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UTPlayerController Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.PlayerController
|
+-- GameFramework.GamePlayerController
|
+-- UTGame.UTPlayerController
DemoRecSpectator, UTConsolePlayerController, UTEntryPlayerController
| Inherited Contants from Engine.PlayerController |
|---|
| CLIENTADJUSTUPDATECOST, MAXCLIENTUPDATEINTERVAL, MAXNEARZEROVELOCITYSQUARED, MAXPOSITIONERRORSQUARED, MAXVEHICLEPOSITIONERRORSQUARED |
| Enumerations Summary | ||
|---|---|---|
| EAutoObjectivePreference AOP_Disabled, AOP_NoPreference, AOP_Attack, AOP_Defend, AOP_OrbRunner, AOP_SpecialOps, | ||
| EPawnShadowMode SHADOW_None, SHADOW_Self, SHADOW_All | ||
| EWeaponHand HAND_Right, HAND_Left, HAND_Centered, HAND_Hidden, | ||
| Inherited Enumerations from Engine.PlayerController |
|---|
| EInputMatchAction, EInputTypes, EProgressMessageType |
| Structures Summary | ||
|---|---|---|
| ObjectiveAnnouncementInfo AnnouncementSound, AnnouncementText | ||
| PostProcessInfo Shadows, MidTones, HighLights, Desaturation | ||
| Inherited Structures from Engine.PlayerController |
|---|
| ClientAdjustment, DebugTextInfo, InputEntry, InputMatchRequest |
| Functions Summary | ||
|---|---|---|
![]() | AchievementDone (bool bWasSuccessful)) | |
![]() | AcknowledgePossession (Pawn P)) | |
![]() | AddModifierCard (name Card)) | |
![]() | AddOnlineDelegates (bool bRegisterVoice)) | |
![]() | AddToFavorites ())) | |
![]() | AddToFavourites ())) | |
![]() | AdjustCameraScale (bool bIn)) | |
![]() | AdjustFOV (float DeltaTime)) | |
![]() | AdjustPersistentKey (UTSeqAct_AdjustPersistentKey InAction)) | |
![]() | Admin (string CommandLine )) | |
![]() | AdminChangeMap (string URL )) | |
![]() | AdminChangeOption (string Option, string Value)) | |
![]() | bool | AdminCmdOk ())) |
![]() | AdminForceTextMute (string TargetPlayer)) | |
![]() | AdminForceTextUnMute (string TargetPlayer)) | |
![]() | AdminForceVoiceMute (string TargetPlayer)) | |
![]() | AdminForceVoiceUnMute (string TargetPlayer)) | |
![]() | AdminKick (string S )) | |
![]() | AdminKickBan (string S )) | |
![]() | AdminLogin (string Password)) | |
![]() | AdminLogOut ())) | |
![]() | AdminPlayerList ())) | |
![]() | AdminPublishMapList ())) | |
![]() | AdminRestartMap ())) | |
![]() | AdminSessionBan (string S)) | |
![]() | float | AimHelpModifier ())) |
![]() | bool | AimingHelp (bool bInstantHit)) |
![]() | bool | AllowTextMessage (string Msg)) |
![]() | bool | AllowTTSMessageFrom (PlayerReplicationInfo PRI)) |
![]() | bool | AlreadyInActionMusic ())) |
![]() | AtuallyShowQuickPickMenu ())) | |
![]() | AutoContinueToNextRound ())) RoundEnded | |
![]() | BasePath (byte Num)) | |
![]() | BecomeActive ())) | |
![]() | BeginState (Name PreviousStateName)) Dead | |
![]() | BeginState (Name PreviousStateName)) InQueue | |
![]() | BeginState (Name PreviousStateName)) RoundEnded | |
![]() | BeginState (Name PreviousStateName)) Spectating | |
![]() | BehindView ())) | |
![]() | BehindView ())) Spectating | |
![]() | BullseyeMessage ())) | |
![]() | CallServerMove (SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove
)) | |
![]() | Camera (name NewMode )) | |
![]() | CancelPendingConnection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)) | |
![]() | bool | CanCommunicate ())) |
![]() | bool | CanRestartPlayer ())) |
![]() | CharacterProcessingComplete ())) | |
![]() | CharPolyCount () | |
![]() | CheckAutoObjective (bool bOnlyNotifyDifferent)) | |
![]() | CheckBulletWhip (soundcue BulletWhip, vector FireLocation, vector FireDir, vector HitLocation)) | |
![]() | CheckJumpOrDuck ())) | |
![]() | UTVehicle | CheckPickedVehicle (UTVehicle V, bool bEnterVehicle)) |
![]() | UTVehicle | CheckVehicleToDrive (bool bEnterVehicle)) |
![]() | bool | CleanupOnlineSubsystemSession (bool bWasFromMenu)) |
![]() | ClearCameraEffect ())) | |
![]() | ClearDoubleClick ())) | |
![]() | ClearOnlineDelegates ())) | |
![]() | ClearStringAliasBindingMapCache ())) | |
![]() | ClientBecameActivePlayer ())) | |
![]() | ClientEndZoom ())) | |
![]() | ClientGameEnded (optional Actor EndGameFocus, optional bool bIsWinner)) | |
![]() | ClientHearSound (SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded, optional bool bIsUISound )) | |
![]() | ClientIncrementAroundTheWorld (int mapIndex)) | |
![]() | ClientIncrementLikeTheBackOfMyHand (int mapIndex)) | |
![]() | ClientIncrementMixItUp (int GameType, int AchievementType)) | |
![]() | ClientMusicEvent (int EventIndex)) | |
![]() | ClientPawnDied ())) | |
![]() | ClientPlayAnnouncement (class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)) | |
![]() | ClientPlayCameraAnim (CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop)) | |
![]() | ClientPlayTakeHit (vector HitLoc, byte Damage, class<DamageType> DamageType)) | |
![]() | ClientReset ())) | |
![]() | ClientResetMapListPublish ())) | |
![]() | ClientRestart (Pawn NewPawn)) | |
![]() | ClientRoundEnded (Actor EndRoundFocus)) | |
![]() | ClientSendNextMap (int MapIndex)) | |
![]() | ClientSetAutoObjective (Actor NewAutoObjective)) | |
![]() | ClientSetBehindView (bool bNewBehindView)) | |
![]() | ClientSetGameHostNameAndId (string OwningPlayerIdString, string OwningPlayerName)) | |
![]() | ClientSetOnlineStatus ())) | |
![]() | ClientSetProcessingComplete ())) | |
