| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.PlayerController
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 |
| 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 | ||
|---|---|---|
![]() | bool | CanUnpause ())) |
| Functions Summary | ||
|---|---|---|
![]() | AcknowledgePossession (Pawn P)) | |
![]() | AddCheats ())) | |
![]() | AddDebugText (string DebugText, optional Actor SrcActor, optional float Duration = -1.f, optional vector Offset, optional vector DesiredOffset, optional color TextColor, optional bool bSkipOverwriteCheck)) | |
![]() | AdjustFOV (float DeltaTime )) | |
![]() | float | AimHelpDot (bool bInstantHit)) |
![]() | bool | AimingHelp (bool bInstantHit)) |
![]() | bool | AllowTextMessage (string Msg)) |
![]() | AskForPawn ())) | |
![]() | BeginState (Name PreviousStateName)) BaseSpectating | |
![]() | BeginState (Name PreviousStateName)) Dead | |
![]() | BeginState (Name PreviousStateName)) PlayerClimbing | |
![]() | BeginState (Name PreviousStateName)) PlayerDriving | |
![]() | BeginState (Name PreviousStateName)) PlayerFlying | |
![]() | BeginState (Name PreviousStateName)) PlayerSwimming | |
![]() | BeginState (Name PreviousStateName)) PlayerWaiting | |
![]() | BeginState (Name PreviousStateName)) PlayerWalking | |
![]() | BeginState (Name PreviousStateName)) RoundEnded | |
![]() | BeginState (Name PreviousStateName)) Spectating | |
![]() | BeginState (Name PreviousStateName)) WaitingForPawn | |
![]() | CallServerMove (SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove
)) | |
![]() | Camera (name NewMode )) | |
![]() | CameraLookAtFinished (SeqAct_CameraLookAt Action) | |
![]() | CameraShake (float Duration, vector newRotAmplitude, vector newRotFrequency, vector newLocAmplitude, vector newLocFrequency, float newFOVAmplitude, float newFOVFrequency) | |
![]() | bool | CanAllPlayersPlayOnline ())) |
![]() | bool | CanRestartPlayer ())) |
![]() | bool | CanUnpauseControllerConnected ())) |
![]() | bool | CanUnpauseExternalUI ())) |
![]() | bool | CanViewUserCreatedContent ())) |
![]() | CauseEvent (Name EventName)) | |
![]() | CE (Name EventName)) | |
![]() | ChangeTeam (optional string TeamName )) | |
![]() | CheckJumpOrDuck ())) | |
![]() | bool | CheckSpeedHack (float DeltaTime) |
![]() | CleanOutSavedMoves ())) | |
![]() | CleanUpAudioComponents () | |
![]() | CleanupPRI ())) | |
![]() | ClearAckedMoves ())) | |
![]() | ClearDoubleClick ())) | |
![]() | ClearInviteDelegates ())) | |
![]() | ClearOnlineDelegates ())) | |
![]() | ClearProgressMessages ())) | |
![]() | ClientAckGoodMove (float TimeStamp)) | |
![]() | ClientAdjustMusicTrackVolume (SeqAct_CrossFadeMusicTracks MusicAction, float AdjustVolumeDuration, float AdjustVolumeLevel)) | |
![]() | ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase
)) | |
![]() | ClientArbitratedMatchEnded ())) | |
![]() | ClientCapBandwidth (int Cap)) | |
![]() | ClientClearProgressMessages ())) | |
![]() | ClientCommitMapChange (optional bool bShouldSkipLevelStartupEvent, optional bool bShouldSkipLevelBeginningEvent)) | |
![]() | ClientConvolve (string C, nt H) | |
![]() | ClientCrossFadeMusicTrack_PlayTrack (SeqAct_CrossFadeMusicTracks MusicAction, MusicTrackStruct MusicTrack)) | |
![]() | ClientDrawCoordinateSystem (vector AxisLoc, Rotator AxisRot, float Scale, optional bool bPersistentLines )) | |
![]() | ClientFadeOutMusicTrack (SeqAct_CrossFadeMusicTracks MusicAction, float FadeOutTime, float FadeOutVolumeLevel)) | |
![]() | ClientFlushLevelStreaming () | |
![]() | ClientForceGarbageCollection ())) | |
![]() | ClientGameEnded (Actor EndGameFocus, bool bIsWinner)) | |
![]() | ClientGotoState (name NewState, optional name NewLabel)) | |
![]() | ClientGotoState (name NewState, optional name NewLabel)) WaitingForPawn | |
![]() | ClientHearSound (SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded, optional bool bIsUISound )) | |
![]() | ClientIgnoreLookInput (bool bIgnore)) | |
![]() | ClientIgnoreMoveInput (bool bIgnore)) | |
![]() | ClientInitializeDataStores ())) | |
![]() | ClientMessage (coerce string S, optional Name Type, optional float MsgLifeTime )) | |
![]() | ClientMutePlayer (UniqueNetId PlayerNetId)) | |
![]() | ClientPlayActorFaceFXAnim (Actor SourceActor, FaceFXAnimSet AnimSet, string GroupName, string SeqName)) | |
![]() | ClientPlayForceFeedbackWaveform (ForceFeedbackWaveform FFWaveform)) | |
![]() | ClientPlaySound (SoundCue ASound, optional bool bIsUISound)) | |
![]() | ClientPrepareMapChange (name LevelName, bool bFirst, bool bLast)) | |
![]() | ClientRegisterForArbitration ())) | |
![]() | ClientRegisterHostStatGuid (string StatGuid)) | |
![]() | ClientReset ())) | |
![]() | ClientRestart (Pawn NewPawn)) | |
![]() | ClientSeamlessTravel (string URL)) | |
![]() | ClientSetBlockOnAsyncLoading ())) | |
![]() | ClientSetCameraMode (name NewCamMode )) | |
![]() | ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)) | |
![]() | ClientSetHostUniqueId (UniqueNetId InHostId) | |
![]() | ClientSetHUD (class<HUD> newHUDType, class<Scoreboard> newScoringType)) | |
![]() | ClientSetOnlineStatus () | |
![]() | ClientSetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title )) | |
![]() | ClientSetProgressTime (float T )) | |
![]() | ClientSetTravelGuid (Guid NextTravelGuid) | |
![]() | ClientSetViewTarget (Actor A, optional ViewTargetTransitionParams TransitionParams )) | |
![]() | ClientStartNetworkedVoice ())) | |
