Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTPlayerReplicationInfo

Extends
PlayerReplicationInfo
Modifiers
native nativereplication dependson ( UTCustomChar_Data )

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.ReplicationInfo
         |   
         +-- Engine.PlayerReplicationInfo
            |   
            +-- UTGame.UTPlayerReplicationInfo

Direct Known Subclasses:

UTBetrayalPRI, UTDuelPRI, UTHeroPRI, UTMissionSelectionPRI, UTOnslaughtPRI

Variables Summary
boolbAllPickupsFoundThisMap
boolbHasBeenHero
boolbHolding
boolbHUDRendered
MaterialInstanceConstantBlueBodyMIC
MaterialInstanceConstantBlueHeadMIC
boolbPrecachedBot
boolbUsingReplacementCharacter
class<UTProcessedCharacterCache>CharacterCacheClass
CustomCharDataCharacterData
byteCharacterDataChangeCount
SkeletalMeshCharacterMesh
byteCharacterMeshTeamNum
TextureCharPortrait
stringClanTag
UTLinkedReplicationInfoCustomReplicationInfo
Array<IntStat>DeathStats
colorDefaultHudColor
Array<TimeStat>DrivingStats
Array<IntStat>EventStats
MaterialInterfaceFirstPersonArmMaterial
SkeletalMeshFirstPersonArmMesh
UTCarriedObjectHasFlag
floatHeroThreshold
vectorHUDLocation
MaterialInstanceConstantHUDMaterialInstance
class<Pawn>HUDPawnClass
vectorHUDPawnLocation
byteHUDPawnYaw
Array<IntStat>KillStats
UTPlayerReplicationInfoLastKillerPRI
floatLastKillTime
floatLastReceivedCharacterDataTime
intMultiKillLevel
Array<IntStat>NodeStats
byteOrdersIndex
stringOrdersString[8]
Array<INT>PickupFlags
Array<IntStat>PickupStats
Array<TimeStat>PowerupTimeStats
MaterialInstanceConstantRedBodyMIC
MaterialInstanceConstantRedHeadMIC
intSinglePlayerCharacterIndex
intspree
UTSquadAISquad
UTGameObjectiveStartObjective
Array<IntStat>SuicideStats
UTGameObjectiveTemporaryStartObjective
ETTSSpeakerTTSSpeaker
Array<IntStat>VehicleKillStats
class<UTVoice>VoiceClass
intWeaponAwardIndex
intWeaponAwardKills
Inherited Variables from Engine.PlayerReplicationInfo
bAdmin, bBot, bControllerVibrationAllowed, bFromPreviousLevel, bFromPreviousLevel_Replicated, bHasBeenWelcomed, bHasFlag, bIsFemale, bIsInactive, bIsSpectator, bOnlySpectator, bOutOfLives, bReadyToPlay, bWaitingPlayer, Deaths, ExactPing, FriendFollowedId, GameMessageClass, Kills, NumberOfMatchesPlayed, NumLives, OldName, PacketLoss, Ping, PlayerAlias, PlayerID, PlayerLocationHint, PlayerName, PlayerRanking, SavedNetworkAddress, Score, StartTime, StringDead, StringSpectating, StringUnknown, Team, TeamID, UniqueId

Structures Summary
IntStat
StatName, StatValue
TimeStat
StatName, TotalTime, CurrentStart

