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UE3:UTPlayerController internal variables (UT3)
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 bHideObjectivePaths
- 1.27 bInitialProcessingComplete
- 1.28 bIsTyping
- 1.29 bJustFoundVehicle
- 1.30 bKeyboardLook
- 1.31 bLandingShake
- 1.32 bLateComer
- 1.33 bLookUpStairs
- 1.34 bNoAutoTaunts
- 1.35 bNoCrosshair
- 1.36 bNoMatureLanguage
- 1.37 bNonlinearZoomInterpolation
- 1.38 bNoTextToSpeechVoiceMessages
- 1.39 bNotUsingOrb
- 1.40 bNoVoiceMessages
- 1.41 bNoVoiceTaunts
- 1.42 BoundEventsStringDataStore
- 1.43 bPopupMapOnDeath
- 1.44 bPulseTeamColor
- 1.45 bQuittingToMainMenu
- 1.46 bRetrieveSettingsFromProfileOnNextTick
- 1.47 bRotateMinimap
- 1.48 bServerMutedText
- 1.49 bSimpleCrosshair
- 1.50 bSnapToLevel
- 1.51 bTextToSpeechTeamMessagesOnly
- 1.52 bUsePhysicsRotation
- 1.53 bUseVehicleRotationOnPossess
- 1.54 bViewingMap
- 1.55 bWasDefendingObjective
- 1.56 CalcEyeHeight
- 1.57 CalcViewActor
- 1.58 CalcViewActorLocation
- 1.59 CalcViewActorRotation
- 1.60 CalcViewLocation
- 1.61 CalcViewRotation
- 1.62 CalcWalkBob
- 1.63 CameraAnimPlayer
- 1.64 CameraEffect
- 1.65 CamOverridePostProcess
- 1.66 CommandMenu
- 1.67 CommandMenuTemplate
- 1.68 ConstructioningProgress
- 1.69 ConstructioningStatus
- 1.70 CurrentMapScene
- 1.71 DamageCameraAnim
- 1.72 DebugFreeCamRot
- 1.73 DesiredLocation
- 1.74 FOVLinearZoomRate
- 1.75 FOVNonlinearZoomInterpSpeed
- 1.76 IdentifiedTeam
- 1.77 LastAutoObjective
- 1.78 LastBullseyeTime
- 1.79 LastCameraTimeStamp
- 1.80 LastCombatUpdateTime
- 1.81 LastConsoleDownloadMessageTime
- 1.82 LastFriendlyFireTime
- 1.83 LastIncomingMessageTime
- 1.84 LastKickWarningTime
- 1.85 LastShowPathTime
- 1.86 LastTauntAnimTime
- 1.87 LastTeamChangeTime
- 1.88 LastUseTime
- 1.89 LastWarningTime
- 1.90 MapListPublishGameClassName
- 1.91 MatineeCameraClass
- 1.92 MsgPlayerNotFound
- 1.93 MusicManager
- 1.94 NextAdminCmdTime
- 1.95 OldMessageTime
- 1.96 OnFootDefaultFOV
- 1.97 PawnShadowMode
- 1.98 PopupWaitTime
- 1.99 PostProcessModifier
- 1.100 PostProcessPresets
- 1.101 PotentiallyHiddenActors
- 1.102 ProgressMessageSceneClassName
- 1.103 PulseTimer
- 1.104 ShakeOffset
- 1.105 ShakeRot
- 1.106 StartObjective
- 1.107 TestSceneTemplate
- 1.108 VehicleCheckRadiusScaling
- 1.109 VehicleControlType
- 1.110 VoteRI
- 1.111 WeaponHand
- 1.112 WeaponHandPreference
- 1.113 ZoomRotationModifier
- UTPlayerController internal variables in other games:
- UDK
- Other member categories for this class:
- constants, exec functions, instance functions, states
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Internal variables
ActiveTTSSoundCues
Modifiers: private
Currently playing text-to-speech generated sounds.
Announcer
Type: UTAnnouncer
AutoObjectivePreference
Type: EAutoObjectivePreference
Modifiers: globalconfig
Default value: AOP_NoPreference
bAcuteHearing
Type: bool
bAlreadyReset
Type: bool
bAlwaysLevel
Type: bool
Modifiers: globalconfig
bAlwaysMouseLook
Type: bool
Modifiers: globalconfig
Default value: True
bAutoTaunt
Type: bool
Modifiers: globalconfig
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
bCenterView
Type: bool
bConstructioningMeshes
Type: bool
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
bDontUpdate
Type: bool
BeaconPulseMax
Type: float
Default value: 1.1
BeaconPulseRate
Type: float
Default value: 0.5
BeaconPulseScale
Type: float
Used for pulsing critical objective beacon
bEnableDodging
Type: bool
Modifiers: globalconfig
Default value: True
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
bInitialProcessingComplete
Type: bool
set when any initial clientside processing required before allowing the player to join the game has completed
bIsTyping
Type: bool
bJustFoundVehicle
Type: bool
Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard)
bKeyboardLook
Type: bool
Modifiers: globalconfig
no snapping when true
bLandingShake
Type: bool
Modifiers: globalconfig
Default value: True
bLateComer
Type: bool
bLookUpStairs
Type: bool
Modifiers: globalconfig
look up/down stairs (player)
bNoAutoTaunts
Type: bool
Modifiers: globalconfig
bNoCrosshair
Type: bool
Modifiers: config
bNoMatureLanguage
Type: bool
Modifiers: globalconfig
bNonlinearZoomInterpolation
Type: bool
Modifiers: transient
If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo. If FALSE, use linear interp.
bNoTextToSpeechVoiceMessages
Type: bool
Modifiers: globalconfig
bNotUsingOrb
Type: bool
set if player isn't using orb, to adjust orders given
bNoVoiceMessages
Type: bool
Modifiers: globalconfig
makes playercontroller hear much better (used to magnify hit sounds caused by player)
bNoVoiceTaunts
Type: bool
Modifiers: globalconfig
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
bSimpleCrosshair
Type: bool
Modifiers: config
bSnapToLevel
Type: bool
Modifiers: globalconfig
Snap to level eyeheight when not mouselooking
bTextToSpeechTeamMessagesOnly
Type: bool
Modifiers: globalconfig
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 *
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
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
Type: UTUIScene_CommandMenu
CommandMenuTemplate
Type: UTUIScene_CommandMenu
Holds the template for the command menu
Default value: UTUIScene_CommandMenu'UI_InGameHud.Menus.CommandMenu'
ConstructioningProgress
Type: float
ConstructioningStatus
Type: string
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.
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
LastConsoleDownloadMessageTime
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
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
MapListPublishGameClassName
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
Used during matinee sequences
Default value: Class'Engine.AnimatedCamera'
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)
ProgressMessageSceneClassName
Type: string
class to use for displaying progress messages
Default value: "UTGame.UTUIScene_ConnectionStatus"
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
TestSceneTemplate
Type: UTUIScene_MapVote
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.
VoteRI
Type: UTVoteReplicationInfo
This player's Voter Registration Card
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