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Engine.PlayerController

Extends
Controller
Modifiers
config ( Game ) native nativereplication dependson ( MusicTrackDataStructures , OnlineSubsystem )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.PlayerController

Direct Known Subclasses:

Admin, DebugCameraController, GamePlayerController

Constants Summary
CLIENTADJUSTUPDATECOST=180.0
MAXCLIENTUPDATEINTERVAL=0.25
MAXNEARZEROVELOCITYSQUARED=9.0
MAXPOSITIONERRORSQUARED=3.0
MAXVEHICLEPOSITIONERRORSQUARED=900.0
Inherited Contants from Engine.Controller
LATENT_MOVETOWARD
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
pawnAcknowledgedPawn
boolbAdminExecPipeCheck
boolbAimingHelp
boolbCameraPositionLocked
boolbCheatFlying
boolbCheckRelevancyThroughPortals
boolbCheckSoundOcclusion
boolbCinemaDisableInputLook
boolbCinemaDisableInputMove
boolbCinematicMode
boolbClientDemo
boolbConfirmSetHUD
boolbDoubleJump
bytebDuck
boolbDynamicNetSpeed
boolbFrozen
bytebIgnoreLookInput
bytebIgnoreMoveInput
boolbIsControllerConnected
boolbIsExternalUIOpen
boolbIsUsingStreamingVolumes
rotatorBlendedTargetViewRotation
boolbLogHearSoundOverflow
boolbNeverSwitchOnPickup
boolbPendingDestroy
boolbPendingNotifyLoadedWorld
boolbPressedJump
boolbReceivedUniqueId
boolbReplicateAllPawns
bytebRun
boolbShortConnectTimeOut
boolbUpdatePosition
boolbUpdating
boolbWasSaturated
boolbWasSpeedHack
class<Camera>CameraClass
class<CheatManager>CheatClass
CheatManagerCheatManager
intClientCap
Class<HUD>ClientHUDClass
Class<Scoreboard>ClientScoringClass
floatClientUpdateTime
PlayerOwnerDataStoreCurrentPlayerData
UIDataStore_PlayerSettingsCurrentPlayerSettings
floatCurrentTimeStamp
CylinderComponentCylinderComponent
class<DebugCameraController>DebugCameraControllerClass
DebugCameraControllerDebugCameraControllerRef
array<DebugTextInfo>DebugTextList
floatDefaultFOV
floatDesiredFOV
eDoubleClickDirDoubleClickDir
floatDynamicPingThreshold
vectorFailedPathStart
ForceFeedbackManagerForceFeedbackManager
stringForceFeedbackManagerClassName
floatFOVAngle
SavedMoveFreeMoves
array<UniqueNetId>GameplayVoiceMuteList
intGroundPitch
stringHashResponseCache
array<AudioComponent>HearSoundActiveComponents
array<AudioComponent>HearSoundPoolComponents
array<Actor>HiddenActors
intHUDResetCount
class<PlayerInput>InputClass
array<InputMatchRequest>InputRequests
floatInteractDistance
array<interaction>Interactions
vectorLastAckedAccel
floatLastActiveTime
stringLastBroadcastString[4]
floatLastBroadcastTime
floatLastGoodMoveAckTime
floatLastPingUpdate
floatLastSpectatorStateSynchTime
floatLastSpeedHackLog
floatLastUpdateTime
floatLODDistanceFactor
intMaxClientNetSpeed
intMaxConcurrentHearSounds
floatMaxResponseTime
floatMaxTimeMargin
floatMinRespawnDelay
CoverReplicatorMyCoverReplicator
HUDmyHUD
byteNetPlayerIndex
stringNoPauseMessage
vectorOldFloor
floatOldPing
UIDataStore_OnlinePlayerDataOnlinePlayerData
OnlineSubsystemOnlineSub
stringOwnCamera
ClientAdjustmentPendingAdjustment
array<name>PendingMapChangeLevelNames
SavedMovePendingMove
PlayerPlayer
CameraPlayerCamera
class<PlayerOwnerDataStore>PlayerOwnerDataStoreClass
stringProgressMessage[2]
floatProgressTimeOut
stringQuickSaveString
PlayerReplicationInfoRealViewTarget
class<SavedMove>SavedMoveClass
SavedMoveSavedMoves
floatServerTimeStamp
floatSpectatorCameraSpeed
floatTargetEyeHeight
rotatorTargetViewRotation
floatTimeMargin
stringViewingFrom
actorViewTarget
OnlineVoiceInterfaceVoiceInterface
array<UniqueNetId>VoiceMuteList
array<UniqueNetId>VoicePacketFilter
floatWaitDelay
PlayerController
PlayerInputPlayerInput
Inherited Variables from Engine.Controller
AdjustLoc, bAdjusting, bAdvancedTactics, bAffectedByHitEffects, bCanDoSpecial, bFire, bForceDesiredRotation, bForceStrafe, bGodMode, bIsPlayer, bLOSflag, bNotifyApex, bNotifyFallingHitWall, bNotifyPostLanded, bPreciseDestination, bPreparingMove, bSeeFriendly, bSlowerZAcquire, bSoaking, bUsePlayerHearing, bUsingPathLanes, CurrentPath, CurrentPathDir, Destination, Enemy, FailedMoveTarget, FailedReachLocation, FailedReachTime, FocalPoint, Focus, GoalList[4], GroundPitchTime, HighJumpNodeCostModifier, InUseNodeCostMultiplier, LaneOffset, LastFailedReach, LastRouteFind, MinHitWall, MoveFailureCount, MoveTarget, MoveTimer, NextController, NextRoutePath, OldBasedRotation, Pawn, PendingMover, PlayerNum, PlayerReplicationInfo, RespawnPredictionTime, RouteCache, RouteDist, RouteGoal, ShotTarget, SightCounter, SightCounterInterval, StartSpot, Target, ViewX, ViewY, ViewZ, VisiblePortals
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
EInputMatchAction
IMA_GreaterThan, IMA_LessThan
EInputTypes
IT_XAxis, IT_YAxis,
EProgressMessageType
PMT_Clear, PMT_Information, PMT_AdminMessage, PMT_DownloadProgress, PMT_ConnectionFailure, PMT_RedrawDownloadProgress,
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
ClientAdjustment
TimeStamp, newPhysics, NewLoc, NewVel, NewBase, NewFloor, bAckGoodMove
DebugTextInfo
SrcActor, SrcActorOffset, SrcActorDesiredOffset, DebugText, TimeRemaining, Duration, TextColor
InputEntry
Type, Value, TimeDelta, Action
InputMatchRequest
Inputs, MatchActor, MatchFuncName, FailedFuncName, RequestName, MatchIdx, LastMatchTime
Inherited Structures from Engine.Controller
VisiblePortalInfo
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Delegates Summary
delegatebool CanUnpause ()))

