Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "UE3:UTPlayerController internal variables (UT3)"
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<!-- enter variable description --> | <!-- enter variable description --> | ||
+ | |||
+ | ====bHeroPPEffectsOn==== | ||
+ | '''Type:''' [[bool]] | ||
+ | |||
+ | True if Hero post processing effects are on | ||
====bHideObjectivePaths==== | ====bHideObjectivePaths==== | ||
Line 316: | Line 321: | ||
<!-- enter variable description --> | <!-- enter variable description --> | ||
+ | |||
+ | ====bSmoothClientDemo==== | ||
+ | '''Type:''' [[bool]] | ||
+ | |||
+ | If this PC is used in client side demo recordings | ||
+ | |||
+ | '''Default value:''' True | ||
====bSnapToLevel==== | ====bSnapToLevel==== | ||
Line 399: | Line 411: | ||
The effect to play on the camera * | The effect to play on the camera * | ||
+ | |||
+ | ====CameraShakeLongWaveForm==== | ||
+ | '''Type:''' {{cl|ForceFeedbackWaveform}} | ||
+ | |||
+ | Vibration | ||
+ | |||
+ | '''Default value:''' {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTPlayerController:ForceFeedbackWaveform8' | ||
+ | |||
+ | ====CameraShakeShortWaveForm==== | ||
+ | '''Type:''' {{cl|ForceFeedbackWaveform}} | ||
+ | |||
+ | Vibration | ||
+ | |||
+ | '''Default value:''' {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTPlayerController:ForceFeedbackWaveform7' | ||
====CamOverridePostProcess==== | ====CamOverridePostProcess==== | ||
Line 578: | Line 604: | ||
'''Default value:''' 255 | '''Default value:''' 255 | ||
+ | |||
+ | ====LastAchievementIDUnlocked==== | ||
+ | '''Type:''' [[int]] | ||
+ | |||
+ | Cached value for achievement unlock | ||
====LastAutoObjective==== | ====LastAutoObjective==== | ||
Line 583: | Line 614: | ||
last objective CheckAutoObjective() sent a notification about | last objective CheckAutoObjective() sent a notification about | ||
+ | |||
+ | ====LastAutoObjectiveTime==== | ||
+ | '''Type:''' [[float]] | ||
+ | |||
+ | last time auto objective was updated | ||
====LastBullseyeTime==== | ====LastBullseyeTime==== | ||
Line 742: | Line 778: | ||
'''Default value:''' 5.0 | '''Default value:''' 5.0 | ||
+ | |||
+ | ====SavedServerID==== | ||
+ | '''Type:''' {{tl|UniqueNetId|OnlineSubsystem}} | ||
+ | |||
+ | Cached values for the retrieved server ID/Name, set by the history saving code, and utilized by the 'add favourite' code | ||
+ | |||
+ | ====SavedServerIP==== | ||
+ | '''Type:''' [[string]] | ||
+ | |||
+ | <!-- enter variable description --> | ||
+ | |||
+ | ====SavedServerName==== | ||
+ | '''Type:''' [[string]] | ||
+ | |||
+ | <!-- enter variable description --> | ||
====ShakeOffset==== | ====ShakeOffset==== |
Latest revision as of 05:14, 16 August 2009
Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController (internal variables) |
Contents
- 1 Internal variables
- 1.1 ActiveTTSSoundCues
- 1.2 Announcer
- 1.3 AutoObjectivePreference
- 1.4 bAcuteHearing
- 1.5 bAlreadyReset
- 1.6 bAlwaysLevel
- 1.7 bAlwaysMouseLook
- 1.8 bAutoTaunt
- 1.9 bBeaconPulseDir
- 1.10 bBehindView
- 1.11 bCameraOutOfWorld
- 1.12 bCenteredWeaponFire
- 1.13 bCenterView
- 1.14 bConstructioningMeshes
- 1.15 bCurrentCamAnimAffectsFOV
- 1.16 bCurrentCamAnimIsDamageShake
- 1.17 bDebugFreeCam
- 1.18 bDontUpdate