![]() | ClientSetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title )) | |
![]() | ClientSetRequestedEntryWithFlag (UTVehicle V, bool bNewValue, int MessageIndex)) | |
![]() | ClientSetSpeechRecognitionObject (SpeechRecognition NewRecognitionData)) | |
![]() | ClientSetViewTarget (Actor A, optional ViewTargetTransitionParams TransitionParams )) Dead | |
![]() | ClientSmartUse ())) | |
![]() | ClientSpawnCameraEffect (class<UTEmitCameraEffect> CameraEffectClass)) | |
![]() | ClientSpawnGoreCameraEffect (class<UTEmitCameraEffect> CameraEffectClass)) | |
![]() | ClientStopCameraAnim (bool bImmediate)) | |
![]() | ClientUpdateAchievement (int AchievementId, optional int Count=1)) | |
![]() | ClientUpdateGetALife ())) | |
![]() | ClientUpdateSpiceOfLife (int MutatorBitMask)) | |
![]() | ClientWasKicked ())) | |
![]() | ClipChar () | |
![]() | CommandMenuDeactivated (UIScene DeactivatedScene )) | |
![]() | ConvolveTimeout ())) | |
![]() | SoundCue | CreateTTSSoundCue (string StrToSpeak, UTPlayerReplicationInfo PRI) |
![]() | DamageShake (int Damage, class<DamageType> DamageType)) | |
![]() | DebugMission ())) | |
![]() | DemoFF ())) | |
![]() | DemoSloMo (float NewTimeDilation)) | |
![]() | Destroyed ())) | |
![]() | Disconnect ())) | |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | DoForcedRespawn ())) Dead | |
![]() | DrawHUD (HUD H )) | |
![]() | DropFlag ())) | |
![]() | EndState (name NextStateName)) Dead | |
![]() | EndState (Name NextStateName)) InQueue | |
![]() | EndState (name NextStateName)) RoundEnded | |
![]() | EndState (Name NextStateName)) Spectating | |
![]() | EndZoom ())) | |
![]() | EndZoomNonlinear (float ZoomInterpSpeed)) | |
![]() | FellOutOfWorld (class<DamageType> dmgType)) PlayerWaiting | |
![]() | FellOutOfWorld (class<DamageType> dmgType)) Spectating | |
![]() | FellOutOfWorld (class<DamageType> dmgType)) WaitingForPawn | |
![]() | FindGoodView ())) Dead | |
![]() | UTUIScene_ConnectionStatus | FindProgressMessageScene ())) |
![]() | bool | FindVehicleToDrive ())) |
![]() | FinishQuitToMainMenu ())) | |
![]() | FixFOV ())) | |
![]() | FlushDebug ())) | |
![]() | ForceCloseProgressMessageScene (optional bool bSimulateCancel=true )) | |
![]() | FOV (float F)) | |
![]() | Rotator | GetAdjustedAimFor (Weapon W, vector StartFireLoc )) |
![]() | CustomCharData | GetPlayerCustomCharData (string CharDataString) |
![]() | GetPlayerLoc ())) | |
![]() | GetPlayerViewPoint (out vector POVLocation, out Rotator POVRotation )) | |
![]() | GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation )) Spectating | |
![]() | GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation )) WaitingForPawn | |
![]() | GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList)) | |
![]() | GetSessionInfo ())) | |
![]() | int | GetUIPlayerIndex () |
![]() | bool | HasModifierCard (name Card)) |
![]() | bool | HasPersistentKey (ESinglePlayerPersistentKeys SearchKey)) |
![]() | HideQuickPick ())) | |
![]() | InitInputSystem ())) | |
![]() | bool | IsEpicInternal () |
![]() | bool | IsKeyboardAvailable () con) |
![]() | bool | IsMouseAvailable () con) |
![]() | KickWarning ())) | |
![]() | bool | LandingShake ())) |
![]() | Rotator | LimitViewRotation (Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax )) RoundEnded |
![]() | LoadCharacterFromProfile (UTProfileSettings Profile)) | |
![]() | LoadSettingsFromProfile (bool bLoadCharacter)) | |
![]() | 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 | |
![]() | Music (int EventIndex)) | |
![]() | NextWeapon ())) | |
![]() | NextWeapon ())) RoundEnded | |
![]() | NextWeapon ())) Spectating | |
![]() | NotifyConnectionError (string Message, optional string Title )) | |
![]() | NotifyInviteFailed ())) | |
![]() | bool | NotifyLanded (vector HitNormal, Actor FloorActor)) PlayerWalking |
![]() | NotifyLoadedWorld (name WorldPackageName, bool bFinalDest)) | |
![]() | NotifyNotAllPlayersCanJoinInvite ())) | |
![]() | NotifyNotEnoughSpaceInInvite ())) | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) | |
![]() | OnCharacterUnlocked ())) | |
![]() | OnConnectionStatusChange (EOnlineServerConnectionStatus ConnectionStatus)) | |
![]() | OnControllerChanged (int ControllerId, ool bIsConnected)) | |
![]() | OnDestroyOnlineGameComplete (bool bWasSuccessful)) | |
![]() | OnEndOnlineGameComplete (bool bWasSuccessful)) | |
![]() | OnFriendInviteReceived (byte LocalUserNum, niqueNetId RequestingPlayer, tring RequestingNick, tring Message)) | |
![]() | OnFriendMessageReceived (byte LocalUserNum, niqueNetId SendingPlayer, tring SendingNick, tring Message)) | |
![]() | OnGameInviteReceived (byte LocalUserNum, tring RequestingNick)) | |
![]() | OnInviteJoinComplete (bool bWasSuccessful)) | |
![]() | OnLinkStatusChanged (bool bConnected )) | |
![]() | OnPlayCameraAnim (UTSeqAct_PlayCameraAnim InAction)) | |
![]() | OnReadProfileSettingsComplete (bool bWasSuccessful)) | |
![]() | OnStopCameraAnim (UTSeqAct_StopCameraAnim InAction)) | |
![]() | OnTTSAudioFinished (AudioComponent AC)) | |
![]() | OnUnlockAchievement (UTSeqAct_UnlockAchievement Action)) | |
![]() | OnUpdatePropertyFOVAngle ())) | |
![]() | UTUIScene_ConnectionStatus | OpenProgressMessageScene ())) |
![]() | UIScene | OpenUIScene (UIScene Template)) |
![]() | PawnDied (Pawn P)) | |
