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UTGame.UTConsolePlayerInput

Extends
UTPlayerInput
Modifiers
within UTConsolePlayerController config ( Input ) native

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.UIRoot
   |   
   +-- Engine.Interaction
      |   
      +-- Engine.Input
         |   
         +-- Engine.PlayerInput
            |   
            +-- GameFramework.GamePlayerInput
               |   
               +-- UTGame.UTPlayerInput
                  |   
                  +-- UTGame.UTConsolePlayerInput

Variables Summary
floatAutoCenterDelay
floatAutoPitchCenterSpeed
floatAutoPitchStopAdjustingValue
floatAutoVehicleCenterSpeed
boolbAppliedTargetFriction
boolbAutoCenterPitch
boolbAutoCenterVehiclePitch
boolbDebugTargetFriction
boolbDebugViewAcceleration
boolbIsLookingDown
boolbIsLookingUp
floatHoverBoardPitchMultiplier
floatLastAdhesionAmtY
floatLastAdhesionAmtZ
floatLastAdjustY
floatLastAdjustZ
VectorLastCamLoc
RotatorLastDeltaRot
floatLastDistFromAimY
floatLastDistFromAimYa
floatLastDistFromAimZ
floatLastDistFromAimZa
floatLastDistMultiplier
floatLastDistToTarget
floatLastFrictionMultiplier
PawnLastFrictionTarget
floatLastFrictionTargetTime
floatLastTargetHeight
floatLastTargetRadius
floatLastTurnTime
floatLeftThumbStickDeadZoneThreshold
floatMagicScaleForSensitivityEdge
floatMagicScaleForSensitivityMiddle
floatRightThumbStickDeadZoneThreshold
floatSlowTurnScaling
floatTurningAccelerationMultiplier
floatViewAccel_BackToCenterBoundary
floatViewAccel_BackToCenterSpeed
floatViewAccel_LookingUpOrDownBoundary
floatViewAccel_MaxTurnSpeed
floatViewAccel_PitchThreshold
floatViewAccel_RampSpeed
floatViewAccel_TimeHeld
UTConsolePlayerInput
boolbTargetFrictionEnabled
boolbViewAccelerationEnabled
floatDodge_Threshold
floatViewAccel_BaseMultiplier
floatViewAccel_CurrMutliplier
floatViewAccel_DiagonalThreshold
floatViewAccel_TimeToHoldBeforeFastAcceleration
floatViewAccel_Twitchy
floatViewAccel_YawThreshold
Inherited Variables from UTGame.UTPlayerInput
bHoldDuck, ForcedDoubleClick, LastDuckTime, SensitivityMultiplier

Functions Summary
function AdjustMouseSensitivity (float FOVScale))
function ApplyTargetAdhesion (float DeltaTime, UTWeapon W, out int out_YawRot, out int out_PitchRot ))
function ApplyTargetFriction (float DeltaTime, UTWeapon W ))
function ApplyViewAcceleration (float DeltaTime ))
function ApplyViewAutoPitchCentering (float DeltaTime ))
function ApplyViewAutoVehiclePitchCentering (float DeltaTime ))
functionActor.EDoubleClickDir CheckForDoubleClickMove (float DeltaTime))
function DebugTargetAdhesion ()))
function DebugTargetFriction ()))
function DebugViewAcceleration ()))
function Duck ()))
event PostBeginPlay ()))
function PreProcessInput (float DeltaTime ))
function SmartJump ()))
Inherited Functions from UTGame.UTPlayerInput
Duck, ForceFlushOfInput, GetUTBindNameFromCommand, Jump, PlayerInput, PreProcessInput, UnDuck


Variables Detail

AutoCenterDelay Source code

var globalconfig float AutoCenterDelay;
Threshold since last turn/fire to auto-center vehicle turrets

AutoPitchCenterSpeed Source code

var config float AutoPitchCenterSpeed;

AutoPitchStopAdjustingValue Source code

var config float AutoPitchStopAdjustingValue;

AutoVehicleCenterSpeed Source code

var globalconfig float AutoVehicleCenterSpeed;
Controls rate at which camera auto-aligns behind vehicle when not being moved

bAppliedTargetFriction Source code

var protected bool bAppliedTargetFriction;
Whether or not we actually applied friction. This is used to make certain we don't then accelerate the view

bAutoCenterPitch Source code

var config bool bAutoCenterPitch;
Whether to center the player's view when not in a vehicle

bAutoCenterVehiclePitch Source code

var config bool bAutoCenterVehiclePitch;
Whether to center the player's view when in a vehicle

bDebugTargetFriction Source code

var config protected bool bDebugTargetFriction;

bDebugViewAcceleration Source code

var config protected bool bDebugViewAcceleration;

bIsLookingDown Source code

var private bool bIsLookingDown;

bIsLookingUp Source code

var private bool bIsLookingUp;

HoverBoardPitchMultiplier Source code

var config float HoverBoardPitchMultiplier;
HoverBoards don't have a real turret. All of the code that exists for modifying the rotation speed is within that set of code So we are going to just modify it here. This is the multiplier we are going to use to make the hoverboard look up and down feel nice.

