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UE3:UTPlayerReplicationInfo instance functions (UT3)

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Instance functions[edit]

AddCoins[edit]

function AddCoins (int Coins)


AddToEventStat[edit]

function int AddToEventStat (name NewStatName, int Amount)


AddToNodeStat[edit]

function int AddToNodeStat (name NewStatName, int Amount)


AllowClientToTeleport[edit]

function bool AllowClientToTeleport (Actor DestinationActor, out UTPawn OwnerPawn)

The function is used to setup the conditions that allow a teleport. It also defers to the gameinfo

Parameters:

  • DestinationActor - The actor to teleport to
  • OwnerPawn - returns the pawn owned by the controlling owner casts to UTPawn

Returns:

True if the teleport is allowed

AttemptMidGameMenu[edit]

simulated function bool AttemptMidGameMenu ()


CanBeHero[edit]

simulated function bool CanBeHero ()


CheckHeroMeter[edit]

function CheckHeroMeter ()


ClientOnAllPickupsTaken[edit]

function client reliable simulated ClientOnAllPickupsTaken ()

Called when all pickups on a map have been touched in one playthrough *

CopyProperties[edit]

function CopyProperties (PlayerReplicationInfo PRI)

Overrides: PlayerReplicationInfo.CopyProperties


GetCallSign[edit]

simulated function string GetCallSign ()


GetCustomCharOtherTeamString[edit]

simulated function string GetCustomCharOtherTeamString ()


GetCustomCharTeamString[edit]

simulated function string GetCustomCharTeamString ()

Called by custom character code when building player mesh to create team-coloured texture.

GetFlag[edit]

function UTCarriedObject GetFlag ()


GetHeroMeter[edit]

simulated function float GetHeroMeter ()


GetLocationName[edit]

simulated function string GetLocationName ()

Overrides: PlayerReplicationInfo.GetLocationName


GetNumCoins[edit]

function int GetNumCoins ()


GetStartObjective[edit]

function UTGameObjective GetStartObjective ()


IncrementDeathStat[edit]

function int IncrementDeathStat (name NewStatName)


IncrementEventStat[edit]

function int IncrementEventStat (name NewStatName)


IncrementHeroMeter[edit]

function IncrementHeroMeter (float AddedValue, optional class<UTDamageTypeDamageType)


IncrementKills[edit]

function IncrementKills (bool bEnemyKill, class<UTDamageTypeDamageType)


IncrementKillStat[edit]

function int IncrementKillStat (name NewStatName)


IncrementNodeStat[edit]

function int IncrementNodeStat (name NewStatName)


IncrementPickupStat[edit]

function int IncrementPickupStat (name NewStatName)


IncrementSpree[edit]

function IncrementSpree ()


IncrementSuicideStat[edit]

function int IncrementSuicideStat (name NewStatName)


IncrementVehicleKillStat[edit]

function int IncrementVehicleKillStat (name NewStatName)


IsHero[edit]

simulated function bool IsHero ()


LogMultiKills[edit]

function LogMultiKills (bool bEnemyKill)


OverrideWith[edit]

function OverrideWith (PlayerReplicationInfo PRI)

Overrides: PlayerReplicationInfo.OverrideWith


RenderMapIcon[edit]

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController HUDPlayerOwner, Object.LinearColor FinalColor)


ResetHero[edit]

function ResetHero ()


RetryProcessCharacterData[edit]

simulated function RetryProcessCharacterData ()

triggers custom mesh creation only if we didn't get one this is used on a timer to retry after a delay when we don't think we have all the necessary info

SeamlessTravelTo[edit]

function SeamlessTravelTo (PlayerReplicationInfo NewPRI)

Overrides: PlayerReplicationInfo.SeamlessTravelTo

called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist

ServerTeleportToActor[edit]

server reliable function ServerTeleportToActor (Actor DestinationActor)

This function is used to teleport directly to actor. Currently, only 2 types of actors support teleporting. UTGameObjectives and UTVehicle_Leviathans.

Parameters:

  • DestinationActor - This is the Actor the player is trying to teleport to

SetCharacterData[edit]

function SetCharacterData (const out UTCustomChar_Data.CustomCharData NewData)

sets character data, triggering an update for the local player and any clients

SetCharacterMesh[edit]

simulated function SetCharacterMesh (SkeletalMesh NewSkelMesh, optional bool bIsReplacement)

Accessor that sets the custom character mesh to use for this PRI, and updates instance of player in map if there is one.

SetFirstPersonArmInfo[edit]

simulated function SetFirstPersonArmInfo (SkeletalMesh ArmMesh, MaterialInterface ArmMaterial)

Assign a arm mesh and material to this PRI, and updates and instance of player in the map accordingly.

SetFlag[edit]

function SetFlag (UTCarriedObject NewFlag)


SetOtherTeamSkin[edit]

simulated function SetOtherTeamSkin (SkeletalMesh NewSkelMesh)

Save the materials off the supplied mesh as the 'other' team materials.

SetStartObjective[edit]

reliable server function SetStartObjective (UTGameObjective Objective, bool bTemporary)


ShouldBroadCastWelcomeMessage[edit]

simulated function bool ShouldBroadCastWelcomeMessage ()

Overrides: PlayerReplicationInfo.ShouldBroadCastWelcomeMessage

Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game

ShowMidGameMenu[edit]

reliable simulated client function ShowMidGameMenu (bool bInitial)


StartDrivingStat[edit]

function StartDrivingStat (name NewStatName)


StartPowerupTimeStat[edit]

function StartPowerupTimeStat (name NewStatName)


StopDrivingStat[edit]

function StopDrivingStat (name NewStatName)


StopPowerupTimeStat[edit]

function StopPowerupTimeStat (name NewStatName)


TriggerHero[edit]

function bool TriggerHero ()


UpdateCustomTeamSkin[edit]

simulated function bool UpdateCustomTeamSkin ()

Util to swamp the team skin colour on a custom character mesh.

UpdateEventStatAchievements[edit]

function UpdateEventStatAchievements (name StatName)


UpdatePickupFlags[edit]

function int UpdatePickupFlags (int index)


UpdatePlayerLocation[edit]

function UpdatePlayerLocation ()

Overrides: PlayerReplicationInfo.UpdatePlayerLocation


UpdatePowerupAchievements[edit]

function UpdatePowerupAchievements (name StatName, int time)