Functions Summary
function AcknowledgePossession (Pawn P))
function AddCheats ()))
event AddDebugText (string DebugText, optional Actor SrcActor, optional float Duration = -1.f, optional vector Offset, optional vector DesiredOffset, optional color TextColor, optional bool bSkipOverwriteCheck))
function AdjustFOV (float DeltaTime ))
functionfloat AimHelpDot (bool bInstantHit))
functionbool AimingHelp (bool bInstantHit))
functionbool AllowTextMessage (string Msg))
function AskForPawn ()))
event BeginState (Name PreviousStateName))
BaseSpectating
event BeginState (Name PreviousStateName))
Dead
event BeginState (Name PreviousStateName))
PlayerClimbing
event BeginState (Name PreviousStateName))
PlayerDriving
event BeginState (Name PreviousStateName))
PlayerFlying
event BeginState (Name PreviousStateName))
PlayerSwimming
event BeginState (Name PreviousStateName))
PlayerWaiting
event BeginState (Name PreviousStateName))
PlayerWalking
event BeginState (Name PreviousStateName))
RoundEnded
event BeginState (Name PreviousStateName))
Spectating
event BeginState (Name PreviousStateName))
WaitingForPawn
function CallServerMove (SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove ))
function Camera (name NewMode ))
event CameraLookAtFinished (SeqAct_CameraLookAt Action)
function CameraShake (float Duration, vector newRotAmplitude, vector newRotFrequency, vector newLocAmplitude, vector newLocFrequency, float newFOVAmplitude, float newFOVFrequency)
functionbool CanAllPlayersPlayOnline ()))
functionbool CanRestartPlayer ()))
functionbool CanUnpauseControllerConnected ()))
functionbool CanUnpauseExternalUI ()))
functionbool CanViewUserCreatedContent ()))
function CauseEvent (Name EventName))
function CE (Name EventName))
function ChangeTeam (optional string TeamName ))
function CheckJumpOrDuck ()))
functionbool CheckSpeedHack (float DeltaTime)
function CleanOutSavedMoves ()))
function CleanUpAudioComponents ()
function CleanupPRI ()))
function ClearAckedMoves ()))
function ClearDoubleClick ()))
function ClearInviteDelegates ()))
event ClearOnlineDelegates ()))
function ClearProgressMessages ()))
function ClientAckGoodMove (float TimeStamp))
event ClientAdjustMusicTrackVolume (SeqAct_CrossFadeMusicTracks MusicAction, float AdjustVolumeDuration, float AdjustVolumeLevel))
function ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ))
function ClientArbitratedMatchEnded ()))
function ClientCapBandwidth (int Cap))
function ClientClearProgressMessages ()))
event ClientCommitMapChange (optional bool bShouldSkipLevelStartupEvent, optional bool bShouldSkipLevelBeginningEvent))
event ClientConvolve (string C, nt H)
event ClientCrossFadeMusicTrack_PlayTrack (SeqAct_CrossFadeMusicTracks MusicAction, MusicTrackStruct MusicTrack))
function ClientDrawCoordinateSystem (vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines ))
event ClientFadeOutMusicTrack (SeqAct_CrossFadeMusicTracks MusicAction, float FadeOutTime, float FadeOutVolumeLevel))
event ClientFlushLevelStreaming ()
event ClientForceGarbageCollection ()))
function ClientGameEnded (Actor EndGameFocus, bool bIsWinner))
function ClientGotoState (name NewState, optional name NewLabel))
function ClientGotoState (name NewState, optional name NewLabel))
WaitingForPawn
event ClientHearSound (SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded, optional bool bIsUISound ))
function ClientIgnoreLookInput (bool bIgnore))
function ClientIgnoreMoveInput (bool bIgnore))
function ClientInitializeDataStores ()))
event ClientMessage (coerce string S, optional Name Type, optional float MsgLifeTime ))
event ClientMutePlayer (UniqueNetId PlayerNetId))
function ClientPlayActorFaceFXAnim (Actor SourceActor, FaceFXAnimSet AnimSet, string GroupName, string SeqName))
function ClientPlayForceFeedbackWaveform (ForceFeedbackWaveform FFWaveform))
event ClientPlaySound (SoundCue ASound, optional bool bIsUISound))
event ClientPrepareMapChange (name LevelName, bool bFirst, bool bLast))
function ClientRegisterForArbitration ()))
function ClientRegisterHostStatGuid (string StatGuid))
function ClientReset ()))
function ClientRestart (Pawn NewPawn))
event ClientSeamlessTravel (string URL))
event ClientSetBlockOnAsyncLoading ()))
function ClientSetCameraMode (name NewCamMode ))
function ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD))
function ClientSetHostUniqueId (UniqueNetId InHostId)
function ClientSetHUD (class<HUD> newHUDType, class<Scoreboard> newScoringType))
function ClientSetOnlineStatus ()
function ClientSetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title ))
function ClientSetProgressTime (float T ))
function ClientSetTravelGuid (Guid NextTravelGuid)
event ClientSetViewTarget (Actor A, optional ViewTargetTransitionParams TransitionParams ))
function ClientStartNetworkedVoice ()))
function ClientStopForceFeedbackWaveform (optional ForceFeedbackWaveform FFWaveform))
function ClientStopNetworkedVoice ()))
event ClientTravel (string URL, ETravelType TravelType, optional bool bSeamless = false)
function ClientTravelTimeExpired ()))
event ClientUnmutePlayer (UniqueNetId PlayerNetId))
function ClientUpdateLevelStreamingStatus (Name PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad)
function ClientUpdatePosition ()))
function ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
event ClientWasKicked ()
function ClientWriteArbitrationEndGameData (class<OnlineStatsWrite> OnlineStatsWriteClass))
function ClientWriteOnlinePlayerScores ()))
functionint CompressAccel (int C))
event ConditionalPause (bool bDesiredPauseState ))
functionstring ConsoleCommand (string Command, optional bool bWriteToLog = true)
function ConsoleKey (name Key))
function ConvolveTimeout ()
function CopyToClipboard (string Text)
function DebugPause ()))
function DelayedClientSetViewTarget ()))
function DelayedPrepareMapChange ()))
function DemoPlaybackNotify ()))
function DemoSetHUD (Class<HUD> newHUDClass, Class<Scoreboard> newScoreboardClass))
function DemoSyncPawn ()))
event Destroyed ()))
function Disconnect ()))
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function DrawDebugTextList (Canvas Canvas, float RenderDelta))
function DrawHUD (HUD H ))
function DualServerMove (float TimeStamp0, vector InAccel0, byte PendingFlags, int View0, float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ))
function EnableCheats ()))
function EnableDebugCamera ()))
event EndState (Name NextStateName))
BaseSpectating
event EndState (Name NextStateName))
Dead
event EndState (Name NextStateName))
PlayerClimbing
event EndState (Name NextStateName))
PlayerDriving
event EndState (Name NextStateName))
PlayerWaiting
event EndState (Name NextStateName))
PlayerWalking
event EndState (name NextStateName))
RoundEnded
event EndState (Name NextStateName))
Spectating
event EndState (Name NextStateName))
WaitingForPawn
function EnterStartState ()))
event FellOutOfWorld (class<DamageType> dmgType))
function FindGoodView ()))
Dead
function FindGoodView ()))
RoundEnded
functionint FindStairRotation (float DeltaTime)
functionbool FindVehicleToDrive ()))
function FixFOV ()))
function ForceDeathUpdate ()))
function FOV (float F))
function GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner))
function GameplayMutePlayer (UniqueNetId PlayerNetId))
function GameplayUnmutePlayer (UniqueNetId PlayerNetId))
functionRotator GetAdjustedAimFor (Weapon W, vector StartFireLoc ))
functionstring GetDefaultURL (string Option)
eventfloat GetFOVAngle ()))
functionSavedMove GetFreeMove ()))
functionPlayerController GetPlayerControllerFromNetId (UniqueNetId PlayerNetId)
functionstring GetPlayerNetworkAddress ()
event GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation ))
functionAudioComponent GetPooledAudioComponent (SoundCue ASound, Actor SourceActor, bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation)
functionfloat GetRumbleScale ()))
event GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList))
functionstring GetServerNetworkAddress ()
function GetTriggerUseList (float interactDistanceToCheck, float crosshairDist, float minDot, bool bUsuableOnly, out array<Trigger> out_useList))
functionUIInteraction GetUIController ()))
functionActor GetViewTarget ()
function GivePawn (Pawn NewPawn))
function HandlePickup (Inventory Inv))
function HandleWalking ()))
functionbool HasClientLoadedCurrentWorld ()
function HearSoundFinished (AudioComponent AC))
function IgnoreLookInput (bool bNewLookInput ))
function IgnoreMoveInput (bool bNewMoveInput ))
function IncrementNumberOfMatchesPlayed ()))
event InitInputSystem ()))
event InitUniquePlayerId ()))
functionbool InviteHasEnoughSpace (OnlineGameSettings InviteSettings))
functionbool IsControllerTiltActive () con)
functionbool IsDead ()))
Dead
functionbool IsKeyboardAvailable () con)
functionbool IsLocalPlayerController ()
functionbool IsLookInputIgnored ()))
functionbool IsMouseAvailable () con)
functionbool IsMoveInputIgnored ()))
functionbool IsPaused ()))
functionbool IsPlayerMuted (const out UniqueNetId Sender)
functionbool IsShowingSubtitles ()
functionbool IsSpectating ()))
functionbool IsSpectating ()))
BaseSpectating
functionbool IsSpectating ()))
RoundEnded
function Jump ()))
Dead
function Jump ()
PlayerWaiting
event KickWarning ()))
event Kismet_ClientPlaySound (SoundCue ASound, Actor SourceActor, float VolumeMultiplier, float PitchMultiplier, float FadeInTime, bool bSuppressSubtitles, bool bSuppressSpatialization))
event Kismet_ClientStopSound (SoundCue ASound, Actor SourceActor, float FadeOutTime))
event LevelStreamingStatusChanged (LevelStreaming LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad ))
functionbool LimitSpectatorVelocity ()))
BaseSpectating
eventRotator LimitViewRotation (Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax ))
function ListCE ()))
function ListConsoleEvents ()))
function LocalTravel (string URL ))
function LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ))
function LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ))
RoundEnded
function LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ))
WaitingForPawn
function MoveAutonomous (float DeltaTime, byte CompressedFlags, vector newAccel, rotator DeltaRot ))
function Mutate (string MutateString))
function NextWeapon ()))
function NotifyChangedWeapon (Weapon PreviousWeapon, Weapon NewWeapon)
function NotifyConnectionError (string Message, optional string Title ))
event NotifyDirectorControl (bool bNowControlling)
function NotifyInviteFailed ()))
eventbool NotifyLanded (vector HitNormal, Actor FloorActor))
eventbool NotifyLanded (vector HitNormal, Actor FloorActor))
PlayerSwimming
event NotifyLoadedWorld (name WorldPackageName, bool bFinalDest))
function NotifyNotAllPlayersCanJoinInvite ()))
function NotifyNotEnoughSpaceInInvite ()))
event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerClimbing
event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerSwimming
event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerWalking
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
function OldServerMove (float OldTimeStamp, byte OldAccelX, byte OldAccelY, byte OldAccelZ, byte OldMoveFlags ))
function OnArbitrationRegisterComplete (bool bWasSuccessful))
function OnConsoleCommand (SeqAct_ConsoleCommand inAction ))
function OnControllerChanged (int ControllerId, ool bIsConnected))
function OnDestroy (SeqAct_Destroy Action))
function OnDestroyForInviteComplete (bool bWasSuccessful))
function OnEndForInviteComplete (bool bWasSuccessful))
function OnExternalUIChanged (bool bIsOpening))
function OnForceFeedback (SeqAct_ForceFeedback Action))
function OnGameInviteAccepted (OnlineGameSettings GameInviteSettings))
function OnInviteJoinComplete (bool bWasSuccessful))
function OnRegisterHostStatGuidComplete (bool bWasSuccessful))
function OnSetCameraTarget (SeqAct_SetCameraTarget inAction))
function OnToggleCinematicMode (SeqAct_ToggleCinematicMode Action))
function OnToggleHUD (SeqAct_ToggleHUD inAction))
function OnToggleInput (SeqAct_ToggleInput inAction))
functionstring PasteFromClipboard ()
function Pause ()))
function PawnDied (Pawn P))
functionbool PerformedUseAction ()))
function PlayBeepSound ()
function PlayerMove (float DeltaTime)
function PlayerMove (float DeltaTime))
BaseSpectating
function PlayerMove (float DeltaTime))
Dead
function PlayerMove (float DeltaTime ))
PlayerClimbing
function PlayerMove (float DeltaTime ))
PlayerDriving
function PlayerMove (float DeltaTime))
PlayerFlying
function PlayerMove (float DeltaTime))
PlayerSwimming
function PlayerMove (float DeltaTime ))
PlayerWalking
function PlayerMove (float DeltaTime))
RoundEnded
event PlayerTick (float DeltaTime ))
event PlayerTick (float DeltaTime))
WaitingForPawn
event Possess (Pawn aPawn, bool bVehicleTransition))
event Possess (Pawn aPawn, bool bVehicleTransition))
RoundEnded
event PostBeginPlay ()))
event PreClientTravel ()
event PreRender (Canvas Canvas)
function PrevWeapon ()))
event ProcessConvolveResponse (string C)
function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump))
function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump))
PlayerDriving
function ProcessMove (float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
BaseSpectating
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerClimbing
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
PlayerDriving
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerSwimming
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerWalking
function ProcessViewRotation (float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot ))
function QuickLoad ()))
function QuickSave ()))
event ReceivedPlayer ()))
event ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
function RegisterPlayerDataStores ()))
function RegisterPlayerRanking (int NewPlayerRanking))
event RemoveDebugText (Actor SrcActor))
event ReplicatedEvent (name VarName))
function ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ))
function ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
BaseSpectating
function ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
WaitingForPawn
function Reset ()))
event ResetCameraMode ()))
function ResetFOV ()))
function ResetPlayerMovementInput ()))
function ResetTimeMargin ()))
function Restart (bool bVehicleTransition))
function RestartLevel ()))
function SaveActorConfig (coerce Name actorName))
function SaveClassConfig (coerce string className))
function Say (string Msg ))
function SeamlessTravelFrom (PlayerController OldPC))
function SeamlessTravelTo (PlayerController NewPC)
event SendClientAdjustment ()))
function SendToConsole (string Command))
function ServerAcknowledgePossession (Pawn P))
function ServerCamera (name NewMode ))
function ServerCauseEvent (Name EventName))
function ServerChangeName (coerce string S ))
function ServerChangeTeam (int N))
function ServerChangeTeam (int N ))
PlayerWaiting
function ServerConfirmSetHUD (Class<HUD> HUDType, Class<Scoreboard> ScoringType))
event ServerDestroy ()))
function ServerDrive (float InForward, float InStrafe, float aUp, bool InJump, int View))
function ServerGivePawn ()))
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View ))
function ServerMove (float TimeStamp, vector Accel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ))
Dead
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View ))
RoundEnded
function ServerMutate (string MutateString))
event ServerMutePlayer (UniqueNetId PlayerNetId))
event ServerNotifyLoadedWorld (name WorldPackageName)
function ServerPause ()))
event ServerProcessConvolve (string C, nt H)
function ServerRegisterClientStatGuid (string StatGuid))
function ServerRegisteredForArbitration (bool bWasSuccessful))
function ServerRegisterPlayerRanking (int NewPlayerRanking))
function ServerRestartGame ()))
function ServerReStartGame ()))
RoundEnded
function ServerReStartPlayer ()))
Dead
function ServerRestartPlayer ()))
PlayerWaiting
function ServerReStartPlayer ()))
RoundEnded
function ServerSay (string Msg ))
function ServerSendMusicInfo ()))
function ServerSetClientDemo (bool bValue))
function ServerSetNetSpeed (int NewSpeed))
function ServerSetSpectatorLocation (vector NewLoc))
function ServerSetSpectatorLocation (vector NewLoc))
BaseSpectating
function ServerSetUniquePlayerId (UniqueNetId UniqueId, ool bWasInvited))
function ServerShortTimeout ()))
function ServerSpeech (name Type, int Index, string Callsign)
function ServerSuicide ()))
function ServerSuicide ()
PlayerWaiting
function ServerTeamSay (string Msg ))
function ServerThrowWeapon ()))
event ServerUnmutePlayer (UniqueNetId PlayerNetId))
event ServerUpdateLevelVisibility (name PackageName, bool bIsVisible)
function ServerUpdatePing (int NewPing))
function ServerUse ()))
function ServerUse ()))
PlayerDriving
function ServerUTrace ()))
function ServerVerifyViewTarget ()))
function ServerViewNextPlayer ()))
function ServerViewPrevPlayer ()))
function ServerViewSelf ()))
function ServerWritenArbitrationEndGameData ()))
function SetAllowMatureLanguage (bool bAllowMatureLanguge)
function SetAudioGroupVolume (name GroupName, float Volume)
function SetCameraMode (name NewCamMode ))
function SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsButtons ))
function SetControllerTiltActive (bool bActive)
function SetControllerTiltDesiredIfAvailable (bool bActive)
function SetFOV (float NewFOV))
function SetHUD (Class<HUD> newHUDType, Class<Scoreboard> newScoringType))
function SetName (coerce string S))
function SetNetSpeed (int NewSpeed)
function SetOnlyUseControllerTiltInput (bool bActive)
functionbool SetPause (bool bPause, optional delegate CanUnpauseDelegate ))
function SetPlayerDataProvider (PlayerDataProvider DataProvider ))
event SetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title ))
event SetProgressTime (float T ))
function SetRumbleScale (float ScaleBy))
function SetShowSubtitles (bool bValue)
function SetUseTiltForwardAndBack (bool bActive)
function SetViewTarget (Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams)
function ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
function ShowMenu ()))
event SoakPause (Pawn P))
functionCoverReplicator SpawnCoverReplicator ()))
function SpawnDefaultHUD ()))
event SpawnPlayerCamera ()))
function Speech (name Type, int Index, string Callsign ))
function StartAltFire (optional Byte FireModeNum ))
function StartAltFire (optional byte FireModeNum ))
Spectating
event StartClientDemoRec ()))
function StartFire (optional byte FireModeNum ))
function StartFire (optional byte FireModeNum ))
Dead
function StartFire (optional byte FireModeNum ))
PlayerWaiting
function StartFire (optional byte FireModeNum ))
RoundEnded
function StartFire (optional byte FireModeNum ))
Spectating
function StartFire (optional byte FireModeNum ))
WaitingForPawn
event StartServerDemoRec ()))
function StopAltFire (optional byte FireModeNum ))
function StopFire (optional byte FireModeNum ))
function Suicide ()))
function Suicide ()
PlayerWaiting
function SwitchLevel (string URL))
function SwitchTeam ()))
event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime ))
function TeamSay (string Msg ))
function ThrowWeapon ()))
function ThrowWeapon ()))
Dead
function ThrowWeapon ()))
RoundEnded
event Timer ()))
Dead
event Timer ()))
PlayerSwimming
event Timer ()))
RoundEnded
event Timer ()))
WaitingForPawn
functionbool TriggerInteracted ()))
event UnPossess ()))
function UnregisterPlayerDataStores ()))
function UpdatePing (float TimeStamp))
function UpdateRotation (float DeltaTime ))
function UpdateStateFromAdjustment (name NewState))
function UpdateURL (string NewOption, string NewValue, bool bSave1Default)
function Use ()))
function Use ()))
Dead
function Use ()))
RoundEnded
functionbool UsingFirstPersonCamera ()))
function UTrace ()))
function VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
function ViewAPlayer (int dir))
function ViewShake (float DeltaTime)
Inherited Functions from Engine.Controller
ActorReachable, AllowDetourTo, BeginState, BeyondFogDistance, CanSee, CanSeeByPoints, CheckNearMiss, CleanupPRI, ClientSetLocation, ClientSetRotation, ClientSetWeapon, ClientSwitchToBestWeapon, CurrentLevelUnloaded, Destroyed, DisplayDebug, EndClimbLadder, EnemyJustTeleported, EnemyNotVisible, FindPathTo, FindPathToIntercept, FindPathToward, FindPathTowardNearest, FindRandomDest, FinishRotation, FireWeaponAt, GameHasEnded, GamePlayEndedState, GetActorEyesViewPoint, GetAdjustedAimFor, GetHumanReadableName, GetKillerController, GetPlayerViewPoint, GetRouteGoalAfter, GetTeamNum, HandlePathObstruction, HandlePickup, HearNoise, InitPlayerReplicationInfo, InLatentExecution, InstantWarnTarget, IsAimingAt, IsDead, IsInCombat, IsLocalPlayerController, IsSpectating, LandingShake, LineOfSightTo, LongFall, MayFall, MoverFinished, MoveTo, MoveToward, MoveUnreachable, NotifyAddInventory, NotifyBump, NotifyChangedWeapon, NotifyCoverAdjusted, NotifyCoverClaimViolation, NotifyCoverDisabled, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyProjLanded, NotifyTakeHit, OnCauseDamage, OnMakeNoise, OnPossess, OnTeleport, OnToggleAffectedByHitEffects, OnToggleGodMode, OnToggleHidden, PawnDied, PickTarget, PickWallAdjust, PointReachable, Possess, PostBeginPlay, RatePickup, ReadyForLift, ReceiveProjectileWarning, ReceiveWarning, ReplicatedEvent, Reset, Restart, RoundHasEnded, RouteCache_AddItem, RouteCache_Empty, RouteCache_InsertItem, RouteCache_RemoveIndex, RouteCache_RemoveItem, SeeMonster, SeePlayer, SendMessage, ServerGivePawn, ServerRestartPlayer, SetCharacter, SetupSpecialPathAbilities, StopFiring, StopLatentExecution, SwitchToBestWeapon, UnderLift, UnPossess, UpdateSex, WaitForLanding, WaitForMover, WarnProjExplode
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors

