UE2:Controller (U2)
- Package:
- Engine
- Direct subclasses:
- AIController, PlayerController
- This class in other games:
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Controller, the base class of players or AI.
Controllers are non-physical actors that can be attached to a pawn to control its actions. PlayerControllers are used by human players to control pawns, while AIControFllers implement the artificial intelligence for the pawns they control. Controllers take control of a pawn using their Possess() method, and relinquish control of the pawn by calling UnPossess().
Controllers receive notifications for many of the events occuring for the Pawn they are controlling. This gives the controller the opportunity to implement the behavior in response to this event, intercepting the event and superceding the Pawn's default behavior.
This is a built-in Unreal class and it shouldn't be modified.
Constants
LATENT_MOVETOWARD
Value: 503
LatentAction number for Movetoward() latent function
Properties
Property group 'Controller'
PlayerReplicationInfoClass
Type: class<PlayerReplicationInfo>
Default value: Class'Engine.PlayerReplicationInfo'
Internal variables
See Controller internal variables.
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bHidden | True | ||||||||
bHiddenEd | True | ||||||||
RotationRate |
|
Enums
EAttitude
- ATTITUDE_Enemy
- considered an enemy
- ATTITUDE_Neutral
- not considered a friend or enemy (but could go either way)
- ATTITUDE_Friend
- considered a friend
- ATTITUDE_None
- used for invalid situations (attitude to self, Pawn not set etc.)
Functions
See Controller functions.
States
Dead
Ignores: HearNoise, KilledBy, SeeEnemy
Dead.PawnDied
Overrides: PawnDied (global)
Dead.ServerReStartPlayer
Overrides: ServerReStartPlayer (global)
GameEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeeEnemy, TakeDamage
GameEnded.BeginState
Overrides: Object.BeginState (global)