![]() | bool | PerformedUseAction ())) |
![]() | PlayAnnouncement (class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)) | |
![]() | PlayBeepSound ())) | |
![]() | PlayCameraAnim (CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bIsDamageShake )) | |
![]() | PlayerMove (float DeltaTime )) PlayerWalking | |
![]() | PlayerMove (float DeltaTime)) RoundEnded | |
![]() | PlayerTick (float DeltaTime )) | |
![]() | PlayStartupMessage (byte StartupStage)) | |
![]() | PlayVehicleHorn ())) | |
![]() | PlayWinMessage (bool bWinner)) | |
![]() | PopupMap ())) Dead | |
![]() | Possess (Pawn inPawn, bool bVehicleTransition)) | |
![]() | PrevWeapon ())) | |
![]() | PrevWeapon ())) RoundEnded | |
![]() | PrevWeapon ())) Spectating | |
![]() | ProcessConvolveResponse (string C)) | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerWaiting | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerWalking | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) Spectating | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) WaitingForPawn | |
![]() | ProjectileWarningTimer ())) | |
![]() | PulseTeamColor ())) | |
![]() | QuitToMainMenu ())) | |
![]() | ReceiveBotVoiceMessage (UTPlayerReplicationInfo SenderPRI, int MessageIndex, object LocationObject)) | |
![]() | ReceivedPlayer ())) | |
![]() | ReceiveProjectileWarning (Projectile proj)) | |
![]() | ReceiveTauntMessage (UTPlayerReplicationInfo SenderPRI, Name EmoteTag, Int Seed)) | |
![]() | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)) | |
![]() | RegisterPlayerDataStores ())) | |
![]() | RemoveCameraEffect (UTEmitCameraEffect CamEmitter )) | |
![]() | Reset ())) | |
![]() | ResetCameraMode ())) | |
![]() | ResetProfileToDefault (OnlineProfileSettings Profile) | |
![]() | Restart (bool bVehicleTransition)) | |
![]() | RetrieveSettingsFromProfile ())) | |
![]() | RoundHasEnded (optional Actor EndRoundFocus)) | |
![]() | SaveProfile (optional Int PlayerIndex)) | |
![]() | SaveServerToHistory ())) | |
![]() | SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType)) | |
![]() | ServerAdmin (string CommandLine )) | |
![]() | ServerAdminChangeOption (string Option, string Value) | |
![]() | ServerAdminLogin (string Password)) | |
![]() | ServerAdminLogOut ())) | |
![]() | ServerBecomeActivePlayer ())) | |
![]() | ServerChangeMap (string URL)) | |
![]() | ServerChangeTeam (int N)) | |
![]() | ServerDropFlag ())) | |
![]() | ServerEndMapListPublish ())) | |
![]() | ServerForceTextMute (string TargetPlayer)) | |
![]() | ServerForceTextUnMute (string TargetPlayer)) | |
![]() | ServerForceVoiceMute (string TargetPlayer)) | |
![]() | ServerForceVoiceUnMute (string TargetPlayer)) | |
![]() | ServerGetGameHostNameAndId ())) | |
![]() | ServerKickBan (string PlayerToKick, bool bBan)) | |
![]() | ServerPlayerPreferences (EWeaponHand NewWeaponHand, bool bNewAutoTaunt, bool bNewCenteredWeaponFire, EAutoObjectivePreference NewAutoObjectivePreference)) | |
![]() | ServerPlayVehicleHorn ())) | |
![]() | ServerProcessSpeechRecognition (SpeechRecognizedWord ReplicatedWords[3])) | |
![]() | ServerReceiveNextMap (int MapIndex, string MapName)) | |
![]() | ServerReStartGame ())) RoundEnded | |
![]() | ServerRestartMap ())) | |
![]() | ServerRestartPlayer ())) PlayerWaiting | |
![]() | ServerSay (string Msg )) | |
![]() | ServerSessionBan (string PlayerToBan)) | |
![]() | ServerSetAlias (string NewAlias)) | |
![]() | ServerSetAutoTaunt (bool Value)) | |
![]() | ServerSetCharacterData (CustomCharData CharData)) | |
![]() | ServerSetClanTag (string InClanTag)) | |
![]() | ServerSetHand (EWeaponHand NewWeaponHand)) | |
![]() | ServerSetProcessingComplete ())) | |
![]() | ServerShowPathToBase (byte TeamNum)) | |
![]() | ServerSpectate ())) | |
![]() | ServerStartMapListPublish (name GameClassName)) | |
![]() | ServerTeamSay (string Msg )) | |
![]() | ServerThrowWeapon ())) | |
![]() | ServerTriggerHero ())) | |
![]() | ServerUse ())) | |
![]() | ServerViewingMap (bool bNewValue)) | |
![]() | ServerViewObjective ())) | |
![]() | ServerViewObjective ())) Spectating | |
![]() | ServerViewPlayerByName (string PlayerName)) | |
![]() | ServerViewSelf ())) | |
![]() | SetAutoObjective (Actor ObjectiveActor, bool bOnlyNotifyDifferent)) | |
![]() | SetAutoTaunt (bool Value)) | |
![]() | SetBehindView (bool bNewBehindView)) | |
![]() | SetCameraAnimStrength (float NewStrength)) | |
![]() | SetCameraMode (name NewCamMode )) | |
![]() | SetFrontEndErrorMessage (string Title, string Message)) | |
![]() | SetFrontEndTravelRetryInfo (string URL, string ErrorCode)) | |
![]() | SetGamma (float GammaValue) | |
![]() | SetHand (EWeaponHand NewWeaponHand)) | |
![]() | SetHardwarePhysicsEnabled (bool bEnabled) | |
![]() | SetPawnConstructionScene (bool bShow)) | |
![]() | SetServerViewNextPlayer ())) Spectating | |
![]() | SetViewTarget (Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams)) | |
![]() | ShortServerMove (float TimeStamp, vector ClientLoc, byte NewFlags, byte ClientRoll, int View
)) | |
![]() | ShowAchievementToast (int AchievementId)) | |
![]() | ShowCommandMenu ())) | |
![]() | ShowHandMaps ())) | |
![]() | ShowHudMap ())) | |
![]() | ShowMap ())) | |
![]() | ShowMenu ())) | |
![]() | UTUIScene_MidGameMenu | ShowMidGameMenu (optional name TabTag, ptional bool bEnableInput)) |
![]() | ShowQuickPick ())) | |
