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UE3:UTPlayerReplicationInfo instance functions (UT3)

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Instance functions

AddCoins

function AddCoins (int Coins)


AddToEventStat

function int AddToEventStat (name NewStatName, int Amount)


AddToNodeStat

function int AddToNodeStat (name NewStatName, int Amount)


AllowClientToTeleport

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

simulated function bool AttemptMidGameMenu ()


CanBeHero

simulated function bool CanBeHero ()


CheckHeroMeter

function CheckHeroMeter ()


ClientOnAllPickupsTaken

function client reliable simulated ClientOnAllPickupsTaken ()

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

CopyProperties

function CopyProperties (PlayerReplicationInfo PRI)

Overrides: PlayerReplicationInfo.CopyProperties


GetCallSign

simulated function string GetCallSign ()


GetCustomCharOtherTeamString

simulated function string GetCustomCharOtherTeamString ()


GetCustomCharTeamString

simulated function string GetCustomCharTeamString ()

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

GetFlag

function UTCarriedObject GetFlag ()


GetHeroMeter

simulated function float GetHeroMeter ()


GetLocationName

simulated function string GetLocationName ()

Overrides: PlayerReplicationInfo.GetLocationName


GetNumCoins

function int GetNumCoins ()


GetStartObjective

function UTGameObjective GetStartObjective ()


IncrementDeathStat

function int IncrementDeathStat (name NewStatName)


IncrementEventStat

function int IncrementEventStat (name NewStatName)


IncrementHeroMeter

function IncrementHeroMeter (float AddedValue, optional class<UTDamageTypeDamageType)


IncrementKills

function IncrementKills (bool bEnemyKill, class<UTDamageTypeDamageType)


IncrementKillStat

function int IncrementKillStat (name NewStatName)


IncrementNodeStat

function int IncrementNodeStat (name NewStatName)


IncrementPickupStat

function int IncrementPickupStat (name NewStatName)


IncrementSpree

function IncrementSpree ()


IncrementSuicideStat

function int IncrementSuicideStat (name NewStatName)


IncrementVehicleKillStat

function int IncrementVehicleKillStat (name NewStatName)


IsHero

simulated function bool IsHero ()


LogMultiKills

function LogMultiKills (bool bEnemyKill)


OverrideWith

function OverrideWith (PlayerReplicationInfo PRI)

Overrides: PlayerReplicationInfo.OverrideWith


RenderMapIcon

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


ResetHero

function ResetHero ()


RetryProcessCharacterData

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

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

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

function SetCharacterData (const out UTCustomChar_Data.CustomCharData NewData)

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

SetCharacterMesh

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

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

function SetFlag (UTCarriedObject NewFlag)


SetOtherTeamSkin

simulated function SetOtherTeamSkin (SkeletalMesh NewSkelMesh)

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

SetStartObjective

reliable server function SetStartObjective (UTGameObjective Objective, bool bTemporary)


ShouldBroadCastWelcomeMessage

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

reliable simulated client function ShowMidGameMenu (bool bInitial)


StartDrivingStat

function StartDrivingStat (name NewStatName)


StartPowerupTimeStat

function StartPowerupTimeStat (name NewStatName)


StopDrivingStat

function StopDrivingStat (name NewStatName)


StopPowerupTimeStat

function StopPowerupTimeStat (name NewStatName)


TriggerHero

function bool TriggerHero ()


UpdateCustomTeamSkin

simulated function bool UpdateCustomTeamSkin ()

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

UpdateEventStatAchievements

function UpdateEventStatAchievements (name StatName)


UpdatePickupFlags

function int UpdatePickupFlags (int index)


UpdatePlayerLocation

function UpdatePlayerLocation ()

Overrides: PlayerReplicationInfo.UpdatePlayerLocation


UpdatePowerupAchievements

function UpdatePowerupAchievements (name StatName, int time)