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UE3:UTPlayerController internal variables (UT3)

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

Internal variables[edit]

ActiveTTSSoundCues[edit]

Type: array<SoundCue>

Modifiers: private

Currently playing text-to-speech generated sounds.

Announcer[edit]

Type: UTAnnouncer


AutoObjectivePreference[edit]

Type: EAutoObjectivePreference

Modifiers: globalconfig


Default value: AOP_NoPreference

bAcuteHearing[edit]

Type: bool


bAlreadyReset[edit]

Type: bool


bAlwaysLevel[edit]

Type: bool

Modifiers: globalconfig


bAlwaysMouseLook[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bAutoTaunt[edit]

Type: bool

Modifiers: globalconfig


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


bCenterView[edit]

Type: bool


bConstructioningMeshes[edit]

Type: bool


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

bDontUpdate[edit]

Type: bool


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

bEnableDodging[edit]

Type: bool

Modifiers: globalconfig


Default value: True

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


bHeroPPEffectsOn[edit]

Type: bool

True if Hero post processing effects are on

bHideObjectivePaths[edit]

Type: bool

Modifiers: globalconfig

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

bInitialProcessingComplete[edit]

Type: bool

set when any initial clientside processing required before allowing the player to join the game has completed

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)

bKeyboardLook[edit]

Type: bool

Modifiers: globalconfig

no snapping when true

bLandingShake[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bLateComer[edit]

Type: bool


bLookUpStairs[edit]

Type: bool

Modifiers: globalconfig

look up/down stairs (player)

bNoAutoTaunts[edit]

Type: bool

Modifiers: globalconfig


bNoCrosshair[edit]

Type: bool

Modifiers: config


bNoMatureLanguage[edit]

Type: bool

Modifiers: globalconfig


bNonlinearZoomInterpolation[edit]

Type: bool

Modifiers: transient

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

bNoTextToSpeechVoiceMessages[edit]

Type: bool

Modifiers: globalconfig


bNotUsingOrb[edit]

Type: bool

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

bNoVoiceMessages[edit]

Type: bool

Modifiers: globalconfig

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

bNoVoiceTaunts[edit]

Type: bool

Modifiers: globalconfig


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

bSimpleCrosshair[edit]

Type: bool

Modifiers: config


bSmoothClientDemo[edit]

Type: bool

If this PC is used in client side demo recordings

Default value: True

bSnapToLevel[edit]

Type: bool

Modifiers: globalconfig

Snap to level eyeheight when not mouselooking

bTextToSpeechTeamMessagesOnly[edit]

Type: bool

Modifiers: globalconfig


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
bEnableBloom True
bEnableSceneEffect True
Bloom_InterpolationDuration 1.0
Bloom_Scale 1.0
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
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'

ConstructioningProgress[edit]

Type: float


ConstructioningStatus[edit]

Type: string


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.

IdentifiedTeam[edit]

Type: byte


Default value: 255

LastAchievementIDUnlocked[edit]

Type: int

Cached value for achievement unlock

LastAutoObjective[edit]

Type: Actor

last objective CheckAutoObjective() sent a notification about

LastAutoObjectiveTime[edit]

Type: float

last time auto objective was updated

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

LastConsoleDownloadMessageTime[edit]

Type: float

when downloading during servertravel, we send console messages instead of the UI box so that the player can continue to talk, etc this is the time of the last message so we don't spam too many

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


MapListPublishGameClassName[edit]

Type: name

this is set when admin is sending local maplist to the server, so that game class changes due to travelling don't disrupt it

MatineeCameraClass[edit]

Type: class<Camera>

Used during matinee sequences

Default value: Class'Engine.AnimatedCamera'

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)

ProgressMessageSceneClassName[edit]

Type: string

class to use for displaying progress messages

Default value: "UTGame.UTUIScene_ConnectionStatus"

PulseTimer[edit]

Type: float


Default value: 5.0

SavedServerID[edit]

Type: OnlineSubsystem.UniqueNetId

Cached values for the retrieved server ID/Name, set by the history saving code, and utilized by the 'add favourite' code

SavedServerIP[edit]

Type: string


SavedServerName[edit]

Type: string


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

TestSceneTemplate[edit]

Type: UTUIScene_MapVote


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.

VoteRI[edit]

Type: UTVoteReplicationInfo

This player's Voter Registration Card

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