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UE3:UTPlayerController states (UDK)

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Contents

UTPlayerController states in other games:
UT3
Other member categories for this class:
constants, exec functions, instance functions, internal variables

States[edit]

Dead[edit]

Inherits from: PlayerController.Dead

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer

Dead.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: PlayerController.Dead.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Dead.ClientSetViewTarget[edit]

reliable client event ClientSetViewTarget (Actor A, optional Camera.ViewTargetTransitionParams TransitionParams)

Overrides: PlayerController.ClientSetViewTarget (global)


Dead.EndState[edit]

event EndState (name NextStateName)

Overrides: PlayerController.Dead.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Dead.Timer[edit]

event Timer ()

Overrides: PlayerController.Dead.Timer


Dead.DoForcedRespawn[edit]

function DoForcedRespawn ()

forces player to respawn if it is enabled

Dead.FindGoodView[edit]

function FindGoodView ()

Overrides: PlayerController.Dead.FindGoodView


Dead.ShowQuickPick[edit]

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

Dead.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.Dead.StartFire


Dead.SwitchWeapon[edit]

exec function SwitchWeapon (byte T)

Overrides: SwitchWeapon (global)


Dead.ToggleMelee[edit]

exec function ToggleMelee ()

Overrides: ToggleMelee (global)


InQueue[edit]

Extends: Spectating

InQueue.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Spectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

InQueue.EndState[edit]

event EndState (name NextStateName)

Overrides: Spectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PlayerFlying[edit]

Inherits from: PlayerController.PlayerFlying

Ignores: Bump, HearNoise, SeePlayer

PlayerFlying.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerFlying.PlayerMove


PlayerWaiting[edit]

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto

PlayerWaiting.FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

PlayerWaiting.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


PlayerWaiting.ServerRestartPlayer[edit]

reliable server function ServerRestartPlayer ()

Overrides: PlayerController.PlayerWaiting.ServerRestartPlayer


PlayerWaiting.ShowQuickPick[edit]

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

PlayerWaiting.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.PlayerWaiting.StartFire


PlayerWaiting.SwitchWeapon[edit]

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)


PlayerWalking[edit]

Inherits from: PlayerController.PlayerWalking

Ignores: Bump, HearNoise, SeePlayer

PlayerWalking.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)

Overrides: PlayerController.NotifyLanded (global)


PlayerWalking.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerWalking.PlayerMove


PlayerWalking.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.PlayerWalking.ProcessMove


RoundEnded[edit]

Inherits from: PlayerController.RoundEnded

Ignores: DrawHUD, Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage

RoundEnded.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: PlayerController.RoundEnded.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

RoundEnded.EndState[edit]

event EndState (name NextStateName)

Overrides: PlayerController.RoundEnded.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

RoundEnded.LimitViewRotation[edit]

event Object.Rotator LimitViewRotation (Object.Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax)

Overrides: PlayerController.LimitViewRotation (global)

Limit the player's view rotation. (Pitch component).

RoundEnded.AutoContinueToNextRound[edit]

function AutoContinueToNextRound ()

This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level *

RoundEnded.LongClientAdjustPosition[edit]

unreliable client function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: PlayerController.RoundEnded.LongClientAdjustPosition


RoundEnded.NextWeapon[edit]

exec function NextWeapon ()

Overrides: NextWeapon (global)


RoundEnded.PlayerMove[edit]

function PlayerMove (float DeltaTime)

Overrides: PlayerController.RoundEnded.PlayerMove


RoundEnded.PrevWeapon[edit]

exec function PrevWeapon ()

Overrides: PrevWeapon (global)


RoundEnded.ShowQuickPick[edit]

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

RoundEnded.ShowScoreboard[edit]

function ShowScoreboard ()

Overrides: ShowScoreboard (global)


RoundEnded.SwitchWeapon[edit]

exec function SwitchWeapon (byte T)

Overrides: SwitchWeapon (global)


RoundEnded.ToggleMelee[edit]

exec function ToggleMelee ()

Overrides: ToggleMelee (global)


Spectating[edit]

Spectating.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: PlayerController.Spectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Spectating.EndState[edit]

event EndState (name NextStateName)

Overrides: PlayerController.Spectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Spectating.FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

Spectating.GetPlayerViewPoint[edit]

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: GetPlayerViewPoint (global)

Handle forcing behindview/etc

Spectating.BehindView[edit]

exec function BehindView ()

Overrides: BehindView (global)


Spectating.NextWeapon[edit]

exec function NextWeapon ()

Overrides: NextWeapon (global)


Spectating.PrevWeapon[edit]

exec function PrevWeapon ()

Overrides: PrevWeapon (global)

The Prev/Next weapon functions are used to move forward and backwards through the player list

Spectating.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


Spectating.ServerViewObjective[edit]

unreliable server function ServerViewObjective ()

Overrides: ServerViewObjective (global)


Spectating.SetServerViewNextPlayer[edit]

function SetServerViewNextPlayer ()


Spectating.ShowQuickPick[edit]

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

Spectating.StartAltFire[edit]

exec function StartAltFire (optional byte FireModeNum)

Overrides: PlayerController.Spectating.StartAltFire

AltFire - Resets to Free Camera Mode

Spectating.StartFire[edit]

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.Spectating.StartFire

Fire will select the next/prev objective

Spectating.SwitchWeapon[edit]

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)


Spectating.ViewPlayerByName[edit]

exec function ViewPlayerByName (string PlayerName)

Overrides: ViewPlayerByName (global)


WaitingForPawn[edit]

WaitingForPawn.FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

WaitingForPawn.GetPlayerViewPoint[edit]

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: GetPlayerViewPoint (global)

(Description copied from PlayerController.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

Output: out_rotation, view rotation of player

WaitingForPawn.ProcessMove[edit]

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


WaitingForPawn.ShowQuickPick[edit]

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

WaitingForPawn.SwitchWeapon[edit]

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)