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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

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
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

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

Type: class<Camera>

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

Type: array<Actor>

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