![]() | ShowQuickPick () Dead | |
![]() | ShowQuickPick () PlayerWaiting | |
![]() | ShowQuickPick () RoundEnded | |
![]() | ShowQuickPick () Spectating | |
![]() | ShowQuickPick () WaitingForPawn | |
![]() | ShowScoreboard () | |
![]() | ShowScoreboard ())) RoundEnded | |
![]() | ShowVoteMenu ())) | |
![]() | SoakPause (Pawn P)) | |
![]() | SpawnCamera ())) | |
![]() | SpeakTTS (coerce string S, optional PlayerReplicationInfo PRI)) | |
![]() | SpeechRecognitionComplete ())) | |
![]() | StartAltFire (optional byte FireModeNum )) Spectating | |
![]() | StartFire (optional byte FireModeNum )) Dead | |
![]() | StartFire (optional byte FireModeNum )) PlayerWaiting | |
![]() | StartFire (optional byte FireModeNum )) Spectating | |
![]() | StartZoom (float NewDesiredFOV, float NewZoomRate)) | |
![]() | StartZoomNonlinear (float NewDesiredFOV, float NewZoomInterpSpeed)) | |
![]() | StopCameraAnim (optional bool bImmediate)) | |
![]() | StopViewShaking ())) | |
![]() | StopZoom ())) | |
![]() | SwitchWeapon (byte T)) | |
![]() | SwitchWeapon (byte T) Dead | |
![]() | SwitchWeapon (byte F) PlayerWaiting | |
![]() | SwitchWeapon (byte T)) RoundEnded | |
![]() | SwitchWeapon (byte F) Spectating | |
![]() | SwitchWeapon (byte F) WaitingForPawn | |
![]() | Talk ())) | |
![]() | Taunt (int TauntIndex)) | |
![]() | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime )) | |
![]() | TeamTalk ())) | |
![]() | TestMenu (string NewMenu)) | |
![]() | Timer ())) Dead | |
![]() | ToggleMelee ())) | |
![]() | ToggleMelee ())) Dead | |
![]() | ToggleMelee ())) RoundEnded | |
![]() | ToggleMinimap ())) | |
![]() | ToggleQuickPickOff ())) | |
![]() | ToggleScreenShotMode ())) | |
![]() | ToggleSpeaking (bool bNowOn)) | |
![]() | ToggleTranslocator ())) | |
![]() | TriggerHero ())) | |
![]() | bool | TriggerInteracted ())) |
![]() | TriggerProfileSave ())) | |
![]() | Typing (bool bTyping )) | |
![]() | UnregisterPlayerDataStores ())) | |
![]() | UpdateAchievement (int AchievementId, optional int Value = 1)) | |
![]() | UpdateRotation (float DeltaTime )) | |
![]() | UpdateSex ())) | |
![]() | UpdateVolumeAndBrightness ())) | |
![]() | Use ())) | |
![]() | UseModifierCard (name Card)) | |
![]() | bool | UsingFirstPersonCamera ())) |
![]() | ViewNextBot ())) | |
![]() | ViewObjective ())) | |
![]() | ViewPlayerByName (string PlayerName) | |
![]() | ViewPlayerByName (string PlayerName)) Spectating | |
![]() | ViewShake (float DeltaTime)) | |
| Inherited Functions from GameFramework.GamePlayerController |
|---|
| ClientDisplayChapterTitle, DisplayChapterTitle, GetChapterStrings |
| States Summary |
|---|
| Dead Source code |
|---|
|
state Dead |
| BeginState, ClientSetViewTarget, DoForcedRespawn, EndState, FindGoodView, PopupMap, ShowQuickPick, StartFire, SwitchWeapon, Timer, ToggleMelee |
| InQueue Source code |
|---|
state InQueue extends Spectating/** * This state is used when the player is out of the match waiting to be brought back in */ |
| BeginState, EndState |
| PlayerWaiting Source code |
|---|
|
auto state PlayerWaiting |
| FellOutOfWorld, ProcessMove, ServerRestartPlayer, ShowQuickPick, StartFire, SwitchWeapon |
| PlayerWalking Source code |
|---|
|
state PlayerWalking |
| NotifyLanded, PlayerMove, ProcessMove |
| RoundEnded Source code |
|---|
|
state RoundEnded |
| AutoContinueToNextRound, BeginState, EndState, LimitViewRotation, LongClientAdjustPosition, NextWeapon, PlayerMove, PrevWeapon, ServerReStartGame, ShowQuickPick, ShowScoreboard, SwitchWeapon, ToggleMelee |
| Spectating Source code |
|---|
|
state Spectating |
| BeginState, BehindView, EndState, FellOutOfWorld, GetPlayerViewPoint, NextWeapon, PrevWeapon, ProcessMove, ServerViewObjective, SetServerViewNextPlayer, ShowQuickPick, StartAltFire, StartFire, SwitchWeapon, ViewPlayerByName |
| WaitingForPawn Source code |
|---|
|
state WaitingForPawn |
| FellOutOfWorld, GetPlayerViewPoint, ProcessMove, ShowQuickPick, SwitchWeapon |
| Constants Detail |
|---|
| Variables Detail |
|---|
Currently playing text-to-speech generated sounds.
Used to keep spectator cameras from going out of world boundaries
set if camera anim modifies FOV - don't do any FOV interpolation while camera anim is playing
set when the last camera anim we played was caused by damage - we only let damage shakes override other damage shakes
vars for debug freecam, which allows camera to view player from all angles
Used for pulsing critical objective beacon
if true, while in the spectating state, behindview will be forced on a player
True if Hero post processing effects are on
If true, don't show the path arrows to your objective
set when any initial clientside processing required before allowing the player to join the game has completed
Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard)
If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo. If FALSE, use linear interp.
set if player isn't using orb, to adjust orders given
makes playercontroller hear much better (used to magnify hit sounds caused by player)
The data store that holds data needed to translate bound input events to strings for UI
If true, we will popup the map page when the player dies so they can select their spanw point
Whether or not we are quitting to the main menu.
Whether or not we should retrieve settings from the profile on next tick.
