UE3:PlayerController (UT3)

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(Redirected from UE3:InputMatchRequest (UT3))
UT3 Object >> Actor >> Controller >> PlayerController
Package:
Engine
Known classes within PlayerController:
CheatManager, DebugCameraInput, ForceFeedbackManager, PlayerInput, UTCheatManager
Direct subclasses:
Admin, DebugCameraController, GamePlayerController
This class in other games:

PlayerController

PlayerControllers are used by human players to control pawns.

This is a built-in Unreal class and it shouldn't be modified. for the change in Possess(). Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Constants

MAXPOSITIONERRORSQUARED

Value: 3.0

MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play

MAXNEARZEROVELOCITYSQUARED

Value: 9.0

MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play

MAXVEHICLEPOSITIONERRORSQUARED

Value: 900.0

MAXVEHICLEPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play when driving a vehicle

CLIENTADJUSTUPDATECOST

Value: 180.0

CLIENTADJUSTUPDATECOST is the bandwidth cost in bytes of sending a client adjustment update. 180 is greater than the actual cost, but represents a tweaked value reserving enough bandwidth for other updates sent to the client. Increase this value to reduce client adjustment update frequency, or if the amount of data sent in the clientadjustment() call increases

MAXCLIENTUPDATEINTERVAL

Value: 0.25

MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.

Properties

Property group 'PlayerController'

PlayerInput

Type: PlayerInput

Modifiers: transient, editinline

Object within playercontroller that manages player input.

Internal variables

See PlayerController internal variables.

Default values

Property Value
bCanDoSpecial True
bIsPlayer True
CollisionComponent CylinderComponent'CollisionCylinder'
Components[1] CylinderComponent'CollisionCylinder'
NetPriority 3.0

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

No new values.

Sprite

Class: Engine.SpriteComponent

Inherits from: Controller.Sprite

No new values.

Enums

EInputMatchAction

How to match an input action

IMA_GreaterThan
IMA_LessThan

EInputTypes

Type of inputs the matching code recognizes

IT_XAxis
IT_YAxis

EProgressMessageType

Different types of progress messages

PMT_Clear
Clears existing progress messages
PMT_Information
No change in connection status - simply update the text being displayed
PMT_AdminMessage
Message from the server admin
PMT_DownloadProgress
Updates the amount remaining on a package download
PMT_ConnectionFailure
Connection to the server was lost
PMT_RedrawDownloadProgress
Indicates that the download progress currently being rendered is out of date and should be redrawn

Structs

ClientAdjustment

Modifiers: native

float TimeStamp
Actor.EPhysics newPhysics
Object.Vector NewLoc
Object.Vector NewVel
Actor NewBase
Object.Vector NewFloor
byte bAckGoodMove

DebugTextInfo

Modifiers: native

List of actors and debug text to draw,

See: AddDebugText(), RemoveDebugText(), and DrawDebugTextList()

Actor SrcActor
Actor to draw DebugText over
Object.Vector SrcActorOffset
Offset from SrcActor.Location to apply
Object.Vector SrcActorDesiredOffset
Desired offset to interpolate to
string DebugText
Text to display
float TimeRemaining
Time remaining for the debug text, -1.f == infinite
float Duration
Duration used to lerp desired offset
Object.Color TextColor
Text color

InputEntry

Modifiers: native

Individual entry to input matching sequences

EInputTypes Type
Type of input to match
float Value
Min value required to consider as a valid match
float TimeDelta
Max amount of time since last match before sequence resets
EInputMatchAction Action
What type of match is this?

InputMatchRequest

Modifiers: native

Contains information to match a series of a inputs and call the given function upon a match. Processed by PlayerInput, defined in the PlayerController.

array<InputEntry> Inputs
Number of inputs to match, in sequence
Actor MatchActor
Actor to call below functions on
name MatchFuncName
Name of function to call upon successful match
name FailedFuncName
Name of function to call upon a failed partial match
name RequestName
Name of this input request, mainly for debugging
int MatchIdx
Current index into Inputs that is being matched
float LastMatchTime
Last time an input entry in Inputs was matched

Delegates

CanUnpause

delegate bool CanUnpause ()

Callback the server uses to determine if the unpause can happen

Functions

Static native functions

GetPlayerControllerFromNetId

native static function PlayerController GetPlayerControllerFromNetId (OnlineSubsystem.UniqueNetId PlayerNetId)

Returns the player controller associated with this net id

Parameters:

  • PlayerNetId - the id to search for

Returns:

the player controller if found, otherwise none

Exec functions

See PlayerController exec functions.

Native functions

See PlayerController native functions.

Events

See PlayerController events.

Other instance functions

See PlayerController instance functions.

States

See PlayerController states.