States Summary
BaseSpectating Source code
state BaseSpectating
BeginState, EndState, IsSpectating, LimitSpectatorVelocity, PlayerMove, ProcessMove, ReplicateMove, ServerSetSpectatorLocation
Dead Source code
state Dead
BeginState, EndState, FindGoodView, IsDead, Jump, PlayerMove, ServerMove, ServerReStartPlayer, StartFire, ThrowWeapon, Timer, Use
PlayerClimbing Source code
state PlayerClimbing
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove
PlayerDriving Source code
state PlayerDriving
BeginState, EndState, PlayerMove, ProcessDrive, ProcessMove, ServerUse
PlayerFlying Source code
state PlayerFlying
BeginState, PlayerMove
PlayerSwimming Source code
state PlayerSwimming
BeginState, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, Timer
PlayerWaiting Source code
auto state PlayerWaiting extends BaseSpectating
BeginState, EndState, Jump, ServerChangeTeam, ServerRestartPlayer, ServerSuicide, StartFire, Suicide
PlayerWalking Source code
state PlayerWalking
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove
RoundEnded Source code
state RoundEnded
BeginState, EndState, FindGoodView, IsSpectating, LongClientAdjustPosition, PlayerMove, Possess, ServerMove, ServerReStartGame, ServerReStartPlayer, StartFire, ThrowWeapon, Timer, Use
Spectating Source code
state Spectating extends BaseSpectating
BeginState, EndState, StartAltFire, StartFire
WaitingForPawn Source code
state WaitingForPawn extends BaseSpectating
BeginState, ClientGotoState, EndState, LongClientAdjustPosition, PlayerTick, ReplicateMove, StartFire, Timer


Constants Detail

CLIENTADJUSTUPDATECOST Source code

const CLIENTADJUSTUPDATECOST = 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

MAXCLIENTUPDATEINTERVAL Source code

const MAXCLIENTUPDATEINTERVAL = 0.25;
MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.

MAXNEARZEROVELOCITYSQUARED Source code

const MAXNEARZEROVELOCITYSQUARED = 9.0;
MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play

MAXPOSITIONERRORSQUARED Source code

const MAXPOSITIONERRORSQUARED = 3.0;
MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play

MAXVEHICLEPOSITIONERRORSQUARED Source code

const MAXVEHICLEPOSITIONERRORSQUARED = 900.0;
MAXVEHICLEPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play when driving a vehicle


Variables Detail

AcknowledgedPawn Source code

var pawn AcknowledgedPawn;

bAdminExecPipeCheck Source code

var globalconfig bool bAdminExecPipeCheck;
If true, enable fix for Admin commands handling the pipe in a player name

bAimingHelp Source code

var globalconfig bool bAimingHelp;

bCameraPositionLocked Source code

var bool bCameraPositionLocked;

bCheatFlying Source code

var bool bCheatFlying;

bCheckRelevancyThroughPortals Source code

var globalconfig bool bCheckRelevancyThroughPortals;
if true, check relevancy of Actors through portals listed in VisiblePortals array

bCheckSoundOcclusion Source code

var bool bCheckSoundOcclusion;
If true, do a trace to check if sound is occluded, and reduce the effective sound radius if so

bCinemaDisableInputLook Source code

var bool bCinemaDisableInputLook;
The state of the inputs from cinematic mode

bCinemaDisableInputMove Source code

var bool bCinemaDisableInputMove;
The state of the inputs from cinematic mode

bCinematicMode Source code

var bool bCinematicMode;
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc

bClientDemo Source code

var bool bClientDemo;
Remotely set by the client when demo recording

bConfirmSetHUD Source code

var bool bConfirmSetHUD;
Variables for checking that the clients HUD is correctly set

bDoubleJump Source code

var bool bDoubleJump;

bDuck Source code

var input byte bDuck;

bDynamicNetSpeed Source code

var globalconfig bool bDynamicNetSpeed;

bFrozen Source code

var bool bFrozen;

bIgnoreLookInput Source code

var byte bIgnoreLookInput;
Ignores look input. Stacked state storage, use accessor function IgnoreLookInput().

bIgnoreMoveInput Source code

var byte bIgnoreMoveInput;
Ignores movement input. Stacked state storage, Use accessor function IgnoreMoveInput()

bIsControllerConnected Source code

var bool bIsControllerConnected;
True if the controller is connected for this player

bIsExternalUIOpen Source code

var bool bIsExternalUIOpen;
True if there is externally controlled UI that should pause the game

bIsUsingStreamingVolumes Source code

var bool bIsUsingStreamingVolumes;
Whether this controller is using streaming volumes

BlendedTargetViewRotation Source code

var rotator BlendedTargetViewRotation;
used for smoothing the viewrotation of spectated players

bLogHearSoundOverflow Source code

var globalconfig bool bLogHearSoundOverflow;
option to print out list of sounds when MaxConcurrentHearSounds is exceeded

bNeverSwitchOnPickup Source code

var globalconfig bool bNeverSwitchOnPickup;

bPendingDestroy Source code

var const bool bPendingDestroy;

bPendingNotifyLoadedWorld Source code

var bool bPendingNotifyLoadedWorld;
Set when the client begins seamless travel, and unset when the client has completed seamless travel

bPressedJump Source code

var bool bPressedJump;

bReceivedUniqueId Source code

var bool bReceivedUniqueId;
set when received a valid ServerSetUniqueId() call, so we don't allow duplicates

bReplicateAllPawns Source code

var bool bReplicateAllPawns;

bRun Source code

var input byte bRun;

bShortConnectTimeOut Source code

var bool bShortConnectTimeOut;

bUpdatePosition Source code

var bool bUpdatePosition;

bUpdating Source code

var bool bUpdating;

bWasSaturated Source code

var const bool bWasSaturated;

bWasSpeedHack Source code

var bool bWasSpeedHack;

CameraClass Source code

var const class<Camera> CameraClass;

CheatClass Source code

var class<CheatManager> CheatClass;

CheatManager Source code

var transient CheatManager CheatManager;

ClientCap Source code

var int ClientCap;

ClientHUDClass Source code

var Class<HUD> ClientHUDClass;

ClientScoringClass Source code

var Class<Scoreboard> ClientScoringClass;

ClientUpdateTime Source code

var float ClientUpdateTime;

CurrentPlayerData Source code

var protected PlayerOwnerDataStore CurrentPlayerData;
The data store instance responsible for presenting state data for this player.

CurrentPlayerSettings Source code

var protected UIDataStore_PlayerSettings CurrentPlayerSettings;
The data store instance responsible for loading and saving settings data for this player.