![]() | ClientStopForceFeedbackWaveform (optional ForceFeedbackWaveform FFWaveform)) | |
![]() | ClientStopNetworkedVoice ())) | |
![]() | ClientTravel (string URL, ETravelType TravelType, optional bool bSeamless = false) | |
![]() | ClientTravelTimeExpired ())) | |
![]() | ClientUnmutePlayer (UniqueNetId PlayerNetId)) | |
![]() | ClientUpdateLevelStreamingStatus (Name PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad) | |
![]() | ClientUpdatePosition ())) | |
![]() | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) | |
![]() | ClientWasKicked () | |
![]() | ClientWriteArbitrationEndGameData (class<OnlineStatsWrite> OnlineStatsWriteClass)) | |
![]() | ClientWriteOnlinePlayerScores ())) | |
![]() | int | CompressAccel (int C)) |
![]() | ConditionalPause (bool bDesiredPauseState )) | |
![]() | string | ConsoleCommand (string Command, optional bool bWriteToLog = true) |
![]() | ConsoleKey (name Key)) | |
![]() | ConvolveTimeout () | |
![]() | CopyToClipboard (string Text) | |
![]() | DebugPause ())) | |
![]() | DelayedClientSetViewTarget ())) | |
![]() | DelayedPrepareMapChange ())) | |
![]() | DemoPlaybackNotify ())) | |
![]() | DemoSetHUD (Class<HUD> newHUDClass, Class<Scoreboard> newScoreboardClass)) | |
![]() | DemoSyncPawn ())) | |
![]() | Destroyed ())) | |
![]() | Disconnect ())) | |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | DrawDebugTextList (Canvas Canvas, float RenderDelta)) | |
![]() | DrawHUD (HUD H )) | |
![]() | DualServerMove (float TimeStamp0, vector InAccel0, byte PendingFlags, int View0, float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View
)) | |
![]() | EnableCheats ())) | |
![]() | EnableDebugCamera ())) | |
![]() | EndState (Name NextStateName)) BaseSpectating | |
![]() | EndState (Name NextStateName)) Dead | |
![]() | EndState (Name NextStateName)) PlayerClimbing | |
![]() | EndState (Name NextStateName)) PlayerDriving | |
![]() | EndState (Name NextStateName)) PlayerWaiting | |
![]() | EndState (Name NextStateName)) PlayerWalking | |
![]() | EndState (name NextStateName)) RoundEnded | |
![]() | EndState (Name NextStateName)) Spectating | |
![]() | EndState (Name NextStateName)) WaitingForPawn | |
![]() | EnterStartState ())) | |
![]() | FellOutOfWorld (class<DamageType> dmgType)) | |
![]() | FindGoodView ())) Dead | |
![]() | FindGoodView ())) RoundEnded | |
![]() | int | FindStairRotation (float DeltaTime) |
![]() | bool | FindVehicleToDrive ())) |
![]() | FixFOV ())) | |
![]() | ForceDeathUpdate ())) | |
![]() | FOV (float F)) | |
![]() | GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner)) | |
![]() | GameplayMutePlayer (UniqueNetId PlayerNetId)) | |
![]() | GameplayUnmutePlayer (UniqueNetId PlayerNetId)) | |
![]() | Rotator | GetAdjustedAimFor (Weapon W, vector StartFireLoc )) |
![]() | string | GetDefaultURL (string Option) |
![]() | float | GetFOVAngle ())) |
![]() | SavedMove | GetFreeMove ())) |
![]() | PlayerController | GetPlayerControllerFromNetId (UniqueNetId PlayerNetId) |
![]() | string | GetPlayerNetworkAddress () |
![]() | GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation )) | |
![]() | AudioComponent | GetPooledAudioComponent (SoundCue ASound, Actor SourceActor, bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation) |
![]() | float | GetRumbleScale ())) |
![]() | GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList)) | |
![]() | string | GetServerNetworkAddress () |
![]() | GetTriggerUseList (float interactDistanceToCheck, float crosshairDist, float minDot, bool bUsuableOnly, out array<Trigger> out_useList)) | |
![]() | UIInteraction | GetUIController ())) |
![]() | Actor | GetViewTarget () |
![]() | GivePawn (Pawn NewPawn)) | |
![]() | HandlePickup (Inventory Inv)) | |
![]() | HandleWalking ())) | |
![]() | bool | HasClientLoadedCurrentWorld () |
![]() | HearSoundFinished (AudioComponent AC)) | |
![]() | IgnoreLookInput (bool bNewLookInput )) | |
![]() | IgnoreMoveInput (bool bNewMoveInput )) | |
![]() | IncrementNumberOfMatchesPlayed ())) | |
![]() | InitInputSystem ())) | |
![]() | InitUniquePlayerId ())) | |
![]() | bool | InviteHasEnoughSpace (OnlineGameSettings InviteSettings)) |
![]() | bool | IsControllerTiltActive () con) |
![]() | bool | IsDead ())) Dead |
![]() | bool | IsKeyboardAvailable () con) |
![]() | bool | IsLocalPlayerController () |
![]() | bool | IsLookInputIgnored ())) |
![]() | bool | IsMouseAvailable () con) |
![]() | bool | IsMoveInputIgnored ())) |
![]() | bool | IsPaused ())) |
![]() | bool | IsPlayerMuted (const out UniqueNetId Sender) |
![]() | bool | IsShowingSubtitles () |
![]() | bool | IsSpectating ())) |
![]() | bool | IsSpectating ())) BaseSpectating |
![]() | bool | IsSpectating ())) RoundEnded |
![]() | Jump ())) Dead | |
![]() | Jump () PlayerWaiting | |
![]() | KickWarning ())) | |
![]() | Kismet_ClientPlaySound (SoundCue ASound, Actor SourceActor, float VolumeMultiplier, float PitchMultiplier, float FadeInTime, bool bSuppressSubtitles, bool bSuppressSpatialization)) | |
![]() | Kismet_ClientStopSound (SoundCue ASound, Actor SourceActor, float FadeOutTime)) | |
![]() | LevelStreamingStatusChanged (LevelStreaming LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad )) | |
![]() | bool | LimitSpectatorVelocity ())) BaseSpectating |
![]() | Rotator | LimitViewRotation (Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax )) |
![]() | ListCE ())) | |
![]() | ListConsoleEvents ())) | |
![]() | LocalTravel (string URL )) | |
