UE2:Controller internal variables (UT2004)
Object >> Actor >> Controller (internal variables) |
- Controller internal variables in other games:
- Other member categories for this class:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables
AcquisitionYawRate
Type: int
Default value: 20000
AdjustLoc
Type: Object.Vector
location to move to while adjusting around obstacle
Adrenaline
Type: float
AdrenalineMax
Type: float
maximum Adrenaline (combo energy)
Default value: 100.0
bAdjusting
Type: bool
adjusting around obstacle
bAdrenalineEnabled
Type: bool
Default value: True
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
bForceStrafe
Type: bool
bGodMode
Type: bool
bHuntPlayer
Type: bool
hunting player
bInDodgeMove
Type: bool
bIsPlayer
Type: bool
Pawn is a player or a player-bot.
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
bNotifyFallingHitWall
Type: bool
bNotifyPostLanded
Type: bool
bPreparingMove
Type: bool
set true while pawn sets up for a latent move
bRun
Type: byte
Modifiers: input
bSlowerZAcquire
Type: bool
acquire targets above or below more slowly than at same height
Default value: True
bSoaking
Type: bool
pause and focus on this bot if it encounters a problem
bUsePlayerHearing
Type: bool
bVehicleTransition
Type: bool
bVoiceTalk
Type: byte
Modifiers: input
CurrentPath
Type: ReachSpec
CurrentPathDir
Type: Object.Vector
Destination
Type: Object.Vector
location being moved toward
DirectionHint
Type: Object.Vector
DodgeLandZ
Type: float
expected min landing height of dodge
DodgeToGoalPct
Type: float
Frequency bot tries to dodge to reachable goal
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
FocusLead
Type: float
how much to lead view of focus
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
Handedness
Type: float
Modifiers: globalconfig
home
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
LastBlockingVehicle
Type: Vehicle
LastFailedReach
Type: Actor
Modifiers: const
cache to avoid trying failed actorreachable more than once per frame
LastPawnWeapon
used by game stats
LastRouteFind
Type: float
time at which last route finding occured
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
NextRoutePath
Type: ReachSpec
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
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
ShotTarget
Type: Pawn
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
VoiceType
Type: string
OBSOLETE
WarningDelay
Type: float
delay before act on firing warning
WarningProjectile
Type: Projectile