CurrentTimeStamp Source code

var float CurrentTimeStamp;

CylinderComponent Source code

var CylinderComponent CylinderComponent;

DebugCameraControllerClass Source code

var class<DebugCameraController> DebugCameraControllerClass;

DebugCameraControllerRef Source code

var DebugCameraController DebugCameraControllerRef;

DebugTextList Source code

var private array<DebugTextInfo> DebugTextList;

DefaultFOV Source code

var float DefaultFOV;

DesiredFOV Source code

var float DesiredFOV;

DoubleClickDir Source code

var eDoubleClickDir DoubleClickDir;

DynamicPingThreshold Source code

var globalconfig float DynamicPingThreshold;

FailedPathStart Source code

var const vector FailedPathStart;

ForceFeedbackManager Source code

var transient ForceFeedbackManager ForceFeedbackManager;

ForceFeedbackManagerClassName Source code

var config string ForceFeedbackManagerClassName;

FOVAngle Source code

var float FOVAngle;
field of view angle in degrees

FreeMoves Source code

var SavedMove FreeMoves;

GameplayVoiceMuteList Source code

var array<UniqueNetId> GameplayVoiceMuteList;
List of players muted via gameplay

GroundPitch Source code

var int GroundPitch;

HashResponseCache Source code

var transient string HashResponseCache;
Cached value of the ConvolveResponse hash

HearSoundActiveComponents Source code

var array<AudioComponent> HearSoundActiveComponents;

HearSoundPoolComponents Source code

var array<AudioComponent> HearSoundPoolComponents;

HiddenActors Source code

var array<Actor> HiddenActors;
The actors which the camera shouldn't see. Used to hide actors which the camera penetrates.

HUDResetCount Source code

var int HUDResetCount;

InputClass Source code

var class<PlayerInput> InputClass;

InputRequests Source code

var array<InputMatchRequest> InputRequests;

InteractDistance Source code

var config float InteractDistance;
Maximum distance to search for interactable actors

Interactions Source code

var transient array<interaction> Interactions;

LastAckedAccel Source code

var vector LastAckedAccel;

LastActiveTime Source code

var float LastActiveTime;

LastBroadcastString[4] Source code

var string LastBroadcastString[4];

LastBroadcastTime Source code

var float LastBroadcastTime;

LastGoodMoveAckTime Source code

var float LastGoodMoveAckTime;
Time stamp of last good move ack

LastPingUpdate Source code

var float LastPingUpdate;

LastSpectatorStateSynchTime Source code

var float LastSpectatorStateSynchTime;
Used to make sure the client is kept synchronized when in a spectator state

LastSpeedHackLog Source code

var float LastSpeedHackLog;

LastUpdateTime Source code

var float LastUpdateTime;

LODDistanceFactor Source code

var const float LODDistanceFactor;
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

MaxClientNetSpeed Source code

var int MaxClientNetSpeed;
Max netspeed client desires

MaxConcurrentHearSounds Source code

var globalconfig int MaxConcurrentHearSounds;
component pooling for sounds played through PlaySound()/ClientHearSound()

MaxResponseTime Source code

var float MaxResponseTime;

MaxTimeMargin Source code

var float MaxTimeMargin;

MinRespawnDelay Source code

var float MinRespawnDelay;
minimum time before can respawn after dying

MyCoverReplicator Source code

var CoverReplicator MyCoverReplicator;
handles copying and replicating old cover changes from WorldInfo.CoverReplicatorBase on creation as well as replicating new changes

myHUD Source code

var HUD myHUD;

NetPlayerIndex Source code

var const duplicatetransient byte NetPlayerIndex;
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 Source code

var localized string NoPauseMessage;

OldFloor Source code

var vector OldFloor;

OldPing Source code

var float OldPing;

OnlinePlayerData Source code

var UIDataStore_OnlinePlayerData OnlinePlayerData;
The data store that holds any online player data

OnlineSub Source code

var OnlineSubsystem OnlineSub;
Cached online subsystem variable

OwnCamera Source code

var localized string OwnCamera;

PendingAdjustment Source code

var ClientAdjustment PendingAdjustment;

PendingMapChangeLevelNames Source code

var array<name> PendingMapChangeLevelNames;
list of names of levels the server is in the middle of sending us for a PrepareMapChange() call

PendingMove Source code

var SavedMove PendingMove;

Player Source code

var const Player Player;

PlayerCamera Source code

var Camera PlayerCamera;

PlayerOwnerDataStoreClass Source code

var const class<PlayerOwnerDataStore> PlayerOwnerDataStoreClass;
The class to use for the player owner data store.

ProgressMessage[2] Source code

var string ProgressMessage[2];

ProgressTimeOut Source code

var float ProgressTimeOut;

QuickSaveString Source code

var localized string QuickSaveString;

RealViewTarget Source code

var PlayerReplicationInfo RealViewTarget;

SavedMoveClass Source code

var class<SavedMove> SavedMoveClass;
SavedMoveClass should be changed for network player move replication where different properties need to be replicated from the base engine implementation.

SavedMoves Source code

var SavedMove SavedMoves;

ServerTimeStamp Source code

var float ServerTimeStamp;

SpectatorCameraSpeed Source code

var float SpectatorCameraSpeed;
How fast spectator camera is allowed to move

TargetEyeHeight Source code

var float TargetEyeHeight;

TargetViewRotation Source code

var rotator TargetViewRotation;

TimeMargin Source code

var float TimeMargin;

ViewingFrom Source code

var localized string ViewingFrom;

ViewTarget Source code

var const actor ViewTarget;

VoiceInterface Source code

var OnlineVoiceInterface VoiceInterface;
Cached online voice interface variable

VoiceMuteList Source code

var array<UniqueNetId> VoiceMuteList;
List of players that are explicitly muted (outside of gameplay)

VoicePacketFilter Source code

var array<UniqueNetId> VoicePacketFilter;
The list of combined players to filter voice packets for

WaitDelay Source code

var float WaitDelay;

PlayerController

PlayerInput Source code

var(PlayerController) transient editinline PlayerInput PlayerInput;


Enumerations Detail

EInputMatchAction Source code

enum EInputMatchAction
{
IMA_GreaterThan, IMA_LessThan
};
How to match an input action

EInputTypes Source code

enum EInputTypes
{
IT_XAxis, IT_YAxis,
};
Type of inputs the matching code recognizes

EProgressMessageType Source code

enum EProgressMessageType
{
PMT_Clear, PMT_Information, PMT_AdminMessage, PMT_DownloadProgress, PMT_ConnectionFailure, PMT_RedrawDownloadProgress,
};
Different types of progress messages


Structures Detail

ClientAdjustment Source code

struct ClientAdjustment
{
var byte bAckGoodMove;
var actor NewBase;
var vector NewFloor;
var vector NewLoc;
var EPhysics newPhysics;
var vector NewVel;
var float TimeStamp;
};


DebugTextInfo Source code

struct DebugTextInfo
{
var string DebugText;
var float Duration;
var Actor SrcActor;
var vector SrcActorDesiredOffset;
var vector SrcActorOffset;
var color TextColor;
var transient float TimeRemaining;
};
List of actors and debug text to draw, @see AddDebugText(), RemoveDebugText(), and DrawDebugTextList()
DebugText:
Text to display
Duration:
Duration used to lerp desired offset
SrcActor:
Actor to draw DebugText over
SrcActorDesiredOffset:
Desired offset to interpolate to
SrcActorOffset:
Offset from SrcActor.Location to apply
TextColor:
Text color
TimeRemaining:
Time remaining for the debug text, -1.f == infinite

InputEntry Source code

struct InputEntry
{
var EInputMatchAction Action;
var float TimeDelta;
var EInputTypes Type;
var float Value;
};
Individual entry to input matching sequences
Action:
What type of match is this?
TimeDelta:
Max amount of time since last match before sequence resets
Type:
Type of input to match
Value:
Min value required to consider as a valid match

InputMatchRequest Source code

struct InputMatchRequest
{
var Name FailedFuncName;
var array<InputEntry> Inputs;
var transient float LastMatchTime;
var Actor MatchActor;
var Name MatchFuncName;
var transient int MatchIdx;
var Name RequestName;
};
Contains information to match a series of a inputs and call the given function upon a match. Processed by PlayerInput, defined in the PlayerController.
FailedFuncName:
Name of function to call upon a failed partial match
Inputs:
Number of inputs to match, in sequence
LastMatchTime:
Last time an input entry in Inputs was matched
MatchActor:
Actor to call below functions on
MatchFuncName:
Name of function to call upon successful match
MatchIdx:
Current index into Inputs that is being matched
RequestName:
Name of this input request, mainly for debugging


Delegates Detail

CanUnpause Source code

delegate bool CanUnpause ( ) )
Callback the server uses to determine if the unpause can happen


Functions Detail

AcknowledgePossession Source code

function AcknowledgePossession ( Pawn P) )

AddCheats Source code

function AddCheats ( ) )

AddDebugText Source code

final reliable client event AddDebugText ( string DebugText, optional Actor SrcActor, optional float Duration = -1.f, optional vector Offset, optional vector DesiredOffset, optional color TextColor, optional bool bSkipOverwriteCheck) )
Add debug text for a specific actor to be displayed via DrawDebugTextList(). If the debug text is invalid then it will attempt to remove any previous entries via RemoveDebugText().

AdjustFOV Source code

function AdjustFOV ( float DeltaTime ) )
AdjustFOV() FOVAngle smoothly interpolates to DesiredFOV

AimHelpDot Source code

function float AimHelpDot ( bool bInstantHit) )
AimHelpDot()
@returns the dot product corresponding to the maximum deflection of target for which aiming help should be applied

AimingHelp Source code

function bool AimingHelp ( bool bInstantHit) )

AllowTextMessage Source code

function bool AllowTextMessage ( string Msg) )

AskForPawn Source code

reliable server function AskForPawn ( ) )

BeginState BaseSpectating Source code

event BeginState ( Name PreviousStateName) )

BeginState Dead Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerClimbing Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerDriving Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerFlying Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerSwimming Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerWaiting Source code

simulated event BeginState ( Name PreviousStateName) )

BeginState PlayerWalking Source code

event BeginState ( Name PreviousStateName) )

BeginState RoundEnded Source code

event BeginState ( Name PreviousStateName) )

BeginState Spectating Source code

event BeginState ( Name PreviousStateName) )

BeginState WaitingForPawn Source code

event BeginState ( Name PreviousStateName) )

CallServerMove Source code

function CallServerMove ( SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove ) )

Camera Source code

exec function Camera ( name NewMode ) )
Change Camera mode
@param New camera mode to set

CameraLookAtFinished Source code

event CameraLookAtFinished ( SeqAct_CameraLookAt Action )
The function called when a CameraLookAt action is deactivated from kismet

CameraShake Source code

function CameraShake ( float Duration, vector newRotAmplitude, vector newRotFrequency, vector newLocAmplitude, vector newLocFrequency, float newFOVAmplitude, float newFOVFrequency )
Camera Shake Plays camera shake effect
@param Duration Duration in seconds of shake
@param newRotAmplitude view rotation amplitude (pitch,yaw,roll)
@param newRotFrequency frequency of rotation shake
@param newLocAmplitude relative view offset amplitude (x,y,z)
@param newLocFrequency frequency of view offset shake
@param newFOVAmplitude fov shake amplitude
@param newFOVFrequency fov shake frequency

CanAllPlayersPlayOnline Source code

function bool CanAllPlayersPlayOnline ( ) )
Validates that each local player can play online
@return true if there is sufficient space, false if not

CanRestartPlayer Source code

function bool CanRestartPlayer ( ) )

CanUnpauseControllerConnected Source code

function bool CanUnpauseControllerConnected ( ) )
Callback that checks to see if the controller is connected before unpausing

CanUnpauseExternalUI Source code

function bool CanUnpauseExternalUI ( ) )
Callback that checks the external UI state before allowing unpause

CanViewUserCreatedContent Source code

function bool CanViewUserCreatedContent ( ) )
Checks for parental controls blocking user created content

CauseEvent Source code

exec function CauseEvent ( Name EventName) )

CE Source code

exec function CE ( Name EventName) )
Shortcut version for LDs who get tired of typing 'CauseEvent' all day. :-)

ChangeTeam Source code

exec function ChangeTeam ( optional string TeamName ) )

CheckJumpOrDuck Source code

function CheckJumpOrDuck ( ) )

CheckSpeedHack Source code

native final function bool CheckSpeedHack ( float DeltaTime )

CleanOutSavedMoves Source code

function CleanOutSavedMoves ( ) )

CleanUpAudioComponents Source code

native function CleanUpAudioComponents ( )
Clears out 'left-over' audio components.

