UE3:UTPlayerController states (UDK)
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Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController (states) |
- UTPlayerController states in other games:
- Other member categories for this class:
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States
Dead
Inherits from: PlayerController.Dead
Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer
Dead.BeginState
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
Overrides: PlayerController.ClientSetViewTarget (global)
Dead.EndState
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
Overrides: PlayerController.Dead.Timer
Dead.DoForcedRespawn
forces player to respawn if it is enabled
Dead.FindGoodView
Overrides: PlayerController.Dead.FindGoodView
Dead.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
Dead.StartFire
Overrides: PlayerController.Dead.StartFire
Dead.SwitchWeapon
Overrides: SwitchWeapon (global)
Dead.ToggleMelee
Overrides: ToggleMelee (global)
InQueue
Extends: Spectating
InQueue.BeginState
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
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
Inherits from: PlayerController.PlayerFlying
Ignores: Bump, HearNoise, SeePlayer
PlayerFlying.PlayerMove
Overrides: PlayerController.PlayerFlying.PlayerMove
PlayerWaiting
Inherits from: PlayerController.PlayerWaiting
Modifiers: auto
PlayerWaiting.FellOutOfWorld
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
PlayerWaiting.ProcessMove
Overrides: PlayerController.BaseSpectating.ProcessMove
PlayerWaiting.ServerRestartPlayer
Overrides: PlayerController.PlayerWaiting.ServerRestartPlayer
PlayerWaiting.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
PlayerWaiting.StartFire
Overrides: PlayerController.PlayerWaiting.StartFire
PlayerWaiting.SwitchWeapon
Overrides: SwitchWeapon (global)
PlayerWalking
Inherits from: PlayerController.PlayerWalking
Ignores: Bump, HearNoise, SeePlayer
PlayerWalking.NotifyLanded
Overrides: PlayerController.NotifyLanded (global)
PlayerWalking.PlayerMove
Overrides: PlayerController.PlayerWalking.PlayerMove
PlayerWalking.ProcessMove
Overrides: PlayerController.PlayerWalking.ProcessMove
RoundEnded
Inherits from: PlayerController.RoundEnded
Ignores: DrawHUD, Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage
RoundEnded.BeginState
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
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
Overrides: PlayerController.LimitViewRotation (global)
Limit the player's view rotation. (Pitch component).
RoundEnded.AutoContinueToNextRound
This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level *
RoundEnded.LongClientAdjustPosition
Overrides: PlayerController.RoundEnded.LongClientAdjustPosition
RoundEnded.NextWeapon
Overrides: NextWeapon (global)
RoundEnded.PlayerMove
Overrides: PlayerController.RoundEnded.PlayerMove
RoundEnded.PrevWeapon
Overrides: PrevWeapon (global)
RoundEnded.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
RoundEnded.ShowScoreboard
Overrides: ShowScoreboard (global)
RoundEnded.SwitchWeapon
Overrides: SwitchWeapon (global)
RoundEnded.ToggleMelee
Overrides: ToggleMelee (global)
Spectating
Spectating.BeginState
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
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
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
Spectating.GetPlayerViewPoint
Overrides: GetPlayerViewPoint (global)
Handle forcing behindview/etc
Spectating.BehindView
Overrides: BehindView (global)
Spectating.NextWeapon
Overrides: NextWeapon (global)
Spectating.PrevWeapon
Overrides: PrevWeapon (global)
The Prev/Next weapon functions are used to move forward and backwards through the player list
Spectating.ProcessMove
Overrides: PlayerController.BaseSpectating.ProcessMove
Spectating.ServerViewObjective
Overrides: ServerViewObjective (global)
Spectating.SetServerViewNextPlayer
Spectating.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
Spectating.StartAltFire
Overrides: PlayerController.Spectating.StartAltFire
AltFire - Resets to Free Camera Mode
Spectating.StartFire
Overrides: PlayerController.Spectating.StartFire
Fire will select the next/prev objective
Spectating.SwitchWeapon
Overrides: SwitchWeapon (global)
Spectating.ViewPlayerByName
Overrides: ViewPlayerByName (global)
WaitingForPawn
WaitingForPawn.FellOutOfWorld
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
WaitingForPawn.GetPlayerViewPoint
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
Overrides: PlayerController.BaseSpectating.ProcessMove
WaitingForPawn.ShowQuickPick
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
WaitingForPawn.SwitchWeapon
Overrides: SwitchWeapon (global)