationOnPossess
Type: bool
Modifiers: globalconfig
If true, switch to vehicle's rotation when possessing it (except for roll)
Default value: True
bViewingMap
Type: bool
bWasDefendingObjective
Type: bool
true if was defending last autoobjective
CalcEyeHeight
Type: float
CalcViewActor
Type: Actor
cached result of GetPlayerViewPoint()
CalcViewActorLocation
Type: Object.Vector
CalcViewActorRotation
Type: Object.Rotator
CalcViewLocation
Type: Object.Vector
CalcViewRotation
Type: Object.Rotator
CalcWalkBob
Type: Object.Vector
CameraAnimPlayer
Type: CameraAnimInst
plays camera animations (mostly used for viewshakes)
CameraEffect
Type: UTEmitCameraEffect
The effect to play on the camera *
CameraShakeLongWaveForm
Type: ForceFeedbackWaveform
Vibration
Default value: ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform8'
CameraShakeShortWaveForm
Type: ForceFeedbackWaveform
Vibration
Default value: ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform7'
CamOverridePostProcess
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 |
| ||||||||||
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 |
| ||||||||||
RimShader_InterpolationDuration | 1.0 | ||||||||||
Scene_HighLights |
| ||||||||||
Scene_InterpolationDuration | 1.0 | ||||||||||
Scene_MidTones |
|
CommandMenu
Type: UTUIScene_CommandMenu
CommandMenuTemplate
Type: UTUIScene_CommandMenu
Holds the template for the command menu
Default value: UTUIScene_CommandMenu'UI_InGameHud.Menus.CommandMenu'
CurrentMapScene
Type: UTUIScene
Holds the current Map Scene
DamageCameraAnim
Type: CameraAnim
camera anim played when hit (blend strength depends on damage taken)
Default value: CameraAnim'FX_HitEffects.DamageViewShake'
DebugFreeCamRot
Type: Object.Rotator
Modifiers: transient
DesiredLocation
Type: Object.Vector
FOVLinearZoomRate
Type: float
How fast (degrees/sec) should a zoom occur
FOVNonlinearZoomInterpSpeed
Type: float
Modifiers: transient
Interp speed (as used in FInterpTo) for nonlinear FOV interpolation.
HeartBeatSoundComponent
Type: AudioComponent
Heartbeat audio component
IdentifiedTeam
Type: byte
Default value: 255
LastAutoObjective
Type: Actor
last objective CheckAutoObjective() sent a notification about
LastBullseyeTime
Type: float
Last bullseye announcement (hacky - don't want multiple close together)
LastCameraTimeStamp
Type: float
LastCombatUpdateTime
Type: float
Last time combat update message was received by this player
LastFriendlyFireTime
Type: float
To limit frequency of received "friendly fire" voice messages
LastIncomingMessageTime
Type: float
Last time "incoming" message was received by this player
LastKickWarningTime
Type: float
Default value: -1000.0
LastShowPathTime
Type: float
last time ServerShowPathToBase() was executed, to avoid spamming the world with path effects
LastTauntAnimTime
Type: float
LastTeamChangeTime
Type: float
Used to prevent too frequent team changes
Default value: -1000.0
LastUseTime
Type: float
Last "use" time - used to limit "use" frequency
LastWarningTime
Type: float
Last time a warning about a shot being fired at my pawn was accepted.
MatineeCameraClass
Used during matinee sequences
Default value: Class'Engine.Camera'
MsgPlayerNotFound
Type: string
Modifiers: localized
Default value: "Player not Found!"
MusicManager
Type: UTMusicManager
NextAdminCmdTime
Type: float
OldMessageTime
Type: float
to limit frequency of voice messages
Default value: -100.0
OnFootDefaultFOV
Type: float
Modifiers: globalconfig
PawnShadowMode
Type: EPawnShadowMode
Modifiers: globalconfig
Default value: SHADOW_All
PopupWaitTime
Type: float
How long after death should we wait to popup the map
Default value: 5.0
PostProcessModifier
Type: PostProcessVolume.PostProcessSettings
additional post processing settings modifier that can be applied
Note: defaultproperties for this are hardcoded to zeroes in C++
PostProcessPresets
Type: array<PostProcessInfo>
Modifiers: transient
Array of possible preset values for post process.
PotentiallyHiddenActors
Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array)
PulseTimer
Type: float
Default value: 5.0
ShakeOffset
Type: Object.Vector
current offsets applied to the camera due to camera anims, etc
ShakeRot
Type: Object.Rotator
current magnitude to offset camera rotation from shake
StartObjective
Type: UTGameObjective
This variable stores the objective that the player wishes to spawn closest to
VehicleCheckRadiusScaling
Type: float
Custom scaling for vehicle check radius. Used by UTConsolePlayerController
Default value: 1.0
VehicleControlType
Type: UTProfileSettings.EUTVehicleControls
Indicates what control mode is desired for vehicles.
WeaponHand
Type: EWeaponHand
WeaponHandPreference
Type: EWeaponHand
Modifiers: globalconfig
ZoomRotationModifier
Type: float
Used to scale changes in rotation when the FOV is zoomed
Default value: 0.5