CleanupPRI Source code

function CleanupPRI ( ) )

ClearAckedMoves Source code

function ClearAckedMoves ( ) )

ClearDoubleClick Source code

function ClearDoubleClick ( ) )

ClearInviteDelegates Source code

function ClearInviteDelegates ( ) )
Clears all of the invite delegates

ClearOnlineDelegates Source code

event ClearOnlineDelegates ( ) )
Unregisters all delegates previously registered with the online subsystem. Called when the player controller is being destroyed and/or replaced. @note: in certain cases (i.e. when the channel is closed from the server's end), the player controller will no longer have a reference its ULocalPlayer object. these delegates won't be cleared, but GC should clear the references for us.

ClearProgressMessages Source code

exec function ClearProgressMessages ( ) )

ClientAckGoodMove Source code

unreliable client function ClientAckGoodMove ( float TimeStamp) )

ClientAdjustMusicTrackVolume Source code

reliable client event ClientAdjustMusicTrackVolume ( SeqAct_CrossFadeMusicTracks MusicAction, float AdjustVolumeDuration, float AdjustVolumeLevel) )
called to adjust the volume of a Kismet played music track on the client

ClientAdjustPosition Source code

unreliable client function ClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ) )

ClientArbitratedMatchEnded Source code

reliable client function ClientArbitratedMatchEnded ( ) )
Called when an arbitrated match has ended and we need to disconnect

ClientCapBandwidth Source code

reliable client function ClientCapBandwidth ( int Cap) )

ClientClearProgressMessages Source code

reliable client function ClientClearProgressMessages ( ) )

ClientCommitMapChange Source code

reliable client event ClientCommitMapChange ( optional bool bShouldSkipLevelStartupEvent, optional bool bShouldSkipLevelBeginningEvent) )
actually performs the level transition prepared by PrepareMapChange()

ClientConvolve Source code

reliable client final private native event ClientConvolve ( string C,int H )

ClientCrossFadeMusicTrack_PlayTrack Source code

reliable client event ClientCrossFadeMusicTrack_PlayTrack ( SeqAct_CrossFadeMusicTracks MusicAction, MusicTrackStruct MusicTrack) )
called to play immediately to a Kismet a new music track on the client

ClientDrawCoordinateSystem Source code

reliable client function ClientDrawCoordinateSystem ( vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines ) )

ClientFadeOutMusicTrack Source code

reliable client event ClientFadeOutMusicTrack ( SeqAct_CrossFadeMusicTracks MusicAction, float FadeOutTime, float FadeOutVolumeLevel) )
called to fade out a Kismet played music track on the client

ClientFlushLevelStreaming Source code

reliable client native final event ClientFlushLevelStreaming ( )
tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time

ClientForceGarbageCollection Source code

reliable client event ClientForceGarbageCollection ( ) )
forces GC at the end of the tick on the client

ClientGameEnded Source code

reliable client function ClientGameEnded ( Actor EndGameFocus, bool bIsWinner) )

ClientGotoState Source code

reliable client function ClientGotoState ( name NewState, optional name NewLabel) )

ClientGotoState WaitingForPawn Source code

reliable client function ClientGotoState ( name NewState, optional name NewLabel) )

ClientHearSound Source code

unreliable client event ClientHearSound ( SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded, optional bool bIsUISound ) )

ClientIgnoreLookInput Source code

client reliable function ClientIgnoreLookInput ( bool bIgnore) )
calls IgnoreLookInput on client

ClientIgnoreMoveInput Source code

client reliable function ClientIgnoreMoveInput ( bool bIgnore) )
calls IgnoreMoveInput on client

ClientInitializeDataStores Source code

reliable client function ClientInitializeDataStores ( ) )
Initializes this client's Player data stores after seamless map travel

ClientMessage Source code

reliable client event ClientMessage ( coerce string S, optional Name Type, optional float MsgLifeTime ) )

ClientMutePlayer Source code

reliable client event ClientMutePlayer ( UniqueNetId PlayerNetId) )
Locally mutes a remote player
@param PlayerNetId the remote player to mute

ClientPlayActorFaceFXAnim Source code

reliable client function ClientPlayActorFaceFXAnim ( Actor SourceActor, FaceFXAnimSet AnimSet, string GroupName, string SeqName) )
plays a FaceFX anim on the specified actor for the client

ClientPlayForceFeedbackWaveform Source code

reliable client final function ClientPlayForceFeedbackWaveform ( ForceFeedbackWaveform FFWaveform) )
Tells the client to play a waveform for the specified damage type
@param FFWaveform The forcefeedback waveform to play

ClientPlaySound Source code

unreliable client event ClientPlaySound ( SoundCue ASound, optional bool bIsUISound) )

ClientPrepareMapChange Source code

reliable client event ClientPrepareMapChange ( name LevelName, bool bFirst, bool bLast) )
asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated
@param LevelNames the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level
@param bFirst whether this is the first item in the list (so clear the list first)
@param bLast whether this is the last item in the list (so start preparing the change after receiving it)

ClientRegisterForArbitration Source code

reliable client function ClientRegisterForArbitration ( ) )
Tells the client to register with arbitration. The client must notify the server once that is complete or it will be kicked from the match

ClientRegisterHostStatGuid Source code

reliable client function ClientRegisterHostStatGuid ( string StatGuid) )
Registers the host's stat guid with the online subsystem
@param StatGuid the stat guid to register

ClientReset Source code

reliable client function ClientReset ( ) )

ClientRestart Source code

reliable client function ClientRestart ( Pawn NewPawn) )

ClientSeamlessTravel Source code

event ClientSeamlessTravel ( string URL) )
Should be called in place of 'ClientTravel', when seamless travel is desired
@param URL the URL to travel to

ClientSetBlockOnAsyncLoading Source code

reliable client event ClientSetBlockOnAsyncLoading ( ) )
sets bRequestedBlockOnAsyncLoading which will later bring up a loading screen and then finish any async loading in progress called automatically on all clients whenever something triggers it on the server

ClientSetCameraMode Source code

reliable client function ClientSetCameraMode ( name NewCamMode ) )
Replicated function to set camera style on client
@param NewCamMode, name defining the new camera mode

ClientSetCinematicMode Source code

reliable client function ClientSetCinematicMode ( bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD) )
called by the server to synchronize cinematic transitions with the client

ClientSetHostUniqueId Source code

reliable client function ClientSetHostUniqueId ( UniqueNetId InHostId )
Sets the host's net id for handling dropped arbitrated matches
@param InHostId the host's unique net id to report the drop for

ClientSetHUD Source code

reliable client function ClientSetHUD ( class<HUD> newHUDType, class<Scoreboard> newScoringType) )

ClientSetOnlineStatus Source code

reliable client function ClientSetOnlineStatus ( )
Looks at the current game state and uses that to set the rich presence strings Licensees should override this in their player controller derived class

ClientSetProgressMessage Source code

reliable client function ClientSetProgressMessage ( EProgressMessageType MessageType, string Message, optional string Title ) )

ClientSetProgressTime Source code

reliable client function ClientSetProgressTime ( float T ) )

ClientSetTravelGuid Source code

reliable client native function ClientSetTravelGuid ( Guid NextTravelGuid )
sets the GUID for the package of a pending ClientTravel() @hack: should be part of the ClientTravel() parameters, but needs to be separate for backwards compatibility

ClientSetViewTarget Source code

reliable client event ClientSetViewTarget ( Actor A, optional ViewTargetTransitionParams TransitionParams ) )

ClientStartNetworkedVoice Source code

reliable client function ClientStartNetworkedVoice ( ) )
Tells this client that it should send voice data over the network

ClientStopForceFeedbackWaveform Source code

reliable client final function ClientStopForceFeedbackWaveform ( optional ForceFeedbackWaveform FFWaveform) )
Tells the client to stop any waveform that is playing. Note if the optional parameter is passed in, then the waveform is only stopped if it matches
@param FFWaveform The forcefeedback waveform to stop

ClientStopNetworkedVoice Source code

reliable client function ClientStopNetworkedVoice ( ) )
Tells this client that it should not send voice data over the network

ClientTravel Source code

reliable client native event ClientTravel ( string URL, ETravelType TravelType, optional bool bSeamless = false )
travel to a different map
@param URL the URL to travel to
@param TravelType type of URL
@param bSeamless whether to use seamless travel (requires TravelType of TRAVEL_Relative)

ClientTravelTimeExpired Source code

function ClientTravelTimeExpired ( ) )
this is called when the GameInfo's MaxClientTravelTime is set and that time has expired without this player making it to the new level

ClientUnmutePlayer Source code

reliable client event ClientUnmutePlayer ( UniqueNetId PlayerNetId) )
Locally unmutes a remote player
@param PlayerNetId the remote player to unmute

ClientUpdateLevelStreamingStatus Source code

native reliable client final function ClientUpdateLevelStreamingStatus ( Name PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad )

ClientUpdatePosition Source code

function ClientUpdatePosition ( ) )

ClientVoiceMessage Source code

function ClientVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID )

ClientWasKicked Source code

reliable client event ClientWasKicked ( )

ClientWriteArbitrationEndGameData Source code

reliable client function ClientWriteArbitrationEndGameData ( class<OnlineStatsWrite> OnlineStatsWriteClass) )
Called on the client to have them commit their arbitration results

ClientWriteOnlinePlayerScores Source code

reliable client function ClientWriteOnlinePlayerScores ( ) )
Writes the scores for all active players. Override this in your playercontroller class to provide custom scoring

CompressAccel Source code

function int CompressAccel ( int C) )

ConditionalPause Source code

event ConditionalPause ( bool bDesiredPauseState ) )
Toggles the game's paused state if it does not match the desired pause state.
@param bDesiredPauseState TRUE indicates that the game should be paused.

ConsoleCommand Source code

native function string ConsoleCommand ( string Command, optional bool bWriteToLog = true )

ConsoleKey Source code

exec function ConsoleKey ( name Key) )
console control commands, useful when remote debugging so you can't touch the console the normal way

ConvolveTimeout Source code

function ConvolveTimeout ( )

CopyToClipboard Source code

native function CopyToClipboard ( string Text )

DebugPause Source code

exec function DebugPause ( ) )
Dumps the pause state of the game

DelayedClientSetViewTarget Source code

function DelayedClientSetViewTarget ( ) )
Used to prevent RPC spamming when viewtarget hasn't been replicated yet

DelayedPrepareMapChange Source code

function DelayedPrepareMapChange ( ) )
used to wait until a map change can be prepared when one was already in progress

DemoPlaybackNotify Source code

reliable demorecording function DemoPlaybackNotify ( ) )

DemoSetHUD Source code

reliable demorecording function DemoSetHUD ( Class<HUD> newHUDClass, Class<Scoreboard> newScoreboardClass) )

DemoSyncPawn Source code

reliable demorecording function DemoSyncPawn ( ) )

Destroyed Source code

event Destroyed ( ) )

Disconnect Source code

exec function Disconnect ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )
list important PlayerController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
@param HUD - HUD with canvas to draw on
@input out_YL - Height of the current font
@input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

DrawDebugTextList Source code

final simulated function DrawDebugTextList ( Canvas Canvas, float RenderDelta) )
Iterate through list of debug text and draw it over the associated actors in world space. Also handles culling null entries, and reducing the duration for timed debug text.

