UE2:Controller internal variables (U2)
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Object >> Actor >> Controller (internal variables) |
- Controller internal variables in other games:
- Other member categories for this class:
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Internal variables
AcquisitionYawRate
Type: int
Default value: 20000
AdjustLoc
Type: Object.Vector
location to move to while adjusting around obstacle
AimRotation
Type: Object.Rotator
rotation to used for aiming
bAdjusting
Type: bool
adjusting around obstacle
bAdvancedTactics
Type: bool
serpentine movement between pathnodes
bAllowedToImpactJump
Type: bool
bAllowedToTranslocate
Type: bool
bAltFire
Type: byte
Modifiers: input
bCanDoSpecial
Type: bool
bCanOpenDoors
Type: bool
bControlAnimations
Type: bool
take control of animations from pawn (don't let pawn play animations based on notifications)
bDuck
Type: byte
Modifiers: input
bEnemyAcquired
Type: bool
bEnemyInfoValid
Type: bool
false when change enemy, true when LastSeenPos etc updated
bFire
Type: byte
Modifiers: input
bGodMode
Type: bool
bHuntPlayer
Type: bool
hunting player
bIsPlayer
Type: bool
Pawn is a player or a player-bot.
bJump
Type: byte
Modifiers: input
bJumpOverWall
Type: bool
true when jumping to clear obstacle
bLOSflag
Type: bool
Modifiers: const
used for alternating LineOfSight traces
bNotifyApex
Type: bool
event NotifyJumpApex() when at apex of jump
bPreparingMove
Type: bool
set true while pawn sets up for a latent move
bRun
Type: byte
Modifiers: input
bShouldPossess
Type: bool
bShowSelf
Type: bool
Pawn should show itself to other Pawns even if !bIsPlayer (!!mdf-tbd: see U2 optimizations, e.g. check team in native code, check health etc.)
bSoaking
Type: bool
pause and focus on this bot if it encounters a problem
bSprint
Type: byte
Modifiers: input
bUsePlayerHearing
Type: bool
CurrentPath
Type: ReachSpec
CurrentPathDir
Type: Object.Vector
Destination
Type: Object.Vector
location being moved toward
Enemy
Type: Pawn
FailedReachLocation
Type: Object.Vector
Modifiers: const
FailedReachTime
Type: float
Modifiers: const
FearSpots
Type: AvoidMarker
Array size: 2
avoid these spots when moving
FocalPoint
Type: Object.Vector
location being looked at
Focus
Type: Actor
actor being looked at
FovAngle
Type: float
X field of view angle in degrees, usually 90.
Default value: 90.0
GoalList
Type: Actor
Array size: 4
used by navigation AI - list of intermediate goals
GroundPitchTime
Type: float
home
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
LastFailedReach
Type: Actor
Modifiers: const
cache to avoid trying failed actorreachable more than once per frame
LastPawnWeapon
used by game stats
LastRange
Type: int
NEW (mdf) last range (1..Ranges.Num, 0 means not set
LastRangeEnemy
Type: Pawn
NEW (mdf) last enemy used for range check
LastRouteFind
Type: float
LastSeeingPos
Type: Object.Vector
position where I last saw enemy (auto updated if EnemyNotVisible enabled)
LastSeenPos
Type: Object.Vector
enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
LastSeenTime
Type: float
MinHitWall
Type: float
Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics
Default value: -1.0
MonitoredPawn
Type: Pawn
used by latent function MonitorPawn()
MonitorMaxDistSq
Type: float
MonitorStartLoc
Type: Object.Vector
used by latent function MonitorPawn()
MoveTarget
Type: Actor
actor being moved toward
MoveTimer
Type: float
nextController
Type: Controller
Modifiers: const
chained Controller list
OldMessageTime
Type: float
Pawn
Type: Pawn
PawnClass
class of pawn to spawn (for players)
PendingMover
Type: Mover
mover pawn is waiting for to complete its move
PlayerNum
Type: int
Modifiers: const
The player number - per-match player number.
PlayerReplicationInfo
Type: PlayerReplicationInfo
PreviousPawnClass
Holds the player's previous class
RangeCounter
Type: float
NEW (mdf) counter for checking for EnemyInRange events
Ranges
RespawnPredictionTime
Type: float
how far ahead to predict respawns when looking for inventory
RouteCache
Type: Actor
Array size: 16
RouteDist
Type: float
total distance for current route
RouteGoal
Type: Actor
final destination for current route
SightCounter
Type: float
Used to keep track of when to check player visibility
StartSpot
Type: NavigationPoint
Stimulus
Type: float
Target
Type: Actor
ViewX
Type: Object.Vector
ViewY
Type: Object.Vector
ViewZ
Type: Object.Vector
Viewrotation encoding for PHYS_Spider