If true, HUD minimap is zoomed and rotates around player
If true, the server has muted all text chat from this player
If this PC is used in client side demo recordings
if true, rotate smoothly to desiredrotation
If true, switch to vehicle's rotation when possessing it (except for roll)
true if was defending last autoobjective
cached result of GetPlayerViewPoint()
plays camera animations (mostly used for viewshakes)
The effect to play on the camera
Vibration
Vibration
stores post processing settings applied by the camera animation applied additively to the default post processing whenever a camera anim is playing
Holds the template for the command menu
Holds the current Map Scene
camera anim played when hit (blend strength depends on damage taken)
How fast (degrees/sec) should a zoom occur
Interp speed (as used in FInterpTo) for nonlinear FOV interpolation.
Cached value for achievement unlock
last objective CheckAutoObjective() sent a notification about
last time auto objective was updated
Last bullseye announcement (hacky - don't want multiple close together)
Last time combat update message was received by this player
when downloading during servertravel, we send console messages instead of the UI box so that the player can continue to talk, etc this is the time of the last message so we don't spam too many
To limit frequency of received "friendly fire" voice messages
Last time "incoming" message was received by this player
last time ServerShowPathToBase() was executed, to avoid spamming the world with path effects
Used to prevent too frequent team changes
Last "use" time - used to limit "use" frequency
this is set when admin is sending local maplist to the server, so that game class changes due to travelling don't disrupt it
Used during matinee sequences
to limit frequency of voice messages
How long after death should we wait to popup the map
additional post processing settings modifier that can be applied @note: defaultproperties for this are hardcoded to zeroes in C++
Array of possible preset values for post process.
Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array)
class to use for displaying progress messages
Cached values for the retrieved server ID/Name, set by the history saving code, and utilized by the 'add favourite' code
current offsets applied to the camera due to camera anims, etc
This variable stores the objective that the player wishes to spawn closest to
Custom scaling for vehicle check radius. Used by UTConsolePlayerController
Indicates what control mode is desired for vehicles.
This player's Voter Registration Card
Used to scale changes in rotation when the FOV is zoomed
If true, the quick pick menu will be disable and the key will act like PrevWeapon
| Enumerations Detail |
|---|
AOP_Disabled, AOP_NoPreference, AOP_Attack, AOP_Defend, AOP_OrbRunner, AOP_SpecialOps,};
enum for the various options for the game telling the player what to do next
| Structures Detail |
|---|
var(UTPlayerController) SoundNodeWave AnnouncementSound;};
var(UTPlayerController) localized string AnnouncementText;
AnnouncementSound:the default announcement sound to play (can be None)AnnouncementText:text displayed onscreen for this announcement
var float Desaturation;};
var float HighLights;
var float MidTones;
var float Shadows;
Struct to define values for different post processing presets.
| Functions Detail |
|---|
AchievementDone Source codeShows the achievement UI so you can enjoy the new shiny achievement
AcknowledgePossession Source code
AddModifierCard Source codeAdd Modifier Card @Param Card The Modifier Card to Add
AddOnlineDelegates Source codeSets online delegates to respond to for this PC.
AddToFavorites Source codeSaves the current server info to the favourites
AddToFavourites Source code
AdjustCameraScale Source codemoves the camera in or out
AdjustFOV Source codeCalled each frame from PlayerTick this function is used to transition towards the DesiredFOV if not already at it. @Param DeltaTime - Time since last update
AdjustPersistentKey Source code
Admin Source code
AdminChangeMap Source code
AdminChangeOption Source codechanges an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin
AdminCmdOk Source code
AdminForceTextMute Source code
AdminForceTextUnMute Source code
AdminForceVoiceMute Source code
AdminForceVoiceUnMute Source code
AdminKick Source code
AdminKickBan Source code
AdminLogin Source code
AdminLogOut Source code
AdminPlayerList Source code
AdminPublishMapList Source codesends the client's maplist for the current gametype to the server - must be admin
AdminRestartMap Source code
AdminSessionBan Source code
AimHelpModifier Source code
@returns the a scaling factor for the distance from the collision box of the target to accept aiming help (for instant hit shots)
AimingHelp Source code
AllowTextMessage Source code
AllowTTSMessageFrom Source code
AlreadyInActionMusic Source codereturn true if music manager is already playing action track return true if no music manager (no need to tell non-existent music manager to change tracks
AtuallyShowQuickPickMenu Source codeThis will show the QuickPick Menu!
AutoContinueToNextRound RoundEnded Source codeThis will auto continue to the next round. Very useful doing soak testing and testing traveling to next level
BasePath Source codeshows the path to the specified team's base or other main objective
BecomeActive Source code
BeginState Dead Source code
BeginState InQueue Source code
BeginState RoundEnded Source code
BeginState Spectating Source code
BehindView Source code
BehindView Spectating Source code
BullseyeMessage Source code
CallServerMove Source code
Camera Source codeChange Camera mode - only in single player
@param New camera mode to set
CancelPendingConnection Source codeHandler for the ProgressMessageScene's OnSelection delegate. Kills any existing online game sessions.
CanCommunicate Source codeInternal. Returns FALSE if we're restricted from commincating, TRUE otherwise.
CanRestartPlayer Source code
CharacterProcessingComplete Source codecalled when the GRI finishes processing custom character meshes
CharPolyCount Source codeUsed in the Character Editor - outputs total poly count for character setup on screen.
CheckAutoObjective Source codeattempts to find an objective for the player to complete depending on their settings and tells the player about it
@note: needs to be called on the server, not the client (because that's where the AI is)
@param bOnlyNotifyDifferent - if true, only send messages to the player if the selected objective is different from the previous one
CheckBulletWhip Source code
CheckJumpOrDuck Source code
CheckPickedVehicle Source codereturns the Vehicle passed in if it can be driven
CheckVehicleToDrive Source codeReturns vehicle which can be driven @PARAM bEnterVehicle if true then player enters the found vehicle
CleanupOnlineSubsystemSession Source codeCleans up online subsystem game sessions and posts stats if the match is arbitrated.
ClearCameraEffect Source code
ClearDoubleClick Source code
ClearOnlineDelegates Source codeClears previously set online delegates.
ClearStringAliasBindingMapCache Source codeClear the contents of the command to bind key cache
ClientBecameActivePlayer Source code
ClientEndZoom Source codeAllows the server to tell the client to end zoom
ClientGameEnded Source code
ClientHearSound Source code
ClientIncrementAroundTheWorld Source code
ClientIncrementLikeTheBackOfMyHand Source code
ClientIncrementMixItUp Source code
ClientMusicEvent Source code
ClientPawnDied Source codeClient-side notification that the pawn has died.
