UE3:UTPlayerReplicationInfo instance functions (UT3)
Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo >> UTPlayerReplicationInfo (instance functions) |
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Instance functions
AddToNodeStat
AllowClientToTeleport
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
CopyProperties
Overrides: PlayerReplicationInfo.CopyProperties
GetCallSign
GetCustomCharOtherTeamString
GetCustomCharTeamString
Called by custom character code when building player mesh to create team-coloured texture.
GetFlag
GetLocationName
Overrides: PlayerReplicationInfo.GetLocationName
GetStartObjective
IncrementDeathStat
IncrementEventStat
IncrementKillStat
IncrementNodeStat
IncrementPickupStat
IncrementSpree
IncrementSuicideStat
IncrementVehicleKillStat
LogMultiKills
OverrideWith
Overrides: PlayerReplicationInfo.OverrideWith
RenderMapIcon
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
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
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
sets character data, triggering an update for the local player and any clients
SetCharacterMesh
Accessor that sets the custom character mesh to use for this PRI, and updates instance of player in map if there is one.
SetFirstPersonArmInfo
Assign a arm mesh and material to this PRI, and updates and instance of player in the map accordingly.
SetFlag
SetOtherTeamSkin
Save the materials off the supplied mesh as the 'other' team materials.
SetStartObjective
ShouldBroadCastWelcomeMessage
Overrides: PlayerReplicationInfo.ShouldBroadCastWelcomeMessage
Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game
ShowMidGameMenu
StartDrivingStat
StartPowerupTimeStat
StopDrivingStat
StopPowerupTimeStat
UpdateCustomTeamSkin
Util to swamp the team skin colour on a custom character mesh.
UpdatePlayerLocation
Overrides: PlayerReplicationInfo.UpdatePlayerLocation