UE3:UTConsolePlayerInput (UDK)
Object >> UIRoot >> Interaction >> Input >> PlayerInput >> GamePlayerInput >> UTPlayerInput >> UTConsolePlayerInput |
- Package:
- UTGame
- Within class:
- UTConsolePlayerController
- This class in other games:
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Properties
Property group 'UTConsolePlayerInput'
bTargetFrictionEnabled
Type: bool
Modifiers: config
Whether TargetFriction is enabled or not *
Default value: True
bViewAccelerationEnabled
Type: bool
Modifiers: config
Whether ViewAcceleration is enabled or not *
Default value: True
Dodge_Threshold
Type: float
Modifiers: config
If user hits A when the thumbstick is above this threshold, they will dodge in the direction of their thumbstick *
Default value: 0.8
ViewAccel_BaseMultiplier
Type: float
Modifiers: config
How fast to start accelerating when the stick is slammed to the edge. It goes to a max of 2.0 over time *
Default value: 1.1
ViewAccel_CurrMutliplier
Type: float
Modifiers: private
ViewAccel_DiagonalThreshold
Type: float
Modifiers: config
Default value: 0.99
ViewAccel_TimeToHoldBeforeFastAcceleration
Type: float
Modifiers: config
how long you need to hold at edge before the fast acceleration kicks in *
Default value: 0.125
ViewAccel_Twitchy
Type: float
Modifiers: config
Amount of twitchy we will handle before just taking the real value of the aTurn. This basically make the controls feel a lot smoother and not just spastic looking all over the place. *
Default value: 0.98
ViewAccel_YawThreshold
Type: float
Modifiers: config
Threshold above when Yaw Acceleration kicks in
Default value: 0.99
Internal variables
See UTConsolePlayerInput internal variables.
Default values
Property | Value |
---|---|
bUsingGamepad | True |
Functions
Exec functions
DebugTargetAdhesion
Toggle debug display for target adhesion *
DebugTargetFriction
Toggle debug display for target friction *
DebugViewAcceleration
Toggle debug display for view acceleration *
Jump
Overrides: UTPlayerInput.Jump
SmartJump
Overrides: PlayerInput.SmartJump
Events
PostBeginPlay
Other instance functions
AdjustMouseSensitivity
Overrides: PlayerInput.AdjustMouseSensitivity
ApplyTargetAdhesion
This will attempt to keep the player aiming at the target. It will forcibly aim the player at the target.
TODO: move this to c++
ApplyTargetFriction
This will slow down the player's aiming when they are on "top" of a valid Target. So when you whip around there will be a slight slow down when you are directly aiming at a target.
TODO: move this to c++
ApplyViewAcceleration
This will scale the player's rotation speed depending on the location of their thumbstick and how long they have held it there.
ApplyViewAutoPitchCentering
This will auto center the player's view when they are moving along and not firing
ApplyViewAutoVehiclePitchCentering
This will auto center the player's view when they in a vehicle.
CheckForDoubleClickMove
Overrides: PlayerInput.CheckForDoubleClickMove
PreProcessInput
Overrides: PlayerInput.PreProcessInput
Overridden to add hooks for view acceleration, target friction, auto centering, controller sensitivity.