Functions Summary
function AddCoins (int Coins)
functionint AddToEventStat (name NewStatName, int Amount))
functionint AddToNodeStat (name NewStatName, int Amount))
functionbool AllowClientToTeleport (Actor DestinationActor, out UTPawn OwnerPawn))
functionbool AttemptMidGameMenu ()))
functionbool CanBeHero ()))
function CheckHeroMeter ()
function ClientOnAllPickupsTaken ()))
function CopyProperties (PlayerReplicationInfo PRI))
event Destroyed ()))
functionstring GetCallSign ()))
functionstring GetCustomCharOtherTeamString ()))
functionstring GetCustomCharTeamString ()))
functionUTCarriedObject GetFlag ()))
functionfloat GetHeroMeter ()))
eventcolor GetHudColor ()))
functionstring GetLocationName ()))
functionint GetNumCoins ()))
functionUTGameObjective GetStartObjective ()))
functionint IncrementDeathStat (name NewStatName))
functionint IncrementEventStat (name NewStatName))
function IncrementHeroMeter (float AddedValue, optional class<UTDamageType> DamageType)
function IncrementKills (bool bEnemyKill, class<UTDamageType> DamageType))
functionint IncrementKillStat (name NewStatName))
functionint IncrementNodeStat (name NewStatName))
functionint IncrementPickupStat (name NewStatName))
function IncrementSpree ()
functionint IncrementSuicideStat (name NewStatName))
functionint IncrementVehicleKillStat (name NewStatName))
functionbool IsHero ()))
function LogMultiKills (bool bEnemyKill)
function OverrideWith (PlayerReplicationInfo PRI))
function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController HUDPlayerOwner, LinearColor FinalColor))
event ReplicatedEvent (name VarName))
function Reset ()))
function ResetHero ()
function RetryProcessCharacterData ()))
function SeamlessTravelTo (PlayerReplicationInfo NewPRI))
function ServerTeleportToActor (Actor DestinationActor))
function SetCharacterData (const out CustomCharData NewData))
function SetCharacterMesh (SkeletalMesh NewSkelMesh, optional bool bIsReplacement))
function SetCharMeshMaterial (int MatIndex, MaterialInstanceConstant MIC)
function SetFirstPersonArmInfo (SkeletalMesh ArmMesh, MaterialInterface ArmMaterial))
function SetFlag (UTCarriedObject NewFlag))
function SetOtherTeamSkin (SkeletalMesh NewSkelMesh))
function SetStartObjective (UTGameObjective Objective, bool bTemporary))
functionbool ShouldBroadCastWelcomeMessage ()))
function ShowMidGameMenu (bool bInitial))
function StartDrivingStat (name NewStatName))
function StartPowerupTimeStat (name NewStatName))
function StopDrivingStat (name NewStatName))
function StopPowerupTimeStat (name NewStatName))
functionbool TriggerHero ()))
functionbool UpdateCustomTeamSkin ()))
function UpdateEventStatAchievements (name StatName))
functionint UpdatePickupFlags (int index))
function UpdatePlayerLocation ()))
function UpdatePowerupAchievements (name StatName, int time))
Inherited Functions from Engine.PlayerReplicationInfo
AreUniqueNetIdsEqual, BindPlayerOwnerDataProvider, ClientInitialize, CopyProperties, Destroyed, DisplayDebug, Duplicate, GetHumanReadableName, GetLocationName, GetPlayerAlias, GetTeamNum, IsInvalidName, IsLocalPlayerPRI, OverrideWith, PostBeginPlay, ReplicatedEvent, Reset, SeamlessTravelTo, SetPlayerAlias, SetPlayerName, SetWaitingPlayer, ShouldBroadCastWelcomeMessage, Timer, UpdatePing, UpdatePlayerLocation


Variables Detail

bAllPickupsFoundThisMap Source code

var bool bAllPickupsFoundThisMap;

bHasBeenHero Source code

var bool bHasBeenHero;

bHolding Source code

var bool bHolding;

bHUDRendered Source code

var bool bHUDRendered;
Set when pawn with this PRI has been rendered on HUD map, to avoid drawing it twice

BlueBodyMIC Source code

var MaterialInstanceConstant BlueBodyMIC;

BlueHeadMIC Source code

var MaterialInstanceConstant BlueHeadMIC;

bPrecachedBot Source code

var bool bPrecachedBot;
indicates that this is a bot spawned only to precache a custom character. It should be destroyed when the game begins but the character data should stay around to be used by something spawned later (usually a character spawned by Kismet in the level)

bUsingReplacementCharacter Source code

var bool bUsingReplacementCharacter;
set if the mesh/portrait were taken from another PRI (didn't construct our own)