ClientPlayAnnouncement Source code
ClientPlayCameraAnim Source code
ClientPlayTakeHit Source code
ClientReset Source code
ClientResetMapListPublish Source code
ClientRestart Source code
ClientRoundEnded Source code
ClientSendNextMap Source codesends a single map in the current gametype's maplist to the server for updating
ClientSetAutoObjective Source codeclient-side notification of the current auto objective
ClientSetBehindView Source code
ClientSetGameHostNameAndId Source codeCalled by the server to tell the client what its OwningPlayerId and PlayerName is
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
ClientSetProcessingComplete Source codethis is used in seamless travel when the PlayerController class got replaced to force bInitialProcessingComplete to true
ClientSetProgressMessage Source codeSets or updates the any current progress message being displayed.
@param MessageType the type of progress message
@param Message the message to display
@param Title the title to use for the progress message.
ClientSetRequestedEntryWithFlag Source codesets bRequestedEntryWithFlag on the given vehicle to update the HUD
ClientSetSpeechRecognitionObject Source code
ClientSetViewTarget Dead Source code
ClientSmartUse Source code
ClientSpawnCameraEffect Source codeSpawn ClientSide Camera Effects
ClientSpawnGoreCameraEffect Source codeSpawn ClientSide gory Camera Effects (so low gore client can ignore)
ClientStopCameraAnim Source code
ClientUpdateAchievement Source codeUnlocks the achievement on the client (can only be done clientside)
@param AchievementId the achievement to unlock
ClientUpdateGetALife Source code
ClientUpdateSpiceOfLife Source code
ClientWasKicked Source code
ClipChar Source codeUsed in the Character Editor - outputs current character setup as concise text form.
CommandMenuDeactivated Source code
ConvolveTimeout Source codeCalled when the convolve response has timed out
CreateTTSSoundCue Source codeConstructs a SoundCue, performs text-to-wavedata conversion.
DamageShake Source codeCauses a view shake based on the amount of damage
DebugMission Source code
DemoFF Source codeFastforward control for demo playback
DemoSloMo Source codeSlomo used in demo playback
Destroyed Source code
Disconnect Source code
DisplayDebug Source codelist important UTPlayerController 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.
DoForcedRespawn Dead Source codeforces player to respawn if it is enabled
DrawHUD Source code
DropFlag Source code
EndState Dead Source code
EndState InQueue Source code
EndState RoundEnded Source code
EndState Spectating Source code
EndZoom Source codeThis function will end a zoom and reset the FOV to the default value
EndZoomNonlinear Source codeEnds a zoom, but interpolates nonlinearly back to the default value.
FellOutOfWorld PlayerWaiting Source codecalled when the actor falls out of the world 'safely' (below KillZ and such)
FellOutOfWorld Spectating Source codecalled when the actor falls out of the world 'safely' (below KillZ and such)
FellOutOfWorld WaitingForPawn Source codecalled when the actor falls out of the world 'safely' (below KillZ and such)
FindGoodView Dead Source code
FindProgressMessageScene Source code
@return a reference to the progress message scene, if it's already open.
FindVehicleToDrive Source codeTries to find a vehicle to drive within a limited radius. Returns true if successful
FinishQuitToMainMenu Source codeCalled after onlinesubsystem game cleanup has completed.
FixFOV Source code
FlushDebug Source code
ForceCloseProgressMessageScene Source codeManually closes the progress message scene, if open. Normally the progress message scene would be closed when the user clicks one of its buttons.
@param bSimulateCancel if TRUE, will set the message box's selection to the index of the Cancel button; otherwise, just closes the scene without touching the selection value.
FOV Source code
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. UTPlayerController implementation doesn't adjust aim, but sets the shottarget (for warning enemies)
@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.
GetPlayerCustomCharData Source codeGet the preferred custom character setup for this player (from player profile store).
GetPlayerLoc Source codedebug command for bug reports
GetPlayerViewPoint Source code
GetPlayerViewPoint Spectating Source codeHandle forcing behindview/etc
GetPlayerViewPoint WaitingForPawn Source code
GetSeamlessTravelActorList Source code
GetSessionInfo Source code
GetUIPlayerIndex Source code
@return Returns the index of this PC in the GamePlayers array.
HasModifierCard Source code@Returns true if the player has any of these cards
HasPersistentKey Source code
HideQuickPick Source codeHide the Quick Pick Scene
InitInputSystem Source code
IsEpicInternal Source code
@return Returns whether or not we're in a epic internal build.
IsKeyboardAvailable Source code
@return Whether or not the user has a keyboard plugged-in.
IsMouseAvailable Source code
@return Whether or not the user has a mouse plugged-in.
KickWarning Source code
LandingShake Source codeLandingShake() returns true if controller wants landing view shake
LimitViewRotation RoundEnded Source codeLimit the player's view rotation. (Pitch component).
LoadCharacterFromProfile Source codeLoads the player's custom character from their profile.
LoadSettingsFromProfile Source code
LongClientAdjustPosition Source code
LongClientAdjustPosition RoundEnded Source code
Music Source code
NextWeapon Source code
NextWeapon RoundEnded Source code
NextWeapon Spectating 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.
NotifyInviteFailed Source codeOverride to display a message to the user
NotifyLanded PlayerWalking Source code
NotifyLoadedWorld Source code
NotifyNotAllPlayersCanJoinInvite Source codeOverride to display a message to the user
NotifyNotEnoughSpaceInInvite Source codeOverride to display a message to the user
NotifyTakeHit Source code
OnCharacterUnlocked Source codeCallback for when a character has been unlocked.
OnConnectionStatusChange Source codeCalled when a system level connection change notification occurs. If we are playing a Live match, we may need to notify and go back to the menu. Otherwise silently ignore this.
@param ConnectionStatus the new connection status.
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
OnDestroyOnlineGameComplete Source codeCalled when the destroy online game has completed. At this point it is safe to travel back to the menus
@param bWasSuccessful whether it worked ok or not
OnEndOnlineGameComplete Source codeCalled when the online game has finished ending.
OnFriendInviteReceived Source codeCallback for when a friend request has been received.
