UE3:PlayerController internal variables (UT3)
Object >> Actor >> Controller >> PlayerController (internal variables) |
- PlayerController internal variables in other games:
- Other member categories for this class:
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Internal variables
AcknowledgedPawn
Type: Pawn
Used in net games so client can acknowledge it possessed a pawn
bAdminExecPipeCheck
Type: bool
Modifiers: globalconfig
If true, enable fix for Admin commands handling the pipe in a player name
Default value: True
bAimingHelp
Type: bool
Modifiers: globalconfig
bCameraPositionLocked
Type: bool
bCheatFlying
Type: bool
instantly stop in flying mode
bCheckRelevancyThroughPortals
Type: bool
Modifiers: globalconfig
if true, check relevancy of Actors through portals listed in VisiblePortals array
Default value: True
bCheckSoundOcclusion
Type: bool
If true, do a trace to check if sound is occluded, and reduce the effective sound radius if so
bCinemaDisableInputLook
Type: bool
The state of the inputs from cinematic mode
bCinemaDisableInputMove
Type: bool
The state of the inputs from cinematic mode
bCinematicMode
Type: bool
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc
bClientDemo
Type: bool
Remotely set by the client when demo recording
bConfirmSetHUD
Type: bool
Variables for checking that the clients HUD is correctly set
bDoubleJump
Type: bool
bDuck
Type: byte
Modifiers: input
bDynamicNetSpeed
Type: bool
Modifiers: globalconfig
Default value: True
bFrozen
Type: bool
Set when game ends or player dies to temporarily prevent player from restarting (until cleared by timer)
bIgnoreLookInput
Type: byte
Ignores look input. Stacked state storage, use accessor function IgnoreLookInput().
bIgnoreMoveInput
Type: byte
Ignores movement input. Stacked state storage, Use accessor function IgnoreMoveInput()
bIsControllerConnected
Type: bool
True if the controller is connected for this player
bIsExternalUIOpen
Type: bool
True if there is externally controlled UI that should pause the game
bIsUsingStreamingVolumes
Type: bool
Whether this controller is using streaming volumes *
Default value: True
BlendedTargetViewRotation
Type: Object.Rotator
used for smoothing the viewrotation of spectated players
bLogHearSoundOverflow
Type: bool
Modifiers: globalconfig
option to print out list of sounds when MaxConcurrentHearSounds is exceeded
bNeverSwitchOnPickup
Type: bool
Modifiers: globalconfig
If true, don't automatically switch to picked up weapon
bPendingDestroy
Type: bool
Modifiers: const
when true, playercontroller is being destroyed
bPendingNotifyLoadedWorld
Type: bool
Set when the client begins seamless travel, and unset when the client has completed seamless travel
bPressedJump
Type: bool
bReceivedUniqueId
Type: bool
set when received a valid ServerSetUniqueId() call, so we don't allow duplicates
bReplicateAllPawns
Type: bool
if true, all pawns will be considered relevant
bRun
Type: byte
Modifiers: input
bShortConnectTimeOut
Type: bool
when true, reduces connect timeout to 15 seconds
bUpdatePosition
Type: bool
bUpdating
Type: bool
bWasSaturated
Type: bool
Modifiers: const
used by servers to identify saturated client connections
bWasSpeedHack
Type: bool
CameraClass
Modifiers: const
Default value: Class'Engine.Camera'
CheatClass
Type: class<CheatManager>
class of my CheatManager
Default value: Class'Engine.CheatManager'
CheatManager
Type: CheatManager
Modifiers: transient
Object within playercontroller that manages "cheat" commands
ClientCap
Type: int
ClientHUDClass
ClientScoringClass
Type: class<ScoreBoard>
ClientUpdateTime
Type: float
CurrentPlayerData
Type: PlayerOwnerDataStore
Modifiers: protected
The data store instance responsible for presenting state data for this player.
CurrentPlayerSettings
Type: UIDataStore_PlayerSettings
Modifiers: protected
The data store instance responsible for loading and saving settings data for this player.
