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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 |
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CLIENTADJUSTUPDATECOST, MAXCLIENTUPDATEINTERVAL, MAXNEARZEROVELOCITYSQUARED, MAXPOSITIONERRORSQUARED, MAXVEHICLEPOSITIONERRORSQUARED |
Enumerations Summary | ||
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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 |
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EInputMatchAction, EInputTypes, EProgressMessageType |
Structures Summary | ||
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ObjectiveAnnouncementInfo AnnouncementSound, AnnouncementText | ||
PostProcessInfo Shadows, MidTones, HighLights, Desaturation |
Inherited Structures from Engine.PlayerController |
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ClientAdjustment, DebugTextInfo, InputEntry, InputMatchRequest |
Functions Summary | ||
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![]() | 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 |
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ClientDisplayChapterTitle, DisplayChapterTitle, GetChapterStrings |
States Summary |
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Dead Source code |
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state Dead |
BeginState, ClientSetViewTarget, DoForcedRespawn, EndState, FindGoodView, PopupMap, ShowQuickPick, StartFire, SwitchWeapon, Timer, ToggleMelee |
InQueue Source code |
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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 |
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auto state PlayerWaiting |
FellOutOfWorld, ProcessMove, ServerRestartPlayer, ShowQuickPick, StartFire, SwitchWeapon |
PlayerWalking Source code |
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state PlayerWalking |
NotifyLanded, PlayerMove, ProcessMove |
RoundEnded Source code |
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state RoundEnded |
AutoContinueToNextRound, BeginState, EndState, LimitViewRotation, LongClientAdjustPosition, NextWeapon, PlayerMove, PrevWeapon, ServerReStartGame, ShowQuickPick, ShowScoreboard, SwitchWeapon, ToggleMelee |
Spectating Source code |
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state Spectating |
BeginState, BehindView, EndState, FellOutOfWorld, GetPlayerViewPoint, NextWeapon, PrevWeapon, ProcessMove, ServerViewObjective, SetServerViewNextPlayer, ShowQuickPick, StartAltFire, StartFire, SwitchWeapon, ViewPlayerByName |
WaitingForPawn Source code |
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state WaitingForPawn |
FellOutOfWorld, GetPlayerViewPoint, ProcessMove, ShowQuickPick, SwitchWeapon |
Constants Detail |
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Variables Detail |
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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 |
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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 |
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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 |
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Shows the achievement UI so you can enjoy the new shiny achievement
Add Modifier Card @Param Card The Modifier Card to Add
Sets online delegates to respond to for this PC.
Saves the current server info to the favourites
moves the camera in or out
Called each frame from PlayerTick this function is used to transition towards the DesiredFOV if not already at it. @Param DeltaTime - Time since last update
changes an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin
sends the client's maplist for the current gametype to the server - must be admin
@returns the a scaling factor for the distance from the collision box of the target to accept aiming help (for instant hit shots)
return 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
This will show the QuickPick Menu!
This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level
shows the path to the specified team's base or other main objective
Change Camera mode - only in single player
@param New camera mode to set
Handler for the ProgressMessageScene's OnSelection delegate. Kills any existing online game sessions.
Internal. Returns FALSE if we're restricted from commincating, TRUE otherwise.
called when the GRI finishes processing custom character meshes
Used in the Character Editor - outputs total poly count for character setup on screen.
attempts 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
returns the Vehicle passed in if it can be driven
Returns vehicle which can be driven @PARAM bEnterVehicle if true then player enters the found vehicle
Cleans up online subsystem game sessions and posts stats if the match is arbitrated.
Clears previously set online delegates.
Clear the contents of the command to bind key cache
Allows the server to tell the client to end zoom
Client-side notification that the pawn has died.
sends a single map in the current gametype's maplist to the server for updating
client-side notification of the current auto objective
Called by the server to tell the client what its OwningPlayerId and PlayerName is
Looks at the current game state and uses that to set the rich presence strings Licensees should override this in their player controller derived class
this is used in seamless travel when the PlayerController class got replaced to force bInitialProcessingComplete to true
Sets 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.
sets bRequestedEntryWithFlag on the given vehicle to update the HUD
Spawn ClientSide Camera Effects
Spawn ClientSide gory Camera Effects (so low gore client can ignore)
Unlocks the achievement on the client (can only be done clientside)
@param AchievementId the achievement to unlock
Used in the Character Editor - outputs current character setup as concise text form.