DrawHUD Source code

function DrawHUD ( HUD H ) )
Hook called from HUD actor. Gives access to HUD and Canvas

DualServerMove Source code

unreliable server function DualServerMove ( float TimeStamp0, vector InAccel0, byte PendingFlags, int View0, float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ) )

EnableCheats Source code

exec function EnableCheats ( ) )

EnableDebugCamera Source code

function EnableDebugCamera ( ) )
Switch controller to debug camera without locking gameplay and with locking local player controller input

EndState BaseSpectating Source code

event EndState ( Name NextStateName) )

EndState Dead Source code

event EndState ( Name NextStateName) )

EndState PlayerClimbing Source code

event EndState ( Name NextStateName) )

EndState PlayerDriving Source code

event EndState ( Name NextStateName) )

EndState PlayerWaiting Source code

event EndState ( Name NextStateName) )

EndState PlayerWalking Source code

event EndState ( Name NextStateName) )

EndState RoundEnded Source code

event EndState ( name NextStateName) )

EndState Spectating Source code

event EndState ( Name NextStateName) )

EndState WaitingForPawn Source code

event EndState ( Name NextStateName) )

EnterStartState Source code

function EnterStartState ( ) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )
called when the actor falls out of the world 'safely' (below KillZ and such)

FindGoodView Dead Source code

function FindGoodView ( ) )

FindGoodView RoundEnded Source code

function FindGoodView ( ) )

FindStairRotation Source code

native(524) final function int FindStairRotation ( float DeltaTime )

FindVehicleToDrive Source code

function bool FindVehicleToDrive ( ) )
Tries to find a vehicle to drive within a limited radius. Returns true if successful

FixFOV Source code

function FixFOV ( ) )

ForceDeathUpdate Source code

function ForceDeathUpdate ( ) )

FOV Source code

exec function FOV ( float F) )

GameHasEnded Source code

function GameHasEnded ( optional Actor EndGameFocus, optional bool bIsWinner) )

GameplayMutePlayer Source code

function GameplayMutePlayer ( UniqueNetId PlayerNetId) )
Mutes a remote player on the server and then tells the client to mute
@param PlayerNetId the remote player to mute

GameplayUnmutePlayer Source code

function GameplayUnmutePlayer ( UniqueNetId PlayerNetId) )
Unmutes a remote player on the server and then tells the client to unmute
@param PlayerNetId the remote player to unmute

GetAdjustedAimFor Source code

function Rotator GetAdjustedAimFor ( Weapon W, vector StartFireLoc ) )
Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
@param W, weapon about to fire
@param StartFireLoc, world location of weapon fire start trace, or projectile spawn loc.
@param BaseAimRot, original aiming rotation without any modifications.

GetDefaultURL Source code

native final function string GetDefaultURL ( string Option )

GetFOVAngle Source code

event float GetFOVAngle ( ) )
returns player's FOV angle

GetFreeMove Source code

final function SavedMove GetFreeMove ( ) )

GetPlayerControllerFromNetId Source code

native static function PlayerController GetPlayerControllerFromNetId ( UniqueNetId PlayerNetId )
Returns the player controller associated with this net id
@param PlayerNetId the id to search for
@return the player controller if found, otherwise none

GetPlayerNetworkAddress Source code

native final function string GetPlayerNetworkAddress ( )

GetPlayerViewPoint Source code

simulated event GetPlayerViewPoint ( out vector out_Location, out Rotator out_Rotation ) )
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint @output out_Location, view location of player @output out_rotation, view rotation of player

GetPooledAudioComponent Source code

native function AudioComponent GetPooledAudioComponent ( SoundCue ASound, Actor SourceActor, bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation )
get an audio component from the HearSound pool creates a new component if the pool is empty and MaxConcurrentHearSounds has not been exceeded the component is initialized with the values passed in, ready to call Play() on its OnAudioFinished delegate is set to this PC's HearSoundFinished() function
@param ASound - the sound to play
@param SourceActor - the Actor to attach the sound to (if None, attached to self)
@param bStopWhenOwnerDestroyed - whether the sound stops if SourceActor is destroyed
@param bUseLocation (optional) - whether to use the SourceLocation parameter for the sound's location (otherwise, SourceActor's location)
@param SourceLocation (optional) - if bUseLocation, the location for the sound
@return the AudioComponent that was found/created

GetRumbleScale Source code

final function float GetRumbleScale ( ) )
Returns the rumble scale (or 1 if none is specified)

GetSeamlessTravelActorList Source code

event GetSeamlessTravelActorList ( bool bToEntry, out array<Actor> ActorList) )
called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)
@see also GameInfo::GetSeamlessTravelActorList() (the function that's called on servers)
@param bToEntry true if we are going from old level -> entry, false if we are going from entry -> new level
@param ActorList (out) list of actors to maintain

GetServerNetworkAddress Source code

native final function string GetServerNetworkAddress ( )

GetTriggerUseList Source code

function GetTriggerUseList ( float interactDistanceToCheck, float crosshairDist, float minDot, bool bUsuableOnly, out array<Trigger> out_useList) )
Looks at all nearby triggers, looking for any that can be interacted with.
@param interactDistanceToCheck - distance to search for nearby triggers
@param crosshairDist - distance from the crosshair that triggers must be, else they will be filtered out
@param minDot - minimum dot product between trigger and the camera orientation needed to make the list
@param bUsuableOnly - if true, event must return true from SequenceEvent::CheckActivate()
@param out_useList - the list of triggers found to be usuable

GetUIController Source code

final function UIInteraction GetUIController ( ) )
Returns the interaction that manages the UI system.

GetViewTarget Source code

native function Actor GetViewTarget ( )

GivePawn Source code

reliable client function GivePawn ( Pawn NewPawn) )

HandlePickup Source code

function HandlePickup ( Inventory Inv) )

HandleWalking Source code

function HandleWalking ( ) )

HasClientLoadedCurrentWorld Source code

native final function bool HasClientLoadedCurrentWorld ( )
returns whether the client has completely loaded the server's current world (valid on server only)

HearSoundFinished Source code

simulated function HearSoundFinished ( AudioComponent AC) )
hooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool

IgnoreLookInput Source code

function IgnoreLookInput ( bool bNewLookInput ) )
Toggles look input. FALSE means look input is cleared.

IgnoreMoveInput Source code

function IgnoreMoveInput ( bool bNewMoveInput ) )
Toggles move input. FALSE means movement input is cleared.

IncrementNumberOfMatchesPlayed Source code

function IncrementNumberOfMatchesPlayed ( ) )

InitInputSystem Source code

event InitInputSystem ( ) )

InitUniquePlayerId Source code

event InitUniquePlayerId ( ) )
Used to have script initialize the unique player id. This is the id used in all network calls.

InviteHasEnoughSpace Source code

function bool InviteHasEnoughSpace ( OnlineGameSettings InviteSettings) )
Counts the number of local players to verify there is enough space
@return true if there is sufficient space, false if not

IsControllerTiltActive Source code

native simulated const function bool IsControllerTiltActive ( ) con )

@return whether or not this Controller has Tilt Turned on

IsDead Dead Source code

function bool IsDead ( ) )

IsKeyboardAvailable Source code

native simulated const function bool IsKeyboardAvailable ( ) con )

@return whether or not this Controller has a keyboard available to be used

IsLocalPlayerController Source code

native function bool IsLocalPlayerController ( )
returns whether this Controller is a locally controlled PlayerController @note not valid until the Controller is completely spawned (i.e, unusable in Pre/PostBeginPlay())

IsLookInputIgnored Source code

function bool IsLookInputIgnored ( ) )
return TRUE if look input is ignored.

IsMouseAvailable Source code

native simulated const function bool IsMouseAvailable ( ) con )

@return whether or not this Controller has a mouse available to be used

IsMoveInputIgnored Source code

function bool IsMoveInputIgnored ( ) )
return TRUE if movement input is ignored.

IsPaused Source code

final simulated function bool IsPaused ( ) )
Returns whether the game is currently paused.

IsPlayerMuted Source code

native final function bool IsPlayerMuted ( const out UniqueNetId Sender )
Native function to determine if voice data should be received from this player. Only called on the server to determine whether voice packet replication should happen for the given sender. NOTE: This function is final because it can be called n^2 number of times in a given frame, where n is the number of players. Change/overload this function with caution as this can affect your network performance.
@param Sender the player to check for mute status
@return TRUE if this player is muted, FALSE otherwise

IsShowingSubtitles Source code

native simulated function bool IsShowingSubtitles ( )
This will turn return whether the subtitles are on or off

IsSpectating Source code

function bool IsSpectating ( ) )

IsSpectating BaseSpectating Source code

function bool IsSpectating ( ) )

IsSpectating RoundEnded Source code

function bool IsSpectating ( ) )

Jump Dead Source code

exec function Jump ( ) )

Jump PlayerWaiting Source code

exec function Jump ( )

KickWarning Source code

event KickWarning ( ) )

Kismet_ClientPlaySound Source code

reliable client event Kismet_ClientPlaySound ( SoundCue ASound, Actor SourceActor, float VolumeMultiplier, float PitchMultiplier, float FadeInTime, bool bSuppressSubtitles, bool bSuppressSpatialization) )

Kismet_ClientStopSound Source code

reliable client event Kismet_ClientStopSound ( SoundCue ASound, Actor SourceActor, float FadeOutTime) )

LevelStreamingStatusChanged Source code

event LevelStreamingStatusChanged ( LevelStreaming LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad ) )

LimitSpectatorVelocity BaseSpectating Source code

function bool LimitSpectatorVelocity ( ) )
Adjust spectator velocity if "out of bounds" (above stallz or below killz)

LimitViewRotation Source code

event Rotator LimitViewRotation ( Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax ) )
Limit the player's view rotation. (Pitch component).

ListCE Source code

exec function ListCE ( ) )

ListConsoleEvents Source code

exec function ListConsoleEvents ( ) )
Lists all console events to the HUD.

LocalTravel Source code

exec function LocalTravel ( string URL ) )

LongClientAdjustPosition Source code

unreliable client function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) )

LongClientAdjustPosition RoundEnded Source code

unreliable client function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) )

LongClientAdjustPosition WaitingForPawn Source code

unreliable client function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) )

MoveAutonomous Source code

function MoveAutonomous ( float DeltaTime, byte CompressedFlags, vector newAccel, rotator DeltaRot ) )

Mutate Source code

exec function Mutate ( string MutateString) )

NextWeapon Source code

exec function NextWeapon ( ) )

NotifyChangedWeapon Source code

function NotifyChangedWeapon ( Weapon PreviousWeapon, Weapon NewWeapon )

NotifyConnectionError Source code

function NotifyConnectionError ( string Message, optional string Title ) )
Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.
@param Message a description of why the connection was lost
@param Title the title to use in the connection failure message.