OnFriendMessageReceived Source codeCalled when a friend invite arrives for a local player
@param LocalUserNum the user that is receiving the invite
@param SendingPlayer the player sending the friend request
@param SendingNick the nick of the player sending the friend request
@param Message the message to display to the recipient
@return true if successful, false otherwise
OnGameInviteReceived Source codeCallback for when a game invite has been received.
OnInviteJoinComplete Source codeOnce the join completes, use the platform specific connection information to connect to it
@param bWasSuccessful whether the join worked or not
OnLinkStatusChanged Source codeCalled when the platform's network link status changes. If we are playing a match on a remote server, we need to go back to the front end menus and notify the player.
OnPlayCameraAnim Source code
OnReadProfileSettingsComplete Source codeCallback for when the profile finishes reading for this PC.
OnStopCameraAnim Source code
OnTTSAudioFinished Source code
OnUnlockAchievement Source codeHandles the Kismet action to unlock an achievement
@param Action the action containing which achievement to unlock
OnUpdatePropertyFOVAngle Source codecalled through camera anim code when it modifies FOVAngle
OpenProgressMessageScene Source codeOpens the scene which is used to display connection/download progress & error messages. If the scene is already open, will return a reference to the existing scene rather than creating another one.
@return a reference to an instance of UTUIScene_ConnectionStatus which is fully initialized and ready to be used.
OpenUIScene Source codeAttempts to open a UI Scene. @Param Template The Template of the scene to open. @Returns the opened scene
PawnDied Source code
PerformedUseAction Source code
PlayAnnouncement Source code
PlayBeepSound Source code
PlayCameraAnim Source codeplays the specified camera animation with the specified weight (0 to 1) local client only
PlayerMove PlayerWalking Source code
PlayerMove RoundEnded Source code
PlayerTick Source code
PlayStartupMessage Source code
PlayVehicleHorn Source code
PlayWinMessage Source code
PopupMap Dead Source code
Possess Source code
PrevWeapon Source code
PrevWeapon RoundEnded Source code
PrevWeapon Spectating Source codeThe Prev/Next weapon functions are used to move forward and backwards through the player list
ProcessConvolveResponse Source codeCalled when the convolve response has returned
ProcessMove PlayerWaiting Source code
ProcessMove PlayerWalking Source code
ProcessMove Spectating Source code
ProcessMove WaitingForPawn Source code
ProjectileWarningTimer Source code
PulseTeamColor Source codeCalled from the UTTeamGameMessage, this will cause all TeamColored Images on the hud to pulse.
QuitToMainMenu Source codeCalled when returning to the main menu.
ReceiveBotVoiceMessage Source codeReceive a voice message from a bot - process locally, since character may be different on client
ReceivedPlayer Source code
ReceiveProjectileWarning Source code
ReceiveTauntMessage Source codeReceive a taunt from a player - process locally, since character may be different on client
ReceiveWarning 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. Overloaded so we can initialize game specific player data stores.
RemoveCameraEffect Source code
@param CamEmitter Clear the CameraEffect if it is the one passed in
Reset Source code
ResetCameraMode Source code
ResetProfileToDefault Source codeResets the profile to its default state.
Restart Source code
RetrieveSettingsFromProfile Source codeGathers player settings from the client's profile.
RoundHasEnded Source code
SaveProfile Source codeSaves the current profile complete with UI scene
SaveServerToHistory Source codeSaves the UniqueNetId for the current server to the player's list of recently visited servers (server history).
SendMessage Source code
ServerAdmin Source code
ServerAdminChangeOption Source codechanges an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin
ServerAdminLogin Source code
ServerAdminLogOut Source code
ServerBecomeActivePlayer Source code
ServerChangeMap Source code
ServerChangeTeam Source codeDon't allow team changes if we are in single player, or too frequently
ServerDropFlag Source code
ServerEndMapListPublish Source codeindicates server has received all maps in the client's list
ServerForceTextMute Source code
ServerForceTextUnMute Source code
ServerForceVoiceMute Source code
ServerForceVoiceUnMute Source code
ServerGetGameHostNameAndId Source code
ServerKickBan Source codeAllows the local player or admin to kick a player
ServerPlayerPreferences Source code
ServerPlayVehicleHorn Source code
ServerProcessSpeechRecognition Source code
ServerReceiveNextMap Source codeserver receives a single map list entry and asks client for the next one
ServerReStartGame RoundEnded Source code
ServerRestartMap Source code
ServerRestartPlayer PlayerWaiting Source code
ServerSay Source code
ServerSessionBan Source code
ServerSetAlias Source code
ServerSetAutoTaunt Source code
ServerSetCharacterData Source codetells the server about the character this player is using
ServerSetClanTag Source codeSets the ClanTag for this player.
@param InClanTag New clan tag for the player.
ServerSetHand Source code
ServerSetProcessingComplete Source codecalled after any initial clientside processing is complete to allow the client to spawn in
ServerShowPathToBase Source code
ServerSpectate Source code
ServerStartMapListPublish Source codegets the server started for receiving a map list
ServerTeamSay Source code
ServerThrowWeapon Source code
ServerTriggerHero Source code
ServerUse Source codeLimit use frequency
ServerViewingMap Source code
ServerViewObjective Source code
ServerViewObjective Spectating Source code
ServerViewPlayerByName Source code
ServerViewSelf Source code
SetAutoObjective Source code
SetAutoTaunt Source code
SetBehindView Source code
SetCameraAnimStrength Source codeAllows changing camera anim strength on the fly
SetCameraMode Source codeSet new camera mode
@param NewCamMode, new camera mode.
SetFrontEndErrorMessage Source codeSets a error message in the registry datastore that will display to the user the next time they are in the frontend.
@param Title Title of the messagebox.
@param Message Message of the messagebox.
SetFrontEndTravelRetryInfo Source codeSaves information to the registry about the last travel attempt, to allow the frontend to attempt a reconnect if necessary
SetGamma Source codeSets the current gamma value.
@param New Gamma Value, must be between 0.0 and 1.0
SetHand Source code
SetHardwarePhysicsEnabled Source codeSets whether or not hardware physics are enabled.
@param bEnabled Whether to enable the physics or not.