CharacterCacheClass Source code

var class<UTProcessedCharacterCache> CharacterCacheClass;
this class is used to cache the character data temporarily when this PRI is destroyed

CharacterData Source code

var repnotify CustomCharData CharacterData;
data for the character this player is using

CharacterDataChangeCount Source code

var byte CharacterDataChangeCount;
counter used in native replication to detect whether the server has sent the latest character data to each client should be incremented whenever CharacterData changes

CharacterMesh Source code

var SkeletalMesh CharacterMesh;
the mesh constructed from the above data

CharacterMeshTeamNum Source code

var byte CharacterMeshTeamNum;
result of GetTeamNum() as of the last time we constructed the mesh for this player

CharPortrait Source code

var Texture CharPortrait;
Texture of render of custom character head.

ClanTag Source code

var databinding string ClanTag;
The clan tag for this player

CustomReplicationInfo Source code

var UTLinkedReplicationInfo CustomReplicationInfo;

DeathStats Source code

var Array<IntStat> DeathStats;
holds all death stats (this player's deaths instigated by another player, sorted by weapon/damagetype)

DefaultHudColor Source code

var color DefaultHudColor;
Used for revenge reward, and for avoiding respawning near killer

DrivingStats Source code

var Array<TimeStat> DrivingStats;
Time spent driving, sorted by vehicle

EventStats Source code

var Array<IntStat> EventStats;
holds event stats (mostly reward announcer related

FirstPersonArmMaterial Source code

var MaterialInterface FirstPersonArmMaterial;
Material applied to first person arms. Should only be present for local players!

FirstPersonArmMesh Source code

var SkeletalMesh FirstPersonArmMesh;
Mesh to use for first person arms. Should only be present for local players!

HasFlag Source code

var private UTCarriedObject HasFlag;

HeroThreshold Source code

var float HeroThreshold;

HUDLocation Source code

var vector HUDLocation;

HUDMaterialInstance Source code

var MaterialInstanceConstant HUDMaterialInstance;

HUDPawnClass Source code

var class<Pawn> HUDPawnClass;
Replicated class of pawn controlled by owner of this PRI. Replicated when drawing HUD Map

HUDPawnLocation Source code

var vector HUDPawnLocation;

HUDPawnYaw Source code

var byte HUDPawnYaw;

KillStats Source code

var Array<IntStat> KillStats;
holds all kill stats (this player's kills, sorted by weapon/damagetype)

LastKillerPRI Source code

var UTPlayerReplicationInfo LastKillerPRI;

LastKillTime Source code

var float LastKillTime;

LastReceivedCharacterDataTime Source code

var float LastReceivedCharacterDataTime;
last time we called ProcessCharacterData() from ReplicatedEvent() (to avoid calling it multiple times at once and clobbering stuff)

MultiKillLevel Source code

var databinding int MultiKillLevel;

NodeStats Source code

var Array<IntStat> NodeStats;
holds node captured/built/healed and core damaged/destroyed stats

OrdersIndex Source code

var byte OrdersIndex;

OrdersString[8] Source code

var localized string OrdersString[8];

PickupFlags Source code

var Array<INT> PickupFlags;

PickupStats Source code

var Array<IntStat> PickupStats;
Armor, health, and powerups picked up by this player

PowerupTimeStats Source code

var Array<TimeStat> PowerupTimeStats;
Time spent holding powerups and flag/orb

RedBodyMIC Source code

var MaterialInstanceConstant RedBodyMIC;

RedHeadMIC Source code

var MaterialInstanceConstant RedHeadMIC;

SinglePlayerCharacterIndex Source code

var int SinglePlayerCharacterIndex;
Determines which character this player will be in the single player game

spree Source code

var databinding int spree;

Squad Source code

var UTSquadAI Squad;

StartObjective Source code

var repnotify UTGameObjective StartObjective;

SuicideStats Source code

var Array<IntStat> SuicideStats;
holds all suicide stats (this player's suicides, sorted by weapon/damagetype)

TemporaryStartObjective Source code

var UTGameObjective TemporaryStartObjective;

TTSSpeaker Source code

var transient ETTSSpeaker TTSSpeaker;
Voice to use for TTS.