NotifyDirectorControl Source code

event NotifyDirectorControl ( bool bNowControlling )
notification when a matinee director track starts or stops controlling the ViewTarget of this PlayerController

NotifyInviteFailed Source code

function NotifyInviteFailed ( ) )
Override to display a message to the user

NotifyLanded Source code

event bool NotifyLanded ( vector HitNormal, Actor FloorActor) )

NotifyLanded PlayerSwimming Source code

event bool NotifyLanded ( vector HitNormal, Actor FloorActor) )

NotifyLoadedWorld Source code

event NotifyLoadedWorld ( name WorldPackageName, bool bFinalDest) )
called clientside when it is loaded a new world via seamless travelling
@param WorldPackageName the name of the world package that was loaded
@param bFinalDest whether this world is the destination map for the travel (i.e. not the transition level)

NotifyNotAllPlayersCanJoinInvite Source code

function NotifyNotAllPlayersCanJoinInvite ( ) )
Override to display a message to the user

NotifyNotEnoughSpaceInInvite Source code

function NotifyNotEnoughSpaceInInvite ( ) )
Override to display a message to the user

NotifyPhysicsVolumeChange PlayerClimbing Source code

event NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyPhysicsVolumeChange PlayerSwimming Source code

event NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyPhysicsVolumeChange PlayerWalking Source code

event NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyTakeHit Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )
Notification from pawn that it has received damage via TakeDamage().

OldServerMove Source code

unreliable server function OldServerMove ( float OldTimeStamp, byte OldAccelX, byte OldAccelY, byte OldAccelZ, byte OldMoveFlags ) )

OnArbitrationRegisterComplete Source code

function OnArbitrationRegisterComplete ( bool bWasSuccessful) )
Delegate that is notified when registration is complete. Forwards the call to the server so that it can finalize processing
@param bWasSuccessful whether registration worked or not

OnConsoleCommand Source code

function OnConsoleCommand ( SeqAct_ConsoleCommand inAction ) )
Kismet hook to trigger console events

OnControllerChanged Source code

function OnControllerChanged ( int ControllerId,bool bIsConnected) )
Attempts to pause/unpause the game when a controller becomes disconnected/connected
@param ControllerId the id of the controller that changed
@param bIsConnected whether the controller is connected or not

OnDestroy Source code

simulated function OnDestroy ( SeqAct_Destroy Action) )

OnDestroyForInviteComplete Source code

function OnDestroyForInviteComplete ( bool bWasSuccessful) )
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted

OnEndForInviteComplete Source code

function OnEndForInviteComplete ( bool bWasSuccessful) )
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted

OnExternalUIChanged Source code

function OnExternalUIChanged ( bool bIsOpening) )
Attempts to pause/unpause the game when the UI opens/closes. Note: pausing only happens in standalone mode
@param bIsOpening whether the UI is opening or closing

OnForceFeedback Source code

function OnForceFeedback ( SeqAct_ForceFeedback Action) )
Kismet interface for playing/stopping force feedback.

OnGameInviteAccepted Source code

function OnGameInviteAccepted ( OnlineGameSettings GameInviteSettings) )
Delegate called when the user accepts a game invite externally. This allows the game code a chance to clean up before joining the game via AcceptGameInvite() call. NOTE: There must be space for all signed in players to join the game. All players must also have permission to play online too.
@param GameInviteSettings the settings for the game we're to join

OnInviteJoinComplete Source code

function OnInviteJoinComplete ( bool bWasSuccessful) )
Once the join completes, use the platform specific connection information to connect to it
@param bWasSuccessful whether the join worked or not

OnRegisterHostStatGuidComplete Source code

function OnRegisterHostStatGuidComplete ( bool bWasSuccessful) )
Called once the host registration has completed. Sends the host this clients stat guid
@param bWasSuccessful true if the registration worked, false otherwise

OnSetCameraTarget Source code

simulated function OnSetCameraTarget ( SeqAct_SetCameraTarget inAction) )

OnToggleCinematicMode Source code

function OnToggleCinematicMode ( SeqAct_ToggleCinematicMode Action) )
Handles switching the player in/out of cinematic mode.

OnToggleHUD Source code

simulated function OnToggleHUD ( SeqAct_ToggleHUD inAction) )

OnToggleInput Source code

function OnToggleInput ( SeqAct_ToggleInput inAction) )

PasteFromClipboard Source code

native function string PasteFromClipboard ( )

Pause Source code

exec function Pause ( ) )

PawnDied Source code

function PawnDied ( Pawn P) )

PerformedUseAction Source code

function bool PerformedUseAction ( ) )
return true if player the Use action was handled

PlayBeepSound Source code

function PlayBeepSound ( )

PlayerMove Source code

function PlayerMove ( float DeltaTime )

PlayerMove BaseSpectating Source code

function PlayerMove ( float DeltaTime) )

PlayerMove Dead Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerClimbing Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove PlayerDriving Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove PlayerFlying Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerSwimming Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerWalking Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove RoundEnded Source code

function PlayerMove ( float DeltaTime) )

PlayerTick Source code

event PlayerTick ( float DeltaTime ) )
PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers

PlayerTick WaitingForPawn Source code

event PlayerTick ( float DeltaTime) )

Possess Source code

event Possess ( Pawn aPawn, bool bVehicleTransition) )

Possess RoundEnded Source code

event Possess ( Pawn aPawn, bool bVehicleTransition) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PreClientTravel Source code

event PreClientTravel ( )

PreRender Source code

event PreRender ( Canvas Canvas )

PrevWeapon Source code

exec function PrevWeapon ( ) )

ProcessConvolveResponse Source code

event ProcessConvolveResponse ( string C )

ProcessDrive Source code

function ProcessDrive ( float InForward, float InStrafe, float InUp, bool InJump) )

ProcessDrive PlayerDriving Source code

function ProcessDrive ( float InForward, float InStrafe, float InUp, bool InJump) )

ProcessMove Source code

function ProcessMove ( float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove BaseSpectating Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerClimbing Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerDriving Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )

ProcessMove PlayerSwimming Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerWalking Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessViewRotation Source code

function ProcessViewRotation ( float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot ) )
Processes the player's ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController
@param DeltaTime, time since last frame
@param ViewRotation, current player ViewRotation
@param DeltaRot, player input added to ViewRotation

QuickLoad Source code

exec function QuickLoad ( ) )
Loads the savegame created by the quicksave exec

QuickSave Source code

exec function QuickSave ( ) )
Console exec that initiates a quicksave and displays a string providing visual feedback.

ReceivedPlayer Source code

simulated event ReceivedPlayer ( ) )
Called after this PlayerController's viewport/net connection is associated with this player controller.

ReceiveLocalizedMessage Source code

reliable client event ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

RegisterPlayerDataStores Source code

simulated function RegisterPlayerDataStores ( ) )
Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered.

RegisterPlayerRanking Source code

simulated function RegisterPlayerRanking ( int NewPlayerRanking) )
Used to have script initialize the ranking value on login.

RemoveDebugText Source code

final reliable client event RemoveDebugText ( Actor SrcActor) )
Remove debug text for the specific actor.

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )
Called when a variable with the property flag "RepNotify" is replicated
@param VarName the variable that was just replicated

ReplicateMove Source code

function ReplicateMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ) )

ReplicateMove BaseSpectating Source code

function ReplicateMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ReplicateMove WaitingForPawn Source code

function ReplicateMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

Reset Source code

function Reset ( ) )

ResetCameraMode Source code

event ResetCameraMode ( ) )
Reset Camera Mode to default

ResetFOV Source code

function ResetFOV ( ) )

ResetPlayerMovementInput Source code

function ResetPlayerMovementInput ( ) )
reset input to defaults

ResetTimeMargin Source code

function ResetTimeMargin ( ) )

Restart Source code

function Restart ( bool bVehicleTransition) )

RestartLevel Source code

exec function RestartLevel ( ) )

SaveActorConfig Source code

exec function SaveActorConfig ( coerce Name actorName) )
Force a save config on the specified actor.

SaveClassConfig Source code

exec function SaveClassConfig ( coerce string className) )
Force a save config on the specified class.

Say Source code

exec function Say ( string Msg ) )

SeamlessTravelFrom Source code

function SeamlessTravelFrom ( PlayerController OldPC) )
called when seamless travelling and the specified PC is being replaced by this one copy over data that should persist (not called if PlayerControllerClass is the same for the from and to gametypes)

SeamlessTravelTo Source code

function SeamlessTravelTo ( PlayerController NewPC )
called when seamless travelling and we are being replaced by the specified PC clean up any persistent state (post process chains on LocalPlayers, for example) (not called if PlayerControllerClass is the same for the from and to gametypes)

SendClientAdjustment Source code

event SendClientAdjustment ( ) )

SendToConsole Source code

exec function SendToConsole ( string Command) )

ServerAcknowledgePossession Source code

reliable server function ServerAcknowledgePossession ( Pawn P) )

ServerCamera Source code

reliable server function ServerCamera ( name NewMode ) )

ServerCauseEvent Source code

unreliable server function ServerCauseEvent ( Name EventName) )
Attempts to match the name passed in to a SeqEvent_Console object and then activate it.
@param eventName - name of the event to cause

ServerChangeName Source code

reliable server function ServerChangeName ( coerce string S ) )

ServerChangeTeam Source code

reliable server function ServerChangeTeam ( int N) )

ServerChangeTeam PlayerWaiting Source code

reliable server function ServerChangeTeam ( int N ) )

ServerConfirmSetHUD Source code

reliable server function ServerConfirmSetHUD ( Class<HUD> HUDType, Class<Scoreboard> ScoringType) )

ServerDestroy Source code

reliable server final event ServerDestroy ( ) )
tells the server to destroy the PC; primarily used by the internal netcode when the client has successfully received a new PC replicated from the server to get rid of the old one

ServerDrive Source code

unreliable server function ServerDrive ( float InForward, float InStrafe, float aUp, bool InJump, int View) )

ServerGivePawn Source code

function ServerGivePawn ( ) )

ServerMove Source code

unreliable server function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View ) )

ServerMove Dead Source code

unreliable server function ServerMove ( float TimeStamp, vector Accel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ) )

ServerMove RoundEnded Source code

unreliable server function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View ) )

ServerMutate Source code

reliable server function ServerMutate ( string MutateString) )

ServerMutePlayer Source code

reliable server event ServerMutePlayer ( UniqueNetId PlayerNetId) )
Updates the server side information by adding to the mute list. Tells the player controller that owns the specified net id to also mute this PC.
@param PlayerNetId the remote player to mute

ServerNotifyLoadedWorld Source code

reliable server native final event ServerNotifyLoadedWorld ( name WorldPackageName )
called to notify the server when the client has loaded a new world via seamless travelling
@param WorldPackageName the name of the world package that was loaded

ServerPause Source code

reliable server function ServerPause ( ) )

ServerProcessConvolve Source code

reliable server final private native event ServerProcessConvolve ( string C,int H )

ServerRegisterClientStatGuid Source code

reliable server function ServerRegisterClientStatGuid ( string StatGuid) )
Registers the client's stat guid with the online subsystem
@param StatGuid the stat guid to register

ServerRegisteredForArbitration Source code

reliable server function ServerRegisteredForArbitration ( bool bWasSuccessful) )
Notifies the server that the arbitration registration is complete
@param bWasSuccessful whether the registration with arbitration worked

ServerRegisterPlayerRanking Source code

reliable server function ServerRegisterPlayerRanking ( int NewPlayerRanking) )
Registers the player ranking with the server so it can update the server's 'ranking'
@param PlayerRanking ranking of the player

ServerRestartGame Source code

reliable server function ServerRestartGame ( ) )

ServerReStartGame RoundEnded Source code

reliable server function ServerReStartGame ( ) )

ServerReStartPlayer Dead Source code

reliable server function ServerReStartPlayer ( ) )

ServerRestartPlayer PlayerWaiting Source code

reliable server function ServerRestartPlayer ( ) )

ServerReStartPlayer RoundEnded Source code

reliable server function ServerReStartPlayer ( ) )

ServerSay Source code

unreliable server function ServerSay ( string Msg ) )

ServerSendMusicInfo Source code

reliable server function ServerSendMusicInfo ( ) )
called to update the client on what Kismet controlled music is going on

ServerSetClientDemo Source code

reliable server function ServerSetClientDemo ( bool bValue) )