SetPawnConstructionScene Source code
SetServerViewNextPlayer Spectating Source code
SetViewTarget Source code
ShortServerMove Source code
ShowAchievementToast Source code
ShowCommandMenu Source code
ShowHandMaps Source code
ShowHudMap Source code
ShowMap Source code
ShowMenu Source code
ShowMidGameMenu Source code
ShowQuickPick Source codeShow the Quick Pick Scene
ShowQuickPick Dead Source code
ShowQuickPick PlayerWaiting Source code
ShowQuickPick RoundEnded Source code
ShowQuickPick Spectating Source code
ShowQuickPick WaitingForPawn Source code
ShowScoreboard Source code
ShowScoreboard RoundEnded Source code
ShowVoteMenu Source code
SoakPause Source code
SpawnCamera Source code
SpeakTTS Source code
SpeechRecognitionComplete Source codeset to VoiceInterface's speech recognition delegate; called when words are recognized
StartAltFire Spectating Source codeAltFire - Resets to Free Camera Mode
StartFire Dead Source code
StartFire PlayerWaiting Source code
StartFire Spectating Source codeFire will select the next/prev objective
StartZoom Source codeThis function will cause the PlayerController to begin zooming to a new FOV Level. @Param NewDesiredFOV - The new FOV Value to head towards @Param NewZoomRate - The rate of transition in degrees per second
StartZoomNonlinear Source code
StopCameraAnim Source codeStops the currently playing camera animation.
StopViewShaking Source codeTurns off any view shaking
StopZoom Source codeThis function will stop the zooming process keeping the current FOV Angle
SwitchWeapon Source code
SwitchWeapon Dead Source code
SwitchWeapon PlayerWaiting Source code
SwitchWeapon RoundEnded Source code
SwitchWeapon Spectating Source code
SwitchWeapon WaitingForPawn Source code
Talk Source code
Taunt Source code
TeamMessage Source codeOverloaded to implement TTS.
TeamTalk Source code
TestMenu Source code
Timer Dead Source code
ToggleMelee Source code
ToggleMelee Dead Source code
ToggleMelee RoundEnded Source code
ToggleMinimap Source code
ToggleQuickPickOff Source codeTurn the QuickPick System off
ToggleScreenShotMode Source code
ToggleSpeaking Source codeturns on/off voice chat/recognition
ToggleTranslocator Source code
TriggerHero Source code
TriggerInteracted Source code
TriggerProfileSave Source code
Typing Source code
UnregisterPlayerDataStores Source codeUnregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed. Overloaded so we can unregister game specific player data stores.
UpdateAchievement Source code
UpdateRotation Source code
UpdateSex Source codeSex is set when mesh is set for pawn
UpdateVolumeAndBrightness Source codeUpdates sound volumes and screen brightness. Done in a seperate function so it can be called by the sliders to update these values in real time without doing a lot of extra work.
Use Source code
UseModifierCard Source codeUse Modifier Card @Param Card The Modifier Card use
UsingFirstPersonCamera Source codereturn whether viewing in first person mode
ViewNextBot Source code
ViewObjective Source code
ViewPlayerByName Source code
ViewPlayerByName Spectating Source code
ViewShake Source codeSets ShakeOffset and ShakeRot to the current view shake that should be applied to the camera
| Defaultproperties |
|---|
defaultproperties
{
bNoTextToSpeechVoiceMessages=True
bAutoTaunt=True
bEnableDodging=True
bAlwaysMouseLook=True
bUseVehicleRotationOnPossess=True
bFirstPersonWeaponsSelfShadow=True
bForceBehindView=True
bLandingShake=True
bSmoothClientDemo=True
IdentifiedTeam=255
PawnShadowMode=SHADOW_All
AutoObjectivePreference=AOP_NoPreference
LastKickWarningTime=-1000.000000
MsgPlayerNotFound="Player not Found!"
CameraShakeShortWaveForm=ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform7'
CameraShakeLongWaveForm=ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform8'
CamOverridePostProcess=(bEnableBloom=True,bEnableSceneEffect=True,Bloom_Scale=1.000000,Bloom_InterpolationDuration=1.000000,DOF_FalloffExponent=4.000000,DOF_BlurKernelSize=16.000000,DOF_MaxNearBlurAmount=1.000000,DOF_MaxFarBlurAmount=1.000000,DOF_ModulateBlurColor=(B=255,G=255,R=255,A=255),DOF_FocusInnerRadius=2000.000000,DOF_InterpolationDuration=1.000000,MotionBlur_MaxVelocity=1.000000,MotionBlur_Amount=0.500000,MotionBlur_FullMotionBlur=True,MotionBlur_CameraRotationThreshold=45.000000,MotionBlur_CameraTranslationThreshold=10000.000000,MotionBlur_InterpolationDuration=1.000000,Scene_HighLights=(X=1.000000,Y=1.000000,Z=1.000000),Scene_MidTones=(X=1.000000,Y=1.000000,Z=1.000000),Scene_InterpolationDuration=1.000000)
DamageCameraAnim=CameraAnim'FX_HitEffects.DamageViewShake'
MatineeCameraClass=Class'Engine.AnimatedCamera'
ZoomRotationModifier=0.500000
VehicleCheckRadiusScaling=1.000000
BeaconPulseMax=1.100000
BeaconPulseRate=0.500000
PulseTimer=5.000000
CommandMenuTemplate=UTUIScene_CommandMenu'UI_InGameHud.Menus.CommandMenu'
ProgressMessageSceneClassName="UTGame.UTUIScene_ConnectionStatus"
OldMessageTime=-100.000000
PopupWaitTime=5.000000
LastTeamChangeTime=-1000.000000
OnFootDefaultFOV=90.000000
CameraClass=None
bCheckSoundOcclusion=True
FOVAngle=90.000000
DesiredFOV=90.000000
DefaultFOV=90.000000
CheatClass=Class'UTGame.UTCheatManager'
InputClass=Class'UTGame.UTPlayerInput'
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'GameFramework.Default__GamePlayerController:CollisionCylinder'
ObjectArchetype=CylinderComponent'GameFramework.Default__GamePlayerController:CollisionCylinder'
End Object
CylinderComponent=CollisionCylinder
MinRespawnDelay=1.500000
Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'GameFramework.Default__GamePlayerController:Sprite'
ObjectArchetype=SpriteComponent'GameFramework.Default__GamePlayerController:Sprite'
End Object
Components(0)=Sprite
Components(1)=CollisionCylinder
CollisionComponent=CollisionCylinder
Name="Default__UTPlayerController"
ObjectArchetype=GamePlayerController'GameFramework.Default__GamePlayerController'
}
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