VehicleKillStats Source code

var Array<IntStat> VehicleKillStats;
Stats of vehicles killed by this player

VoiceClass Source code

var class<UTVoice> VoiceClass;

WeaponAwardIndex Source code

var int WeaponAwardIndex;
Weapon award (most kills) at end of match - can reference by class since some aren't always loaded for console

WeaponAwardKills Source code

var int WeaponAwardKills;
Used for weapon award calculation


Structures Detail

IntStat Source code

struct IntStat
{
var name StatName;
var int StatValue;
};


TimeStat Source code

struct TimeStat
{
var float CurrentStart;
var name StatName;
var float TotalTime;
};



Functions Detail

AddCoins Source code

function AddCoins ( int Coins )

AddToEventStat Source code

function int AddToEventStat ( name NewStatName, int Amount) )

AddToNodeStat Source code

function int AddToNodeStat ( name NewStatName, int Amount) )

AllowClientToTeleport Source code

function bool AllowClientToTeleport ( Actor DestinationActor, out UTPawn OwnerPawn) )
The function is used to setup the conditions that allow a teleport. It also defers to the gameinfo
@Param DestinationActor The actor to teleport to
@param OwnerPawn returns the pawn owned by the controlling owner casts to UTPawn
@returns True if the teleport is allowed

AttemptMidGameMenu Source code

simulated function bool AttemptMidGameMenu ( ) )

CanBeHero Source code

simulated function bool CanBeHero ( ) )

CheckHeroMeter Source code

function CheckHeroMeter ( )

ClientOnAllPickupsTaken Source code

client reliable simulated function ClientOnAllPickupsTaken ( ) )
Called when all pickups on a map have been touched in one playthrough

CopyProperties Source code

function CopyProperties ( PlayerReplicationInfo PRI) )

Destroyed Source code

simulated event Destroyed ( ) )

GetCallSign Source code

simulated function string GetCallSign ( ) )

GetCustomCharOtherTeamString Source code

simulated function string GetCustomCharOtherTeamString ( ) )

GetCustomCharTeamString Source code

simulated function string GetCustomCharTeamString ( ) )
Called by custom character code when building player mesh to create team-coloured texture.

GetFlag Source code

function UTCarriedObject GetFlag ( ) )

GetHeroMeter Source code

simulated function float GetHeroMeter ( ) )

GetHudColor Source code

simulated event color GetHudColor ( ) )

GetLocationName Source code

simulated function string GetLocationName ( ) )

GetNumCoins Source code

function int GetNumCoins ( ) )

GetStartObjective Source code

function UTGameObjective GetStartObjective ( ) )

IncrementDeathStat Source code

function int IncrementDeathStat ( name NewStatName) )

IncrementEventStat Source code

function int IncrementEventStat ( name NewStatName) )

IncrementHeroMeter Source code

function IncrementHeroMeter ( float AddedValue, optional class<UTDamageType> DamageType )

IncrementKills Source code

function IncrementKills ( bool bEnemyKill, class<UTDamageType> DamageType) )

IncrementKillStat Source code

function int IncrementKillStat ( name NewStatName) )

IncrementNodeStat Source code

function int IncrementNodeStat ( name NewStatName) )

IncrementPickupStat Source code

function int IncrementPickupStat ( name NewStatName) )

IncrementSpree Source code

function IncrementSpree ( )

IncrementSuicideStat Source code

function int IncrementSuicideStat ( name NewStatName) )

IncrementVehicleKillStat Source code

function int IncrementVehicleKillStat ( name NewStatName) )

IsHero Source code

simulated function bool IsHero ( ) )

LogMultiKills Source code

function LogMultiKills ( bool bEnemyKill )

OverrideWith Source code

function OverrideWith ( PlayerReplicationInfo PRI) )