![]() | 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 (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 | |
![]() | 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 | |
![]() | MoveAutonomous (float DeltaTime, byte CompressedFlags, vector newAccel, rotator DeltaRot
)) | |
![]() | Mutate (string MutateString)) | |
![]() | NextWeapon ())) | |
![]() | NotifyChangedWeapon (Weapon PreviousWeapon, Weapon NewWeapon) | |
![]() | NotifyConnectionError (string Message, optional string Title )) | |
![]() | NotifyDirectorControl (bool bNowControlling) | |
![]() | NotifyInviteFailed ())) | |
![]() | bool | NotifyLanded (vector HitNormal, Actor FloorActor)) |
![]() | bool | NotifyLanded (vector HitNormal, Actor FloorActor)) PlayerSwimming |
![]() | NotifyLoadedWorld (name WorldPackageName, bool bFinalDest)) | |
![]() | NotifyNotAllPlayersCanJoinInvite ())) | |
![]() | NotifyNotEnoughSpaceInInvite ())) | |
![]() | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerClimbing | |
![]() | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerSwimming | |
![]() | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerWalking | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) | |
![]() | OldServerMove (float OldTimeStamp, byte OldAccelX, byte OldAccelY, byte OldAccelZ, byte OldMoveFlags
)) | |
![]() | OnArbitrationRegisterComplete (bool bWasSuccessful)) | |
![]() | OnConsoleCommand (SeqAct_ConsoleCommand inAction )) | |
![]() | OnControllerChanged (int ControllerId, ool bIsConnected)) | |
![]() | OnDestroy (SeqAct_Destroy Action)) | |
![]() | OnDestroyForInviteComplete (bool bWasSuccessful)) | |
![]() | OnEndForInviteComplete (bool bWasSuccessful)) | |
![]() | OnExternalUIChanged (bool bIsOpening)) | |
![]() | OnForceFeedback (SeqAct_ForceFeedback Action)) | |
![]() | OnGameInviteAccepted (OnlineGameSettings GameInviteSettings)) | |
![]() | OnInviteJoinComplete (bool bWasSuccessful)) | |
![]() | OnRegisterHostStatGuidComplete (bool bWasSuccessful)) | |
![]() | OnSetCameraTarget (SeqAct_SetCameraTarget inAction)) | |
![]() | OnToggleCinematicMode (SeqAct_ToggleCinematicMode Action)) | |
![]() | OnToggleHUD (SeqAct_ToggleHUD inAction)) | |
![]() | OnToggleInput (SeqAct_ToggleInput inAction)) | |
![]() | string | PasteFromClipboard () |
![]() | Pause ())) | |
![]() | PawnDied (Pawn P)) | |
![]() | bool | PerformedUseAction ())) |
![]() | PlayBeepSound () | |
![]() | PlayerMove (float DeltaTime) | |
![]() | PlayerMove (float DeltaTime)) BaseSpectating | |
![]() | PlayerMove (float DeltaTime)) Dead | |
![]() | PlayerMove (float DeltaTime )) PlayerClimbing | |
![]() | PlayerMove (float DeltaTime )) PlayerDriving | |
![]() | PlayerMove (float DeltaTime)) PlayerFlying | |
![]() | PlayerMove (float DeltaTime)) PlayerSwimming | |
![]() | PlayerMove (float DeltaTime )) PlayerWalking | |
![]() | PlayerMove (float DeltaTime)) RoundEnded | |
![]() | PlayerTick (float DeltaTime )) | |
![]() | PlayerTick (float DeltaTime)) WaitingForPawn | |
![]() | Possess (Pawn aPawn, bool bVehicleTransition)) | |
![]() | Possess (Pawn aPawn, bool bVehicleTransition)) RoundEnded | |
![]() | PostBeginPlay ())) | |
![]() | PreClientTravel () | |
![]() | PreRender (Canvas Canvas) | |
![]() | PrevWeapon ())) | |
![]() | ProcessConvolveResponse (string C) | |
![]() | ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)) | |
![]() | ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)) PlayerDriving | |
![]() | ProcessMove (float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) BaseSpectating | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerClimbing | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) PlayerDriving | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerSwimming | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerWalking | |
![]() | ProcessViewRotation (float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot )) | |
![]() | QuickLoad ())) | |
![]() | QuickSave ())) | |
![]() | ReceivedPlayer ())) | |
![]() | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )) | |
![]() | RegisterPlayerDataStores ())) | |
![]() | RegisterPlayerRanking (int NewPlayerRanking)) | |
![]() | RemoveDebugText (Actor SrcActor)) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot
)) | |
![]() | ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) BaseSpectating | |
![]() | ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) WaitingForPawn | |
![]() | Reset ())) | |
![]() | ResetCameraMode ())) | |
![]() | ResetFOV ())) | |
![]() | ResetPlayerMovementInput ())) | |
![]() | ResetTimeMargin ())) | |
![]() | Restart (bool bVehicleTransition)) | |
![]() | RestartLevel ())) | |
![]() | SaveActorConfig (coerce Name actorName)) | |
![]() | SaveClassConfig (coerce string className)) | |
![]() | Say (string Msg )) | |
![]() | SeamlessTravelFrom (PlayerController OldPC)) | |
![]() | SeamlessTravelTo (PlayerController NewPC) | |
![]() | SendClientAdjustment ())) | |
![]() | SendToConsole (string Command)) | |
![]() | ServerAcknowledgePossession (Pawn P)) | |
![]() | ServerCamera (name NewMode )) | |
![]() | ServerCauseEvent (Name EventName)) | |
![]() | ServerChangeName (coerce string S )) | |
![]() | ServerChangeTeam (int N)) | |
![]() | ServerChangeTeam (int N )) PlayerWaiting | |
![]() | ServerConfirmSetHUD (Class<HUD> HUDType, Class<Scoreboard> ScoringType)) | |
![]() | ServerDestroy ())) | |
![]() | ServerDrive (float InForward, float InStrafe, float aUp, bool InJump, int View)) | |