LastAdhesionAmtY Source code

var private float LastAdhesionAmtY;

LastAdhesionAmtZ Source code

var private float LastAdhesionAmtZ;

LastAdjustY Source code

var private float LastAdjustY;

LastAdjustZ Source code

var private float LastAdjustZ;

LastCamLoc Source code

var private Vector LastCamLoc;

LastDeltaRot Source code

var private Rotator LastDeltaRot;

LastDistFromAimY Source code

var private float LastDistFromAimY;

LastDistFromAimYa Source code

var private float LastDistFromAimYa;

LastDistFromAimZ Source code

var private float LastDistFromAimZ;

LastDistFromAimZa Source code

var private float LastDistFromAimZa;

LastDistMultiplier Source code

var private float LastDistMultiplier;

LastDistToTarget Source code

var private float LastDistToTarget;

LastFrictionMultiplier Source code

var private float LastFrictionMultiplier;

LastFrictionTarget Source code

var private Pawn LastFrictionTarget;
Last friction target

LastFrictionTargetTime Source code

var private float LastFrictionTargetTime;
Last friction target acquire time

LastTargetHeight Source code

var private float LastTargetHeight;

LastTargetRadius Source code

var private float LastTargetRadius;

LastTurnTime Source code

var float LastTurnTime;
Timer for auto-centering of vehicle turrets

LeftThumbStickDeadZoneThreshold Source code

var config float LeftThumbStickDeadZoneThreshold;
DeadZone threshold to not count "active" on left thumbstick

MagicScaleForSensitivityEdge Source code

var config float MagicScaleForSensitivityEdge;

MagicScaleForSensitivityMiddle Source code

var config float MagicScaleForSensitivityMiddle;
magic scaling value for over all sensitivity

RightThumbStickDeadZoneThreshold Source code

var config float RightThumbStickDeadZoneThreshold;
DeadZone threshold to not count "active" on right thumbstick

SlowTurnScaling Source code

var globalconfig float SlowTurnScaling;
Scaling used when "slow turning" enabled

TurningAccelerationMultiplier Source code

var float TurningAccelerationMultiplier;
Multiplier used to scale the sensitivity of the turning.

ViewAccel_BackToCenterBoundary Source code

var config float ViewAccel_BackToCenterBoundary;
How far to be considered to be back to center

ViewAccel_BackToCenterSpeed Source code

var config float ViewAccel_BackToCenterSpeed;
how fast to zip back to center

ViewAccel_LookingUpOrDownBoundary Source code

var config float ViewAccel_LookingUpOrDownBoundary;
How far to be considered to be looking up and down

ViewAccel_MaxTurnSpeed Source code

var config float ViewAccel_MaxTurnSpeed;
Max turn speed

ViewAccel_PitchThreshold Source code

var config float ViewAccel_PitchThreshold;

ViewAccel_RampSpeed Source code

var config float ViewAccel_RampSpeed;
How fast you ramp up to the max spee

ViewAccel_TimeHeld Source code

var private float ViewAccel_TimeHeld;

UTConsolePlayerInput

bTargetFrictionEnabled Source code

var(UTConsolePlayerInput) config bool bTargetFrictionEnabled;
Whether TargetFriction is enabled or not

bViewAccelerationEnabled Source code

var(UTConsolePlayerInput) config bool bViewAccelerationEnabled;
Whether ViewAcceleration is enabled or not

Dodge_Threshold Source code

var(UTConsolePlayerInput) config float Dodge_Threshold;
If user hits A when the thumbstick is above this threshold, they will dodge in the direction of their thumbstick

ViewAccel_BaseMultiplier Source code

var(UTConsolePlayerInput) config float ViewAccel_BaseMultiplier;
How fast to start accelerating when the stick is slammed to the edge. It goes to a max of 2.0 over time