RenderMapIcon Source code

simulated function RenderMapIcon ( UTMapInfo MP, Canvas Canvas, UTPlayerController HUDPlayerOwner, LinearColor FinalColor) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

ResetHero Source code

function ResetHero ( )

RetryProcessCharacterData Source code

simulated function RetryProcessCharacterData ( ) )
triggers custom mesh creation only if we didn't get one this is used on a timer to retry after a delay when we don't think we have all the necessary info

SeamlessTravelTo Source code

function SeamlessTravelTo ( PlayerReplicationInfo NewPRI) )

ServerTeleportToActor Source code

server reliable function ServerTeleportToActor ( Actor DestinationActor) )
This function is used to teleport directly to actor. Currently, only 2 types of actors support teleporting. UTGameObjectives and UTVehicle_Leviathans.
@param DestinationActor This is the Actor the player is trying to teleport to

SetCharacterData Source code

function SetCharacterData ( const out CustomCharData NewData) )
sets character data, triggering an update for the local player and any clients

SetCharacterMesh Source code

simulated function SetCharacterMesh ( SkeletalMesh NewSkelMesh, optional bool bIsReplacement) )
Accessor that sets the custom character mesh to use for this PRI, and updates instance of player in map if there is one.

SetCharMeshMaterial Source code

simulated native function SetCharMeshMaterial ( int MatIndex, MaterialInstanceConstant MIC )

SetFirstPersonArmInfo Source code

simulated function SetFirstPersonArmInfo ( SkeletalMesh ArmMesh, MaterialInterface ArmMaterial) )
Assign a arm mesh and material to this PRI, and updates and instance of player in the map accordingly.

SetFlag Source code

function SetFlag ( UTCarriedObject NewFlag) )

SetOtherTeamSkin Source code

simulated function SetOtherTeamSkin ( SkeletalMesh NewSkelMesh) )
Save the materials off the supplied mesh as the 'other' team materials.

SetStartObjective Source code

reliable server function SetStartObjective ( UTGameObjective Objective, bool bTemporary) )

ShouldBroadCastWelcomeMessage Source code

simulated function bool ShouldBroadCastWelcomeMessage ( ) )

ShowMidGameMenu Source code

reliable simulated client function ShowMidGameMenu ( bool bInitial) )

StartDrivingStat Source code

function StartDrivingStat ( name NewStatName) )

StartPowerupTimeStat Source code

function StartPowerupTimeStat ( name NewStatName) )

StopDrivingStat Source code

function StopDrivingStat ( name NewStatName) )

StopPowerupTimeStat Source code

function StopPowerupTimeStat ( name NewStatName) )

TriggerHero Source code

function bool TriggerHero ( ) )

UpdateCustomTeamSkin Source code

simulated function bool UpdateCustomTeamSkin ( ) )
Util to swamp the team skin colour on a custom character mesh.

UpdateEventStatAchievements Source code

function UpdateEventStatAchievements ( name StatName) )

UpdatePickupFlags Source code

function int UpdatePickupFlags ( int index) )

UpdatePlayerLocation Source code

function UpdatePlayerLocation ( ) )

UpdatePowerupAchievements Source code

function UpdatePowerupAchievements ( name StatName, int time) )


Defaultproperties

defaultproperties
{
   LastKillTime=-5.000000
   VoiceClass=Class'UTGame.UTVoice_DefaultMale'
   DefaultHudColor=(B=255,G=255,R=64,A=255)
   CharacterMeshTeamNum=255
   SinglePlayerCharacterIndex=-1
   CharPortrait=Texture2D'CH_IronGuard_Headshot.T_IronGuard_HeadShot_DM'
   CharacterCacheClass=Class'UTGame.UTProcessedCharacterCache'
   HeroThreshold=20.000000
   WeaponAwardIndex=-1
   StringUnknown="Midfield"
   Name="Default__UTPlayerReplicationInfo"
   ObjectArchetype=PlayerReplicationInfo'Engine.Default__PlayerReplicationInfo'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:54.863 - Created with UnCodeX