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UE3:UTPlayerController internal variables (UT3)

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Contents

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

Internal variables

ActiveTTSSoundCues

Type: array<SoundCue>

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


bHeroPPEffectsOn

Type: bool

True if Hero post processing effects are on

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


bSmoothClientDemo

Type: bool

If this PC is used in client side demo recordings

Default value: True

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 *

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
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

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

LastAchievementIDUnlocked

Type: int

Cached value for achievement unlock

LastAutoObjective

Type: Actor

last objective CheckAutoObjective() sent a notification about

LastAutoObjectiveTime

Type: float

last time auto objective was updated

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

Type: class<Camera>

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

Type: array<Actor>

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

SavedServerID

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

Type: string


SavedServerName

Type: string


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