CurrentTimeStamp
Type: float
CylinderComponent
Type: CylinderComponent
Default value: CylinderComponent'CollisionCylinder'
DebugCameraControllerClass
Type: class<DebugCameraController>
Default value: Class'Engine.DebugCameraController'
DebugCameraControllerRef
Type: DebugCameraController
DebugTextList
Type: array<DebugTextInfo>
Modifiers: private
DefaultFOV
Type: float
Default value: 85.0
DesiredFOV
Type: float
Default value: 85.0
DoubleClickDir
Type: Actor.EDoubleClickDir
DynamicPingThreshold
Type: float
Modifiers: globalconfig
Default value: 400.0
FailedPathStart
Type: Object.Vector
Modifiers: const
ForceFeedbackManager
Type: ForceFeedbackManager
Modifiers: transient
ForceFeedbackManagerClassName
Type: string
Modifiers: config
FOVAngle
Type: float
field of view angle in degrees
Default value: 85.0
FreeMoves
Type: SavedMove
freed moves, available for buffering
GameplayVoiceMuteList
Type: array<OnlineSubsystem.UniqueNetId>
List of players muted via gameplay
GroundPitch
Type: int
HashResponseCache
Type: string
Modifiers: transient
Cached value of the ConvolveResponse hash
HearSoundActiveComponents
Type: array<AudioComponent>
HearSoundPoolComponents
Type: array<AudioComponent>
HiddenActors
The actors which the camera shouldn't see. Used to hide actors which the camera penetrates. This array used only if PlayerController does not have a playercamera
HUDResetCount
Type: int
InputClass
Type: class<PlayerInput>
class of my PlayerInput
Default value: Class'Engine.PlayerInput'
InputRequests
Type: array<InputMatchRequest>
InteractDistance
Type: float
Modifiers: config
Maximum distance to search for interactable actors
Default value: 512.0
Interactions
Type: array<Interaction>
Modifiers: transient
LastAckedAccel
Type: Object.Vector
last acknowledged sent acceleration
LastActiveTime
Type: float
used to kick idlers
LastBroadcastString
Type: string
Array size: 4
LastBroadcastTime
Type: float
LastGoodMoveAckTime
Type: float
Time stamp of last good move ack
LastPingUpdate
Type: float
LastSpectatorStateSynchTime
Type: float
Used to make sure the client is kept synchronized when in a spectator state
LastSpeedHackLog
Type: float
Default value: -100.0
LastUpdateTime
Type: float
LODDistanceFactor
Type: float
Modifiers: const
last used FOV based multiplier to distance to an object when determining if it exceeds the object's cull distance
Note: only valid on client
Default value: 1.0
MaxClientNetSpeed
Type: int
Max netspeed client desires
Default value: 20000
MaxConcurrentHearSounds
Type: int
Modifiers: globalconfig
component pooling for sounds played through PlaySound()/ClientHearSound()
Default value: 32
MaxResponseTime
Type: float
how long server will wait for client move update before setting position
Default value: 0.125
MaxTimeMargin
Type: float
MinRespawnDelay
Type: float
minimum time before can respawn after dying
Default value: 1.0
MyCoverReplicator
Type: CoverReplicator
handles copying and replicating old cover changes from WorldInfo.CoverReplicatorBase on creation as well as replicating new changes
myHUD
Type: HUD
NetPlayerIndex
Type: byte
Modifiers: const, duplicatetransient
index identifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication
NoPauseMessage
Type: string
Modifiers: localized
Default value: "Game is not pauseable"
OldFloor
Type: Object.Vector
OldPing
Type: float
OnlinePlayerData
Type: UIDataStore_OnlinePlayerData
The data store that holds any online player data
OnlineSub
Type: OnlineSubsystem
Cached online subsystem variable
OwnCamera
Type: string
Modifiers: localized
Default value: "Now viewing from own camera"
PendingAdjustment
Type: ClientAdjustment
PendingMapChangeLevelNames
list of names of levels the server is in the middle of sending us for a PrepareMapChange() call
PendingMove
Type: SavedMove
Player
Type: Player
Modifiers: const
Player info
PlayerCamera
Type: Camera
Camera associated with this Player Controller
PlayerOwnerDataStoreClass
Type: class<PlayerOwnerDataStore>
Modifiers: const
The class to use for the player owner data store.
Default value: Class'Engine.PlayerOwnerDataStore'
ProgressMessage
Type: string
Array size: 2
ProgressTimeOut
Type: float
Default value: 8.0
QuickSaveString
Type: string
Modifiers: localized
Default value: "Quick Saving"
RealViewTarget
Type: PlayerReplicationInfo
SavedMoveClass
SavedMoveClass should be changed for network player move replication where different properties need to be replicated from the base engine implementation.
Default value: Class'Engine.SavedMove'
SavedMoves
Type: SavedMove
buffered moves pending position updates
ServerTimeStamp
Type: float
SpectatorCameraSpeed
Type: float
How fast spectator camera is allowed to move
Default value: 600.0
TargetEyeHeight
Type: float
TargetViewRotation
Type: Object.Rotator
TimeMargin
Type: float
ViewingFrom
Type: string
Modifiers: localized
Default value: "Now viewing from"
ViewTarget
Type: Actor
Modifiers: const
VoiceInterface
Type: OnlineVoiceInterface
Cached online voice interface variable
VoiceMuteList
Type: array<OnlineSubsystem.UniqueNetId>
List of players that are explicitly muted (outside of gameplay)
VoicePacketFilter
Type: array<OnlineSubsystem.UniqueNetId>
The list of combined players to filter voice packets for
WaitDelay
Type: float
Delay time until can restart