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UE3:UTPlayerController states (UT3)
Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> UTPlayerController (states) |
Contents
- 1 States
- 1.1 Dead
- 1.2 InQueue
- 1.3 PlayerWaiting
- 1.4 PlayerWalking
- 1.5 RoundEnded
- 1.5.1 RoundEnded.BeginState
- 1.5.2 RoundEnded.EndState
- 1.5.3 RoundEnded.LimitViewRotation
- 1.5.4 RoundEnded.AutoContinueToNextRound
- 1.5.5 RoundEnded.LongClientAdjustPosition
- 1.5.6 RoundEnded.NextWeapon
- 1.5.7 RoundEnded.PlayerMove
- 1.5.8 RoundEnded.PrevWeapon
- 1.5.9 RoundEnded.ServerReStartGame
- 1.5.10 RoundEnded.ShowQuickPick
- 1.5.11 RoundEnded.ShowScoreboard
- 1.5.12 RoundEnded.SwitchWeapon
- 1.5.13 RoundEnded.ToggleMelee
- 1.6 Spectating
- 1.6.1 Spectating.BeginState
- 1.6.2 Spectating.EndState
- 1.6.3 Spectating.FellOutOfWorld
- 1.6.4 Spectating.GetPlayerViewPoint
- 1.6.5 Spectating.BehindView
- 1.6.6 Spectating.NextWeapon
- 1.6.7 Spectating.PrevWeapon
- 1.6.8 Spectating.ProcessMove
- 1.6.9 Spectating.ServerViewObjective
- 1.6.10 Spectating.SetServerViewNextPlayer
- 1.6.11 Spectating.ShowQuickPick
- 1.6.12 Spectating.StartAltFire
- 1.6.13 Spectating.StartFire
- 1.6.14 Spectating.SwitchWeapon
- 1.6.15 Spectating.ViewPlayerByName
- 1.7 WaitingForPawn
- UTPlayerController states in other games:
- UDK
- Other member categories for this class:
- constants, exec functions, instance functions, internal variables
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States[edit]
Dead[edit]
Inherits from: PlayerController.Dead
Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer
Dead.BeginState[edit]
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]
Overrides: PlayerController.ClientSetViewTarget (global)
Dead.EndState[edit]
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]
Overrides: PlayerController.Dead.Timer
Dead.DoForcedRespawn[edit]
forces player to respawn if it is enabled
Dead.FindGoodView[edit]
Overrides: PlayerController.Dead.FindGoodView
Dead.PopupMap[edit]
Dead.ShowQuickPick[edit]
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
Dead.StartFire[edit]
Overrides: PlayerController.Dead.StartFire
Dead.SwitchWeapon[edit]
Overrides: SwitchWeapon (global)
Dead.ToggleMelee[edit]
Overrides: ToggleMelee (global)
InQueue[edit]
Extends: Spectating
InQueue.BeginState[edit]
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]
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.
PlayerWaiting[edit]
Inherits from: PlayerController.PlayerWaiting
Modifiers: auto
PlayerWaiting.FellOutOfWorld[edit]
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
PlayerWaiting.ProcessMove[edit]
Overrides: PlayerController.BaseSpectating.ProcessMove
PlayerWaiting.ServerRestartPlayer[edit]
Overrides: PlayerController.PlayerWaiting.ServerRestartPlayer
PlayerWaiting.ShowQuickPick[edit]
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
PlayerWaiting.StartFire[edit]
Overrides: PlayerController.PlayerWaiting.StartFire
PlayerWaiting.SwitchWeapon[edit]
Overrides: SwitchWeapon (global)
PlayerWalking[edit]
Inherits from: PlayerController.PlayerWalking
Ignores: Bump, HearNoise, SeePlayer
PlayerWalking.NotifyLanded[edit]
Overrides: PlayerController.NotifyLanded (global)
PlayerWalking.PlayerMove[edit]
Overrides: PlayerController.PlayerWalking.PlayerMove
PlayerWalking.ProcessMove[edit]
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]
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]
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]
Overrides: PlayerController.LimitViewRotation (global)
Limit the player's view rotation. (Pitch component).
RoundEnded.AutoContinueToNextRound[edit]
This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level *
RoundEnded.LongClientAdjustPosition[edit]
Overrides: PlayerController.RoundEnded.LongClientAdjustPosition
RoundEnded.NextWeapon[edit]
Overrides: NextWeapon (global)
RoundEnded.PlayerMove[edit]
Overrides: PlayerController.RoundEnded.PlayerMove
RoundEnded.PrevWeapon[edit]
Overrides: PrevWeapon (global)
RoundEnded.ServerReStartGame[edit]
Overrides: PlayerController.RoundEnded.ServerReStartGame
RoundEnded.ShowQuickPick[edit]
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
RoundEnded.ShowScoreboard[edit]
Overrides: ShowScoreboard (global)
RoundEnded.SwitchWeapon[edit]
Overrides: SwitchWeapon (global)
RoundEnded.ToggleMelee[edit]
Overrides: ToggleMelee (global)
Spectating[edit]
Spectating.BeginState[edit]
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]
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]
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
Spectating.GetPlayerViewPoint[edit]
Overrides: GetPlayerViewPoint (global)
Handle forcing behindview/etc
Spectating.BehindView[edit]
Overrides: BehindView (global)
Spectating.NextWeapon[edit]
Overrides: NextWeapon (global)
Spectating.PrevWeapon[edit]
Overrides: PrevWeapon (global)
The Prev/Next weapon functions are used to move forward and backwards through the player list
Spectating.ProcessMove[edit]
Overrides: PlayerController.BaseSpectating.ProcessMove
Spectating.ServerViewObjective[edit]
Overrides: ServerViewObjective (global)
Spectating.SetServerViewNextPlayer[edit]
Spectating.ShowQuickPick[edit]
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
Spectating.StartAltFire[edit]
Overrides: PlayerController.Spectating.StartAltFire
AltFire - Resets to Free Camera Mode
Spectating.StartFire[edit]
Overrides: PlayerController.Spectating.StartFire
Fire will select the next/prev objective
Spectating.SwitchWeapon[edit]
Overrides: SwitchWeapon (global)
Spectating.ViewPlayerByName[edit]
Overrides: ViewPlayerByName (global)
WaitingForPawn[edit]
WaitingForPawn.FellOutOfWorld[edit]
Overrides: PlayerController.FellOutOfWorld (global)
called when the actor falls out of the world 'safely' (below KillZ and such)
WaitingForPawn.GetPlayerViewPoint[edit]
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]
Overrides: PlayerController.BaseSpectating.ProcessMove
WaitingForPawn.ShowQuickPick[edit]
Overrides: ShowQuickPick (global)
Show the Quick Pick Scene
WaitingForPawn.SwitchWeapon[edit]
Overrides: SwitchWeapon (global)