![]() | ServerGivePawn ())) | |
![]() | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View
)) | |
![]() | ServerMove (float TimeStamp, vector Accel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View )) Dead | |
![]() | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View )) RoundEnded | |
![]() | ServerMutate (string MutateString)) | |
![]() | ServerMutePlayer (UniqueNetId PlayerNetId)) | |
![]() | ServerNotifyLoadedWorld (name WorldPackageName) | |
![]() | ServerPause ())) | |
![]() | ServerProcessConvolve (string C, nt H) | |
![]() | ServerRegisterClientStatGuid (string StatGuid)) | |
![]() | ServerRegisteredForArbitration (bool bWasSuccessful)) | |
![]() | ServerRegisterPlayerRanking (int NewPlayerRanking)) | |
![]() | ServerRestartGame ())) | |
![]() | ServerReStartGame ())) RoundEnded | |
![]() | ServerReStartPlayer ())) Dead | |
![]() | ServerRestartPlayer ())) PlayerWaiting | |
![]() | ServerReStartPlayer ())) RoundEnded | |
![]() | ServerSay (string Msg )) | |
![]() | ServerSendMusicInfo ())) | |
![]() | ServerSetClientDemo (bool bValue)) | |
![]() | ServerSetNetSpeed (int NewSpeed)) | |
![]() | ServerSetSpectatorLocation (vector NewLoc)) | |
![]() | ServerSetSpectatorLocation (vector NewLoc)) BaseSpectating | |
![]() | ServerSetUniquePlayerId (UniqueNetId UniqueId, ool bWasInvited)) | |
![]() | ServerShortTimeout ())) | |
![]() | ServerSpeech (name Type, int Index, string Callsign) | |
![]() | ServerSuicide ())) | |
![]() | ServerSuicide () PlayerWaiting | |
![]() | ServerTeamSay (string Msg )) | |
![]() | ServerThrowWeapon ())) | |
![]() | ServerUnmutePlayer (UniqueNetId PlayerNetId)) | |
![]() | ServerUpdateLevelVisibility (name PackageName, bool bIsVisible) | |
![]() | ServerUpdatePing (int NewPing)) | |
![]() | ServerUse ())) | |
![]() | ServerUse ())) PlayerDriving | |
![]() | ServerUTrace ())) | |
![]() | ServerVerifyViewTarget ())) | |
![]() | ServerViewNextPlayer ())) | |
![]() | ServerViewPrevPlayer ())) | |
![]() | ServerViewSelf ())) | |
![]() | ServerWritenArbitrationEndGameData ())) | |
![]() | SetAllowMatureLanguage (bool bAllowMatureLanguge) | |
![]() | SetAudioGroupVolume (name GroupName, float Volume) | |
![]() | SetCameraMode (name NewCamMode )) | |
![]() | SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsButtons )) | |
![]() | SetControllerTiltActive (bool bActive) | |
![]() | SetControllerTiltDesiredIfAvailable (bool bActive) | |
![]() | SetFOV (float NewFOV)) | |
![]() | SetHUD (Class<HUD> newHUDType, Class<Scoreboard> newScoringType)) | |
![]() | SetName (coerce string S)) | |
![]() | SetNetSpeed (int NewSpeed) | |
![]() | SetOnlyUseControllerTiltInput (bool bActive) | |
![]() | bool | SetPause (bool bPause, optional delegate |
![]() | SetPlayerDataProvider (PlayerDataProvider DataProvider )) | |
![]() | SetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title )) | |
![]() | SetProgressTime (float T )) | |
![]() | SetRumbleScale (float ScaleBy)) | |
![]() | SetShowSubtitles (bool bValue) | |
![]() | SetUseTiltForwardAndBack (bool bActive) | |
![]() | SetViewTarget (Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams) | |
![]() | ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
)) | |
![]() | ShowMenu ())) | |
![]() | SoakPause (Pawn P)) | |
![]() | CoverReplicator | SpawnCoverReplicator ())) |
![]() | SpawnDefaultHUD ())) | |
![]() | SpawnPlayerCamera ())) | |
![]() | Speech (name Type, int Index, string Callsign )) | |
![]() | StartAltFire (optional Byte FireModeNum )) | |
![]() | StartAltFire (optional byte FireModeNum )) Spectating | |
![]() | StartClientDemoRec ())) | |
![]() | StartFire (optional byte FireModeNum )) | |
![]() | StartFire (optional byte FireModeNum )) Dead | |
![]() | StartFire (optional byte FireModeNum )) PlayerWaiting | |
![]() | StartFire (optional byte FireModeNum )) RoundEnded | |
![]() | StartFire (optional byte FireModeNum )) Spectating | |
![]() | StartFire (optional byte FireModeNum )) WaitingForPawn | |
![]() | StartServerDemoRec ())) | |
![]() | StopAltFire (optional byte FireModeNum )) | |
![]() | StopFire (optional byte FireModeNum )) | |
![]() | Suicide ())) | |
![]() | Suicide () PlayerWaiting | |
![]() | SwitchLevel (string URL)) | |
![]() | SwitchTeam ())) | |
![]() | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime )) | |
![]() | TeamSay (string Msg )) | |
![]() | ThrowWeapon ())) | |
![]() | ThrowWeapon ())) Dead | |
![]() | ThrowWeapon ())) RoundEnded | |
![]() | Timer ())) Dead | |
![]() | Timer ())) PlayerSwimming | |
![]() | Timer ())) RoundEnded | |
![]() | Timer ())) WaitingForPawn | |
![]() | bool | TriggerInteracted ())) |
![]() | UnPossess ())) | |
![]() | UnregisterPlayerDataStores ())) | |
![]() | UpdatePing (float TimeStamp)) | |
![]() | UpdateRotation (float DeltaTime )) | |
![]() | UpdateStateFromAdjustment (name NewState)) | |
![]() | UpdateURL (string NewOption, string NewValue, bool bSave1Default) | |
![]() | Use ())) | |
![]() | Use ())) Dead | |
![]() | Use ())) RoundEnded | |
![]() | bool | UsingFirstPersonCamera ())) |
![]() | UTrace ())) | |
![]() | VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
)) | |
![]() | ViewAPlayer (int dir)) | |
![]() | ViewShake (float DeltaTime) | |
| 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 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 is the maximum time between movement updates from the client before the server forces an update.
MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play
MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play
MAXVEHICLEPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play when driving a vehicle
| Variables Detail |
|---|
If true, enable fix for Admin commands handling the pipe in a player name
if true, check relevancy of Actors through portals listed in VisiblePortals array
If true, do a trace to check if sound is occluded, and reduce the effective sound radius if so
The state of the inputs from cinematic mode
The state of the inputs from cinematic mode
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc
Remotely set by the client when demo recording
Variables for checking that the clients HUD is correctly set
Ignores look input. Stacked state storage, use accessor function IgnoreLookInput().
Ignores movement input. Stacked state storage, Use accessor function IgnoreMoveInput()
True if the controller is connected for this player
True if there is externally controlled UI that should pause the game
Whether this controller is using streaming volumes
used for smoothing the viewrotation of spectated players
option to print out list of sounds when MaxConcurrentHearSounds is exceeded
Set when the client begins seamless travel, and unset when the client has completed seamless travel
set when received a valid ServerSetUniqueId() call, so we don't allow duplicates
The data store instance responsible for presenting state data for this player.
The data store instance responsible for loading and saving settings data for this player.
field of view angle in degrees
List of players muted via gameplay
Cached value of the ConvolveResponse hash
The actors which the camera shouldn't see. Used to hide actors which the camera penetrates.
Maximum distance to search for interactable actors
Time stamp of last good move ack
Used to make sure the client is kept synchronized when in a spectator state
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
Max netspeed client desires
component pooling for sounds played through PlaySound()/ClientHearSound()
minimum time before can respawn after dying
handles copying and replicating old cover changes from WorldInfo.CoverReplicatorBase on creation as well as replicating new changes
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
The data store that holds any online player data
Cached online subsystem variable
list of names of levels the server is in the middle of sending us for a PrepareMapChange() call
The class to use for the player owner data store.
SavedMoveClass should be changed for network player move replication where different properties need to be replicated from the base engine implementation.
How fast spectator camera is allowed to move
Cached online voice interface variable
List of players that are explicitly muted (outside of gameplay)
The list of combined players to filter voice packets for
| Enumerations Detail |
|---|
How to match an input action
Type of inputs the matching code recognizes
PMT_Clear, PMT_Information, PMT_AdminMessage, PMT_DownloadProgress, PMT_ConnectionFailure, PMT_RedrawDownloadProgress,};
Different types of progress messages
| Structures Detail |
|---|
var byte bAckGoodMove;};
var actor NewBase;
var vector NewFloor;
var vector NewLoc;
var EPhysics newPhysics;
var vector NewVel;
var float TimeStamp;
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 displayDuration:Duration used to lerp desired offsetSrcActor:Actor to draw DebugText overSrcActorDesiredOffset:Desired offset to interpolate toSrcActorOffset:Offset from SrcActor.Location to applyTextColor:Text colorTimeRemaining:Time remaining for the debug text, -1.f == infinite
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 resetsType:Type of input to matchValue:Min value required to consider as a valid match
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 matchInputs:Number of inputs to match, in sequenceLastMatchTime:Last time an input entry in Inputs was matchedMatchActor:Actor to call below functions onMatchFuncName:Name of function to call upon successful matchMatchIdx:Current index into Inputs that is being matchedRequestName:Name of this input request, mainly for debugging
| Delegates Detail |
|---|
CanUnpause Source codeCallback the server uses to determine if the unpause can happen
| Functions Detail |
|---|
AcknowledgePossession Source code
AddCheats Source code
AddDebugText Source codeAdd 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 codeAdjustFOV() FOVAngle smoothly interpolates to DesiredFOV
AimHelpDot Source codeAimHelpDot()
@returns the dot product corresponding to the maximum deflection of target for which aiming help should be applied
AimingHelp Source code
AllowTextMessage Source code
AskForPawn Source code
BeginState BaseSpectating Source code
BeginState Dead Source code
BeginState PlayerClimbing Source code
BeginState PlayerDriving Source code
BeginState PlayerFlying Source code
BeginState PlayerSwimming Source code
BeginState PlayerWaiting Source code
BeginState PlayerWalking Source code
BeginState RoundEnded Source code
BeginState Spectating Source code
BeginState WaitingForPawn Source code
CallServerMove Source code
Camera Source codeChange Camera mode
@param New camera mode to set
CameraLookAtFinished Source codeThe function called when a CameraLookAt action is deactivated from kismet
CameraShake Source codeCamera 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 codeValidates that each local player can play online
@return true if there is sufficient space, false if not
CanRestartPlayer Source code
CanUnpauseControllerConnected Source codeCallback that checks to see if the controller is connected before unpausing
CanUnpauseExternalUI Source codeCallback that checks the external UI state before allowing unpause
CanViewUserCreatedContent Source codeChecks for parental controls blocking user created content
CauseEvent Source code
CE Source codeShortcut version for LDs who get tired of typing 'CauseEvent' all day. :-)
ChangeTeam Source code
CheckJumpOrDuck Source code
CheckSpeedHack Source code
CleanOutSavedMoves Source code
CleanUpAudioComponents Source codeClears out 'left-over' audio components.