ServerSetNetSpeed Source code

reliable server function ServerSetNetSpeed ( int NewSpeed) )
sets NetSpeed on the server, so it won't send the client more than this many bytes

ServerSetSpectatorLocation Source code

unreliable server function ServerSetSpectatorLocation ( vector NewLoc) )
when spectating, tells server where the client is (client is authoritative on location when spectating)

ServerSetSpectatorLocation BaseSpectating Source code

unreliable server function ServerSetSpectatorLocation ( vector NewLoc) )
when spectating, tells server where the client is (client is authoritative on location when spectating)

ServerSetUniquePlayerId Source code

reliable server function ServerSetUniquePlayerId ( UniqueNetId UniqueId,bool bWasInvited) )
Registers the unique id of the player with the server so it can be replicated to all clients.
@param UniqueId the buffer that holds the unique id
@param bWasInvited whether the player was invited to play or is joining via search

ServerShortTimeout Source code

reliable server function ServerShortTimeout ( ) )

ServerSpeech Source code

reliable server function ServerSpeech ( name Type, int Index, string Callsign )

ServerSuicide Source code

reliable server function ServerSuicide ( ) )

ServerSuicide PlayerWaiting Source code

reliable server function ServerSuicide ( )

ServerTeamSay Source code

unreliable server function ServerTeamSay ( string Msg ) )

ServerThrowWeapon Source code

reliable server function ServerThrowWeapon ( ) )

ServerUnmutePlayer Source code

reliable server event ServerUnmutePlayer ( UniqueNetId PlayerNetId) )
Updates the server side information by removing from the mute list. Tells the player controller that owns the specified net id to also unmute this PC.
@param PlayerNetId the remote player to unmute

ServerUpdateLevelVisibility Source code

native reliable server final event ServerUpdateLevelVisibility ( name PackageName, bool bIsVisible )
called when the client adds/removes a streamed level the server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized
@param PackageName the name of the package for the level whose status changed

ServerUpdatePing Source code

unreliable server function ServerUpdatePing ( int NewPing) )

ServerUse Source code

unreliable server function ServerUse ( ) )
Player pressed UseKey

ServerUse PlayerDriving Source code

unreliable server function ServerUse ( ) )

ServerUTrace Source code

reliable server function ServerUTrace ( ) )

ServerVerifyViewTarget Source code

reliable server function ServerVerifyViewTarget ( ) )

ServerViewNextPlayer Source code

unreliable server function ServerViewNextPlayer ( ) )

ServerViewPrevPlayer Source code

unreliable server function ServerViewPrevPlayer ( ) )

ServerViewSelf Source code

unreliable server function ServerViewSelf ( ) )

ServerWritenArbitrationEndGameData Source code

reliable server function ServerWritenArbitrationEndGameData ( ) )
Tells the server that the arbitration results were written

SetAllowMatureLanguage Source code

native function SetAllowMatureLanguage ( bool bAllowMatureLanguge )
Whether or not to allow mature language

SetAudioGroupVolume Source code

native function SetAudioGroupVolume ( name GroupName, float Volume )
Sets the Audio Group to this the value passed in

SetCameraMode Source code

function SetCameraMode ( name NewCamMode ) )
Set new camera mode
@param NewCamMode, new camera mode.

SetCinematicMode Source code

function SetCinematicMode ( bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsButtons ) )
Server/SP only function for changing whether the player is in cinematic mode. Updates values of various state variables, then replicates the call to the client to sync the current cinematic mode.
@param bInCinematicMode specify TRUE if the player is entering cinematic mode; FALSE if the player is leaving cinematic mode.
@param bHidePlayer specify TRUE to hide the player's pawn (only relevant if bInCinematicMode is TRUE)
@param bAffectsHUD specify TRUE if we should show/hide the HUD to match the value of bCinematicMode
@param bAffectsMovement specify TRUE to disable movement in cinematic mode, enable it when leaving
@param bAffectsTurning specify TRUE to disable turning in cinematic mode or enable it when leaving
@param bAffectsButtons specify TRUE to disable button input in cinematic mode or enable it when leaving.

SetControllerTiltActive Source code

native simulated function SetControllerTiltActive ( bool bActive )
sets whether or not the Tilt functionality is turned on

SetControllerTiltDesiredIfAvailable Source code

native simulated function SetControllerTiltDesiredIfAvailable ( bool bActive )
sets whether or not the the player wants to utilize the Tilt functionality

SetFOV Source code

function SetFOV ( float NewFOV) )

SetHUD Source code

function SetHUD ( Class<HUD> newHUDType, Class<Scoreboard> newScoringType) )

SetName Source code

exec function SetName ( coerce string S) )

SetNetSpeed Source code

native final function SetNetSpeed ( int NewSpeed )

SetOnlyUseControllerTiltInput Source code

native simulated function SetOnlyUseControllerTiltInput ( bool bActive )
sets whether or not to ONLY use the tilt input controls

SetPause Source code

function bool SetPause ( bool bPause, optional delegate<CanUnpause> CanUnpauseDelegate ) )

SetPlayerDataProvider Source code

simulated function SetPlayerDataProvider ( PlayerDataProvider DataProvider ) )
Hooks up the PlayerDataProvider for this player to the PlayerOwner data store.
@param DataProvider the PlayerDataProvider to associate with this player.

SetProgressMessage Source code

exec event SetProgressMessage ( EProgressMessageType MessageType, string Message, optional string Title ) )

SetProgressTime Source code

exec event SetProgressTime ( float T ) )

SetRumbleScale Source code

final function SetRumbleScale ( float ScaleBy) )
Scales the amount the rumble will play on the gamepad
@param ScaleBy The amount to scale the waveforms by

SetShowSubtitles Source code

native simulated function SetShowSubtitles ( bool bValue )
This will turn the subtitles on or off depending on the value of bValue
@param bValue to show or not to show

SetUseTiltForwardAndBack Source code

native simulated function SetUseTiltForwardAndBack ( bool bActive )
sets whether or not to use the tilt forward and back input controls

SetViewTarget Source code

native function SetViewTarget ( Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams )

ShortClientAdjustPosition Source code

unreliable client function ShortClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) )

ShowMenu Source code

exec function ShowMenu ( ) )

SoakPause Source code

event SoakPause ( Pawn P) )
For AI debugging

SpawnCoverReplicator Source code

function CoverReplicator SpawnCoverReplicator ( ) )
spawns MyCoverReplicator and tells it to replicate any changes that have already occurred

SpawnDefaultHUD Source code

function SpawnDefaultHUD ( ) )

SpawnPlayerCamera Source code

event SpawnPlayerCamera ( ) )

Speech Source code

exec function Speech ( name Type, int Index, string Callsign ) )

StartAltFire Source code

exec function StartAltFire ( optional Byte FireModeNum ) )

StartAltFire Spectating Source code

exec function StartAltFire ( optional byte FireModeNum ) )

StartClientDemoRec Source code

simulated event StartClientDemoRec ( ) )
Called at the start of demo recording in clientside demos

StartFire Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire Dead Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire PlayerWaiting Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire RoundEnded Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire Spectating Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire WaitingForPawn Source code

exec function StartFire ( optional byte FireModeNum ) )

StartServerDemoRec Source code

event StartServerDemoRec ( ) )
Called at the start of demo recording (NOT playback), in 'serverside' demos (i.e. standalone/listen/dedicated demos) Used by DemoRecSpectator to trigger events which help synchronize some actors at the start of demo playback

StopAltFire Source code

exec function StopAltFire ( optional byte FireModeNum ) )

StopFire Source code

exec function StopFire ( optional byte FireModeNum ) )

Suicide Source code

exec function Suicide ( ) )

Suicide PlayerWaiting Source code

exec function Suicide ( )

SwitchLevel Source code

exec function SwitchLevel ( string URL) )

SwitchTeam Source code

exec function SwitchTeam ( ) )

TeamMessage Source code

reliable client event TeamMessage ( PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime ) )

TeamSay Source code

exec function TeamSay ( string Msg ) )

ThrowWeapon Source code

exec function ThrowWeapon ( ) )

ThrowWeapon Dead Source code

exec function ThrowWeapon ( ) )

ThrowWeapon RoundEnded Source code

exec function ThrowWeapon ( ) )

Timer Dead Source code

event Timer ( ) )

Timer PlayerSwimming Source code

event Timer ( ) )

Timer RoundEnded Source code

event Timer ( ) )

Timer WaitingForPawn Source code

event Timer ( ) )

TriggerInteracted Source code

function bool TriggerInteracted ( ) )
Examines the nearby enviroment and generates a priority sorted list of interactable actors, and then attempts to activate each of them until either one was successfully activated, or no more actors are available.

UnPossess Source code

event UnPossess ( ) )

UnregisterPlayerDataStores Source code

simulated function UnregisterPlayerDataStores ( ) )
Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.

UpdatePing Source code

final function UpdatePing ( float TimeStamp) )

UpdateRotation Source code

function UpdateRotation ( float DeltaTime ) )

UpdateStateFromAdjustment Source code

function UpdateStateFromAdjustment ( name NewState) )
Called by LongClientAdjustPosition()
@param NewState is the state recommended by the server

UpdateURL Source code

native(546) final function UpdateURL ( string NewOption, string NewValue, bool bSave1Default )

Use Source code

exec function Use ( ) )
Entry point function for player interactions with the world, re-directs to ServerUse.

Use Dead Source code

exec function Use ( ) )

Use RoundEnded Source code

exec function Use ( ) )

UsingFirstPersonCamera Source code

function bool UsingFirstPersonCamera ( ) )
return whether viewing in first person mode

UTrace Source code

exec function UTrace ( ) )

VeryShortClientAdjustPosition Source code

unreliable client function VeryShortClientAdjustPosition ( float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) )

ViewAPlayer Source code

function ViewAPlayer ( int dir) )
View next active player in PRIArray.
@param dir is the direction to go in the array

ViewShake Source code

function ViewShake ( float DeltaTime )
Updates any camera view shaking that is going on


Defaultproperties

defaultproperties
{
   CameraClass=Class'Engine.Camera'
   DebugCameraControllerClass=Class'Engine.DebugCameraController'
   PlayerOwnerDataStoreClass=Class'Engine.PlayerOwnerDataStore'
   bDynamicNetSpeed=True
   bAdminExecPipeCheck=True
   bIsUsingStreamingVolumes=True
   bCheckRelevancyThroughPortals=True
   MaxResponseTime=0.125000
   FOVAngle=85.000000
   DesiredFOV=85.000000
   DefaultFOV=85.000000
   LODDistanceFactor=1.000000
   SavedMoveClass=Class'Engine.SavedMove'
   DynamicPingThreshold=400.000000
   LastSpeedHackLog=-100.000000
   ProgressTimeOut=8.000000
   QuickSaveString="Quick Saving"
   NoPauseMessage="Game is not pauseable"
   ViewingFrom="Now viewing from"
   OwnCamera="Now viewing from own camera"
   CheatClass=Class'Engine.CheatManager'
   InputClass=Class'Engine.PlayerInput'
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent'
      Name="CollisionCylinder"
      ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent'
   End Object
   CylinderComponent=CollisionCylinder
   InteractDistance=512.000000
   SpectatorCameraSpeed=600.000000
   MinRespawnDelay=1.000000
   MaxConcurrentHearSounds=32
   MaxClientNetSpeed=20000
   bIsPlayer=True
   bCanDoSpecial=True
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Controller:Sprite'
      ObjectArchetype=SpriteComponent'Engine.Default__Controller:Sprite'
   End Object
   Components(0)=Sprite
   Components(1)=CollisionCylinder
   NetPriority=3.000000
   CollisionComponent=CollisionCylinder
   Name="Default__PlayerController"
   ObjectArchetype=Controller'Engine.Default__Controller'
}

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Creation time: sk 18-3-2018 10:00:41.723 - Created with UnCodeX