Called when the convolve response has timed out
Constructs a SoundCue, performs text-to-wavedata conversion.
Causes a view shake based on the amount of damage
Fastforward control for demo playback
Slomo used in demo playback
list 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.
forces player to respawn if it is enabled
This function will end a zoom and reset the FOV to the default value
Ends a zoom, but interpolates nonlinearly back to the default value.
called when the actor falls out of the world 'safely' (below KillZ and such)
called when the actor falls out of the world 'safely' (below KillZ and such)
called when the actor falls out of the world 'safely' (below KillZ and such)
@return a reference to the progress message scene, if it's already open.
Tries to find a vehicle to drive within a limited radius. Returns true if successful
Called after onlinesubsystem game cleanup has completed.
Manually 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.
Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing. 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.
Get the preferred custom character setup for this player (from player profile store).
debug command for bug reports
Handle forcing behindview/etc
@return Returns the index of this PC in the GamePlayers array.
@Returns true if the player has any of these cards
Hide the Quick Pick Scene
@return Returns whether or not we're in a epic internal build.
@return Whether or not the user has a keyboard plugged-in.
@return Whether or not the user has a mouse plugged-in.
LandingShake() returns true if controller wants landing view shake
Limit the player's view rotation. (Pitch component).
Loads the player's custom character from their profile.
Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.
@param Message a description of why the connection was lost
@param Title the title to use in the connection failure message.
Override to display a message to the user
Override to display a message to the user
Override to display a message to the user
Callback for when a character has been unlocked.
Called 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.
Attempts to pause/unpause the game when a controller becomes disconnected/connected
@param ControllerId the id of the controller that changed
@param bIsConnected whether the controller is connected or not
Called 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
Called when the online game has finished ending.
Callback for when a friend request has been received.
Called 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
Callback for when a game invite has been received.
Once the join completes, use the platform specific connection information to connect to it
@param bWasSuccessful whether the join worked or not
Called 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.
Callback for when the profile finishes reading for this PC.
Handles the Kismet action to unlock an achievement
@param Action the action containing which achievement to unlock
called through camera anim code when it modifies FOVAngle
Opens 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.
Attempts to open a UI Scene. @Param Template The Template of the scene to open. @Returns the opened scene
plays the specified camera animation with the specified weight (0 to 1) local client only
The Prev/Next weapon functions are used to move forward and backwards through the player list
Called when the convolve response has returned
Called from the UTTeamGameMessage, this will cause all TeamColored Images on the hud to pulse.
Called when returning to the main menu.
Receive a voice message from a bot - process locally, since character may be different on client
Receive a taunt from a player - process locally, since character may be different on client
Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered. Overloaded so we can initialize game specific player data stores.
@param CamEmitter Clear the CameraEffect if it is the one passed in
Resets the profile to its default state.
Gathers player settings from the client's profile.
Saves the current profile complete with UI scene
Saves the UniqueNetId for the current server to the player's list of recently visited servers (server history).
changes an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin
Don't allow team changes if we are in single player, or too frequently
indicates server has received all maps in the client's list
Allows the local player or admin to kick a player
server receives a single map list entry and asks client for the next one
tells the server about the character this player is using
Sets the ClanTag for this player.
@param InClanTag New clan tag for the player.
called after any initial clientside processing is complete to allow the client to spawn in
gets the server started for receiving a map list
Limit use frequency
Allows changing camera anim strength on the fly
Set new camera mode
@param NewCamMode, new camera mode.
Sets 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.
Saves information to the registry about the last travel attempt, to allow the frontend to attempt a reconnect if necessary
Sets the current gamma value.
@param New Gamma Value, must be between 0.0 and 1.0
Sets whether or not hardware physics are enabled.
@param bEnabled Whether to enable the physics or not.
Show the Quick Pick Scene
set to VoiceInterface's speech recognition delegate; called when words are recognized
AltFire - Resets to Free Camera Mode
Fire will select the next/prev objective
This 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
Stops the currently playing camera animation.
Turns off any view shaking
This function will stop the zooming process keeping the current FOV Angle
Overloaded to implement TTS.
Turn the QuickPick System off
turns on/off voice chat/recognition
Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed. Overloaded so we can unregister game specific player data stores.
Sex is set when mesh is set for pawn
Updates 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 Modifier Card @Param Card The Modifier Card use
return whether viewing in first person mode
Sets ShakeOffset and ShakeRot to the current view shake that should be applied to the camera
Defaultproperties |
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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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