CleanupPRI Source code
ClearAckedMoves Source code
ClearDoubleClick Source code
ClearInviteDelegates Source codeClears all of the invite delegates
ClearOnlineDelegates Source codeUnregisters 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
ClientAckGoodMove Source code
ClientAdjustMusicTrackVolume Source codecalled to adjust the volume of a Kismet played music track on the client
ClientAdjustPosition Source code
ClientArbitratedMatchEnded Source codeCalled when an arbitrated match has ended and we need to disconnect
ClientCapBandwidth Source code
ClientClearProgressMessages Source code
ClientCommitMapChange Source codeactually performs the level transition prepared by PrepareMapChange()
ClientConvolve Source code
ClientCrossFadeMusicTrack_PlayTrack Source codecalled to play immediately to a Kismet a new music track on the client
ClientDrawCoordinateSystem Source code
ClientFadeOutMusicTrack Source codecalled to fade out a Kismet played music track on the client
ClientFlushLevelStreaming Source codetells 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 codeforces GC at the end of the tick on the client
ClientGameEnded Source code
ClientGotoState Source code
ClientGotoState WaitingForPawn Source code
ClientHearSound Source code
ClientIgnoreLookInput Source codecalls IgnoreLookInput on client
ClientIgnoreMoveInput Source codecalls IgnoreMoveInput on client
ClientInitializeDataStores Source codeInitializes this client's Player data stores after seamless map travel
ClientMessage Source code
ClientMutePlayer Source codeLocally mutes a remote player
@param PlayerNetId the remote player to mute
ClientPlayActorFaceFXAnim Source codeplays a FaceFX anim on the specified actor for the client
ClientPlayForceFeedbackWaveform Source codeTells the client to play a waveform for the specified damage type
@param FFWaveform The forcefeedback waveform to play
ClientPlaySound Source code
ClientPrepareMapChange Source codeasynchronously 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 codeTells 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 codeRegisters the host's stat guid with the online subsystem
@param StatGuid the stat guid to register
ClientReset Source code
ClientRestart Source code
ClientSeamlessTravel Source codeShould be called in place of 'ClientTravel', when seamless travel is desired
@param URL the URL to travel to
ClientSetBlockOnAsyncLoading Source codesets 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 codeReplicated function to set camera style on client
@param NewCamMode, name defining the new camera mode
ClientSetCinematicMode Source codecalled by the server to synchronize cinematic transitions with the client
ClientSetHostUniqueId Source codeSets 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
ClientSetOnlineStatus Source codeLooks 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
ClientSetProgressTime Source code
ClientSetTravelGuid Source codesets 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
ClientStartNetworkedVoice Source codeTells this client that it should send voice data over the network
ClientStopForceFeedbackWaveform Source codeTells 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 codeTells this client that it should not send voice data over the network
ClientTravel Source codetravel 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 codethis 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 codeLocally unmutes a remote player
@param PlayerNetId the remote player to unmute
ClientUpdateLevelStreamingStatus Source code
ClientUpdatePosition Source code
ClientVoiceMessage Source code
ClientWasKicked Source code
ClientWriteArbitrationEndGameData Source codeCalled on the client to have them commit their arbitration results
ClientWriteOnlinePlayerScores Source codeWrites the scores for all active players. Override this in your playercontroller class to provide custom scoring
CompressAccel Source code
ConditionalPause Source codeToggles 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
ConsoleKey Source codeconsole control commands, useful when remote debugging so you can't touch the console the normal way
ConvolveTimeout Source code
CopyToClipboard Source code
DebugPause Source codeDumps the pause state of the game
DelayedClientSetViewTarget Source codeUsed to prevent RPC spamming when viewtarget hasn't been replicated yet
DelayedPrepareMapChange Source codeused to wait until a map change can be prepared when one was already in progress
DemoPlaybackNotify Source code
DemoSetHUD Source code
DemoSyncPawn Source code
Destroyed Source code
Disconnect Source code
DisplayDebug Source codelist 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 codeIterate 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 codeHook called from HUD actor. Gives access to HUD and Canvas
DualServerMove Source code
EnableCheats Source code
EnableDebugCamera Source codeSwitch controller to debug camera without locking gameplay and with locking local player controller input
EndState BaseSpectating Source code
EndState Dead Source code
EndState PlayerClimbing Source code
EndState PlayerDriving Source code
EndState PlayerWaiting Source code
EndState PlayerWalking Source code
EndState RoundEnded Source code
EndState Spectating Source code
EndState WaitingForPawn Source code
EnterStartState Source code
FellOutOfWorld Source codecalled when the actor falls out of the world 'safely' (below KillZ and such)
FindGoodView Dead Source code
FindGoodView RoundEnded Source code
FindStairRotation Source code
FindVehicleToDrive Source codeTries to find a vehicle to drive within a limited radius. Returns true if successful
FixFOV Source code
ForceDeathUpdate Source code
FOV Source code
GameHasEnded Source code
GameplayMutePlayer Source codeMutes a remote player on the server and then tells the client to mute
@param PlayerNetId the remote player to mute
GameplayUnmutePlayer Source codeUnmutes a remote player on the server and then tells the client to unmute
@param PlayerNetId the remote player to unmute
GetAdjustedAimFor Source codeAdjusts 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
GetFOVAngle Source codereturns player's FOV angle
GetFreeMove Source code
GetPlayerControllerFromNetId Source codeReturns 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
GetPlayerViewPoint Source codeReturns 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 codeget 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 codeReturns the rumble scale (or 1 if none is specified)
GetSeamlessTravelActorList Source codecalled 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
GetTriggerUseList Source codeLooks 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 codeReturns the interaction that manages the UI system.