- 1.19 BeaconPulseMax
- 1.20 BeaconPulseRate
- 1.21 BeaconPulseScale
- 1.22 bEnableDodging
- 1.23 bFirstPersonWeaponsSelfShadow
- 1.24 bForceBehindView
- 1.25 bFreeCamera
- 1.26 bHeroPPEffectsOn
- 1.27 bHideObjectivePaths
- 1.28 bInitialProcessingComplete
- 1.29 bIsTyping
- 1.30 bJustFoundVehicle
- 1.31 bKeyboardLook
- 1.32 bLandingShake
- 1.33 bLateComer
- 1.34 bLookUpStairs
- 1.35 bNoAutoTaunts
- 1.36 bNoCrosshair
- 1.37 bNoMatureLanguage
- 1.38 bNonlinearZoomInterpolation
- 1.39 bNoTextToSpeechVoiceMessages
- 1.40 bNotUsingOrb
- 1.41 bNoVoiceMessages
- 1.42 bNoVoiceTaunts
- 1.43 BoundEventsStringDataStore
- 1.44 bPopupMapOnDeath
- 1.45 bPulseTeamColor
- 1.46 bQuittingToMainMenu
- 1.47 bRetrieveSettingsFromProfileOnNextTick
- 1.48 bRotateMinimap
- 1.49 bServerMutedText
- 1.50 bSimpleCrosshair
- 1.51 bSmoothClientDemo
- 1.52 bSnapToLevel
- 1.53 bTextToSpeechTeamMessagesOnly
- 1.54 bUsePhysicsRotation
- 1.55 bUseVehicleRotationOnPossess
- 1.56 bViewingMap
- 1.57 bWasDefendingObjective
- 1.58 CalcEyeHeight
- 1.59 CalcViewActor
- 1.60 CalcViewActorLocation
- 1.61 CalcViewActorRotation
- 1.62 CalcViewLocation
- 1.63 CalcViewRotation
- 1.64 CalcWalkBob
- 1.65 CameraAnimPlayer
- 1.66 CameraEffect
- 1.67 CameraShakeLongWaveForm
- 1.68 CameraShakeShortWaveForm
- 1.69 CamOverridePostProcess
- 1.70 CommandMenu
- 1.71 CommandMenuTemplate
- 1.72 ConstructioningProgress
- 1.73 ConstructioningStatus
- 1.74 CurrentMapScene
- 1.75 DamageCameraAnim
- 1.76 DebugFreeCamRot
- 1.77 DesiredLocation
- 1.78 FOVLinearZoomRate
- 1.79 FOVNonlinearZoomInterpSpeed
- 1.80 IdentifiedTeam
- 1.81 LastAchievementIDUnlocked
- 1.82 LastAutoObjective
- 1.83 LastAutoObjectiveTime
- 1.84 LastBullseyeTime
- 1.85 LastCameraTimeStamp
- 1.86 LastCombatUpdateTime
- 1.87 LastConsoleDownloadMessageTime
- 1.88 LastFriendlyFireTime
- 1.89 LastIncomingMessageTime
- 1.90 LastKickWarningTime
- 1.91 LastShowPathTime
- 1.92 LastTauntAnimTime
- 1.93 LastTeamChangeTime
- 1.94 LastUseTime
- 1.95 LastWarningTime
- 1.96 MapListPublishGameClassName
- 1.97 MatineeCameraClass
- 1.98 MsgPlayerNotFound
- 1.99 MusicManager
- 1.100 NextAdminCmdTime
- 1.101 OldMessageTime
- 1.102 OnFootDefaultFOV
- 1.103 PawnShadowMode
- 1.104 PopupWaitTime
- 1.105 PostProcessModifier
- 1.106 PostProcessPresets
- 1.107 PotentiallyHiddenActors
- 1.108 ProgressMessageSceneClassName
- 1.109 PulseTimer
- 1.110 SavedServerID
- 1.111 SavedServerIP
- 1.112 SavedServerName
- 1.113 ShakeOffset
- 1.114 ShakeRot
- 1.115 StartObjective
- 1.116 TestSceneTemplate
- 1.117 VehicleCheckRadiusScaling
- 1.118 VehicleControlType
- 1.119 VoteRI
- 1.120 WeaponHand
- 1.121 WeaponHandPreference
- 1.122 ZoomRotationModifier
- UTPlayerController internal variables in other games:
- UDK
- Other member categories for this class:
- constants, exec functions, instance functions, states
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables[edit]
ActiveTTSSoundCues[edit]
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 |
|
||||||||||
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 |
|
||||||||||
Scene_InterpolationDuration | 1.0 | ||||||||||
Scene_MidTones |
|
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]
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]
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