ViewAccel_CurrMutliplier Source code

var(UTConsolePlayerInput) private float ViewAccel_CurrMutliplier;

ViewAccel_DiagonalThreshold Source code

var(UTConsolePlayerInput) config float ViewAccel_DiagonalThreshold;

ViewAccel_TimeToHoldBeforeFastAcceleration Source code

var(UTConsolePlayerInput) config float ViewAccel_TimeToHoldBeforeFastAcceleration;
how long you need to hold at edge before the fast acceleration kicks in

ViewAccel_Twitchy Source code

var(UTConsolePlayerInput) config float ViewAccel_Twitchy;
Amount of twitchy we will handle before just taking the real value of the aTurn. This basically make the controls feel a lot smoother and not just spastic looking all over the place.

ViewAccel_YawThreshold Source code

var(UTConsolePlayerInput) config float ViewAccel_YawThreshold;
Threshold above when Yaw Acceleration kicks in


Functions Detail

AdjustMouseSensitivity Source code

function AdjustMouseSensitivity ( float FOVScale) )

ApplyTargetAdhesion Source code

function ApplyTargetAdhesion ( float DeltaTime, UTWeapon W, out int out_YawRot, out int out_PitchRot ) )
This will attempt to keep the player aiming at the target. It will forcibly aim the player at the target. TODO: move this to c++

ApplyTargetFriction Source code

function ApplyTargetFriction ( float DeltaTime, UTWeapon W ) )
This will slow down the player's aiming when they are on "top" of a valid Target. So when you whip around there will be a slight slow down when you are directly aiming at a target. TODO: move this to c++

ApplyViewAcceleration Source code

function ApplyViewAcceleration ( float DeltaTime ) )
This will scale the player's rotation speed depending on the location of their thumbstick and how long they have held it there.

ApplyViewAutoPitchCentering Source code

function ApplyViewAutoPitchCentering ( float DeltaTime ) )
This will auto center the player's view when they are moving along and not firing

ApplyViewAutoVehiclePitchCentering Source code

function ApplyViewAutoVehiclePitchCentering ( float DeltaTime ) )
This will auto center the player's view when they in a vehicle.

CheckForDoubleClickMove Source code

function Actor.EDoubleClickDir CheckForDoubleClickMove ( float DeltaTime) )

DebugTargetAdhesion Source code

exec function DebugTargetAdhesion ( ) )
Toggle debug display for target adhesion

DebugTargetFriction Source code

exec function DebugTargetFriction ( ) )
Toggle debug display for target friction

DebugViewAcceleration Source code

exec function DebugViewAcceleration ( ) )
Toggle debug display for view acceleration

Duck Source code

simulated exec function Duck ( ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PreProcessInput Source code

function PreProcessInput ( float DeltaTime ) )
Overridden to add hooks for view acceleration, target friction, auto centering, controller sensitivity.

SmartJump Source code

exec function SmartJump ( ) )


Defaultproperties

defaultproperties
{
   TurningAccelerationMultiplier=1.000000
   bAutoCenterPitch=True
   bAutoCenterVehiclePitch=True
   bViewAccelerationEnabled=True
   bTargetFrictionEnabled=True
   AutoCenterDelay=2.000000
   AutoVehicleCenterSpeed=12000.000000
   SlowTurnScaling=0.100000
   ViewAccel_YawThreshold=0.990000
   ViewAccel_DiagonalThreshold=0.990000
   ViewAccel_BaseMultiplier=1.100000
   ViewAccel_TimeToHoldBeforeFastAcceleration=0.210000
   ViewAccel_Twitchy=0.980000
   Dodge_Threshold=0.800000
   MagicScaleForSensitivityMiddle=2.400000
   MagicScaleForSensitivityEdge=1.500000
   ViewAccel_RampSpeed=0.100000
   ViewAccel_MaxTurnSpeed=3.000000
   ViewAccel_PitchThreshold=0.660000
   ViewAccel_LookingUpOrDownBoundary=12000.000000
   ViewAccel_BackToCenterBoundary=3000.000000
   ViewAccel_BackToCenterSpeed=2.800000
   AutoPitchCenterSpeed=0.200000
   AutoPitchStopAdjustingValue=5.000000
   HoverBoardPitchMultiplier=0.500000
   bUsingGamepad=True
   Name="Default__UTConsolePlayerInput"
   ObjectArchetype=UTPlayerInput'UTGame.Default__UTPlayerInput'
}

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Creation time: sk 18-3-2018 10:00:49.299 - Created with UnCodeX