GetViewTarget Source code
GivePawn Source code
HandlePickup Source code
HandleWalking Source code
HasClientLoadedCurrentWorld Source codereturns whether the client has completely loaded the server's current world (valid on server only)
HearSoundFinished Source codehooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool
IgnoreLookInput Source codeToggles look input. FALSE means look input is cleared.
IgnoreMoveInput Source codeToggles move input. FALSE means movement input is cleared.
IncrementNumberOfMatchesPlayed Source code
InitInputSystem Source code
InitUniquePlayerId Source codeUsed to have script initialize the unique player id. This is the id used in all network calls.
InviteHasEnoughSpace Source codeCounts the number of local players to verify there is enough space
@return true if there is sufficient space, false if not
IsControllerTiltActive Source code
@return whether or not this Controller has Tilt Turned on
IsDead Dead Source code
IsKeyboardAvailable Source code
@return whether or not this Controller has a keyboard available to be used
IsLocalPlayerController Source codereturns 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 codereturn TRUE if look input is ignored.
IsMouseAvailable Source code
@return whether or not this Controller has a mouse available to be used
IsMoveInputIgnored Source codereturn TRUE if movement input is ignored.
IsPaused Source codeReturns whether the game is currently paused.
IsPlayerMuted Source codeNative 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 codeThis will turn return whether the subtitles are on or off
IsSpectating Source code
IsSpectating BaseSpectating Source code
IsSpectating RoundEnded Source code
Jump Dead Source code
Jump PlayerWaiting Source code
KickWarning Source code
Kismet_ClientPlaySound Source code
Kismet_ClientStopSound Source code
LevelStreamingStatusChanged Source code
LimitSpectatorVelocity BaseSpectating Source codeAdjust spectator velocity if "out of bounds" (above stallz or below killz)
LimitViewRotation Source codeLimit the player's view rotation. (Pitch component).
ListCE Source code
ListConsoleEvents Source codeLists all console events to the HUD.
LocalTravel Source code
LongClientAdjustPosition Source code
LongClientAdjustPosition RoundEnded Source code
LongClientAdjustPosition WaitingForPawn Source code
MoveAutonomous Source code
Mutate Source code
NextWeapon Source code
NotifyChangedWeapon Source code
NotifyConnectionError Source codeNotifies 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 codenotification when a matinee director track starts or stops controlling the ViewTarget of this PlayerController
NotifyInviteFailed Source codeOverride to display a message to the user
NotifyLanded Source code
NotifyLanded PlayerSwimming Source code
NotifyLoadedWorld Source codecalled 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 codeOverride to display a message to the user
NotifyNotEnoughSpaceInInvite Source codeOverride to display a message to the user
NotifyPhysicsVolumeChange PlayerClimbing Source code
NotifyPhysicsVolumeChange PlayerSwimming Source code
NotifyPhysicsVolumeChange PlayerWalking Source code
NotifyTakeHit Source codeNotification from pawn that it has received damage via TakeDamage().
OldServerMove Source code
OnArbitrationRegisterComplete Source codeDelegate 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 codeKismet hook to trigger console events
OnControllerChanged Source codeAttempts 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
OnDestroyForInviteComplete Source codeDelegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
OnEndForInviteComplete Source codeDelegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
OnExternalUIChanged Source codeAttempts 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 codeKismet interface for playing/stopping force feedback.
OnGameInviteAccepted Source codeDelegate 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 codeOnce the join completes, use the platform specific connection information to connect to it
@param bWasSuccessful whether the join worked or not
OnRegisterHostStatGuidComplete Source codeCalled 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
OnToggleCinematicMode Source codeHandles switching the player in/out of cinematic mode.
OnToggleHUD Source code
OnToggleInput Source code
PasteFromClipboard Source code
Pause Source code
PawnDied Source code
PerformedUseAction Source codereturn true if player the Use action was handled
PlayBeepSound Source code
PlayerMove Source code
PlayerMove BaseSpectating Source code
PlayerMove Dead Source code
PlayerMove PlayerClimbing Source code
PlayerMove PlayerDriving Source code
PlayerMove PlayerFlying Source code
PlayerMove PlayerSwimming Source code
PlayerMove PlayerWalking Source code
PlayerMove RoundEnded Source code
PlayerTick Source codePlayerTick 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
Possess Source code
Possess RoundEnded Source code
PostBeginPlay Source code
PreClientTravel Source code
PreRender Source code
PrevWeapon Source code
ProcessConvolveResponse Source code
ProcessDrive Source code
ProcessDrive PlayerDriving Source code
ProcessMove Source code
ProcessMove BaseSpectating Source code
ProcessMove PlayerClimbing Source code
ProcessMove PlayerDriving Source code
ProcessMove PlayerSwimming Source code
ProcessMove PlayerWalking Source code
ProcessViewRotation Source codeProcesses 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 codeLoads the savegame created by the quicksave exec
QuickSave Source codeConsole exec that initiates a quicksave and displays a string providing visual feedback.
ReceivedPlayer Source codeCalled after this PlayerController's viewport/net connection is associated with this player controller.
ReceiveLocalizedMessage Source code
RegisterPlayerDataStores Source codeCreates 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 codeUsed to have script initialize the ranking value on login.
RemoveDebugText Source codeRemove debug text for the specific actor.
ReplicatedEvent Source codeCalled when a variable with the property flag "RepNotify" is replicated
@param VarName the variable that was just replicated
ReplicateMove Source code
ReplicateMove BaseSpectating Source code
ReplicateMove WaitingForPawn Source code
Reset Source code
ResetCameraMode Source codeReset Camera Mode to default
ResetFOV Source code
ResetPlayerMovementInput Source codereset input to defaults
ResetTimeMargin Source code
Restart Source code
RestartLevel Source code
SaveActorConfig Source codeForce a save config on the specified actor.
SaveClassConfig Source codeForce a save config on the specified class.
Say Source code
SeamlessTravelFrom Source codecalled 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 codecalled 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
SendToConsole Source code
ServerAcknowledgePossession Source code
ServerCamera Source code
ServerCauseEvent Source codeAttempts 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
ServerChangeTeam Source code
ServerChangeTeam PlayerWaiting Source code
ServerConfirmSetHUD Source code
ServerDestroy Source codetells 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
ServerGivePawn Source code
ServerMove Source code
ServerMove Dead Source code
ServerMove RoundEnded Source code
ServerMutate Source code
ServerMutePlayer Source codeUpdates 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 codecalled 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
ServerProcessConvolve Source code
ServerRegisterClientStatGuid Source codeRegisters the client's stat guid with the online subsystem
@param StatGuid the stat guid to register
ServerRegisteredForArbitration Source codeNotifies the server that the arbitration registration is complete
@param bWasSuccessful whether the registration with arbitration worked
ServerRegisterPlayerRanking Source codeRegisters the player ranking with the server so it can update the server's 'ranking'
@param PlayerRanking ranking of the player
ServerRestartGame Source code
ServerReStartGame RoundEnded Source code
ServerReStartPlayer Dead Source code
ServerRestartPlayer PlayerWaiting Source code
ServerReStartPlayer RoundEnded Source code
ServerSay Source code
ServerSendMusicInfo Source codecalled to update the client on what Kismet controlled music is going on
ServerSetClientDemo Source code
ServerSetNetSpeed Source codesets NetSpeed on the server, so it won't send the client more than this many bytes
ServerSetSpectatorLocation Source codewhen spectating, tells server where the client is (client is authoritative on location when spectating)
ServerSetSpectatorLocation BaseSpectating Source codewhen spectating, tells server where the client is (client is authoritative on location when spectating)
ServerSetUniquePlayerId Source codeRegisters 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
ServerSpeech Source code
ServerSuicide Source code
ServerSuicide PlayerWaiting Source code
ServerTeamSay Source code
ServerThrowWeapon Source code
ServerUnmutePlayer Source codeUpdates 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 codecalled 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
ServerUse Source codePlayer pressed UseKey
ServerUse PlayerDriving Source code
ServerUTrace Source code
ServerVerifyViewTarget Source code
ServerViewNextPlayer Source code
ServerViewPrevPlayer Source code
ServerViewSelf Source code
ServerWritenArbitrationEndGameData Source codeTells the server that the arbitration results were written
SetAllowMatureLanguage Source codeWhether or not to allow mature language
SetAudioGroupVolume Source codeSets the Audio Group to this the value passed in
SetCameraMode Source codeSet new camera mode
@param NewCamMode, new camera mode.
SetCinematicMode Source codeServer/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 codesets whether or not the Tilt functionality is turned on
SetControllerTiltDesiredIfAvailable Source codesets whether or not the the player wants to utilize the Tilt functionality
SetFOV Source code
SetHUD Source code
SetName Source code
SetNetSpeed Source code
SetOnlyUseControllerTiltInput Source codesets whether or not to ONLY use the tilt input controls
SetPause Source code
SetPlayerDataProvider Source codeHooks up the PlayerDataProvider for this player to the PlayerOwner data store.
@param DataProvider the PlayerDataProvider to associate with this player.
SetProgressMessage Source code
SetProgressTime Source code
SetRumbleScale Source codeScales the amount the rumble will play on the gamepad
@param ScaleBy The amount to scale the waveforms by
SetShowSubtitles Source codeThis will turn the subtitles on or off depending on the value of bValue
@param bValue to show or not to show
SetUseTiltForwardAndBack Source codesets whether or not to use the tilt forward and back input controls
SetViewTarget Source code
ShortClientAdjustPosition Source code
ShowMenu Source code
SoakPause Source codeFor AI debugging
SpawnCoverReplicator Source codespawns MyCoverReplicator and tells it to replicate any changes that have already occurred
SpawnDefaultHUD Source code
SpawnPlayerCamera Source code
Speech Source code
StartAltFire Source code
StartAltFire Spectating Source code
StartClientDemoRec Source codeCalled at the start of demo recording in clientside demos
StartFire Source code
StartFire Dead Source code
StartFire PlayerWaiting Source code
StartFire RoundEnded Source code
StartFire Spectating Source code
StartFire WaitingForPawn Source code
StartServerDemoRec Source codeCalled 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
StopFire Source code
Suicide Source code
Suicide PlayerWaiting Source code
SwitchLevel Source code
SwitchTeam Source code
TeamMessage Source code
TeamSay Source code
ThrowWeapon Source code
ThrowWeapon Dead Source code
ThrowWeapon RoundEnded Source code
Timer Dead Source code
Timer PlayerSwimming Source code
Timer RoundEnded Source code
Timer WaitingForPawn Source code
TriggerInteracted Source codeExamines 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
UnregisterPlayerDataStores Source codeUnregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.
UpdatePing Source code
UpdateRotation Source code
UpdateStateFromAdjustment Source codeCalled by LongClientAdjustPosition()
@param NewState is the state recommended by the server
UpdateURL Source code
Use Source codeEntry point function for player interactions with the world, re-directs to ServerUse.
Use Dead Source code
Use RoundEnded Source code
UsingFirstPersonCamera Source codereturn whether viewing in first person mode
UTrace Source code
VeryShortClientAdjustPosition Source code
ViewAPlayer Source codeView next active player in PRIArray.
@param dir is the direction to go in the array
ViewShake Source codeUpdates 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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