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Engine.LocalPlayer

Extends
Player
Modifiers
within Engine config ( Engine ) native transient

Core.Object
|   
+-- Engine.Player
   |   
   +-- Engine.LocalPlayer

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
array<PostProcessSettingsOverride>ActivePPOverrides
SynchronizedActorVisibilityHistoryActorVisibilityHistory
EAspectRatioAxisConstraintAspectRatioAxisConstraint
boolbSentSplitJoin
boolbWantToResetToMapDefaultPP
intControllerId
CurrentPostProcessVolumeInfoCurrentPPInfo
stringLastMap
vectorLastViewLocation
CurrentPostProcessVolumeInfoLevelPPInfo
vector2dOrigin
PostProcessChainPlayerPostProcess
array<PostProcessChain>PlayerPostProcessChains
vector2dSize
TranslationContextTagContext
GameViewportClientViewportClient
pointerViewState
Inherited Variables from Engine.Player
Actor, ConfiguredInternetSpeed, ConfiguredLanSpeed, CurrentNetSpeed, PP_DesaturationMultiplier, PP_HighlightsMultiplier, PP_MidTonesMultiplier, PP_ShadowsMultiplier
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
CurrentPostProcessVolumeInfo
LastSettings, LastVolumeUsed, BlendStartTime, LastBlendTime
PostProcessSettingsOverride
Settings, bBlendingIn, bBlendingOut, CurrentBlendInTime, CurrentBlendOutTime, BlendInDuration, BlendOutDuration, BlendStartTime
SynchronizedActorVisibilityHistory
State, CriticalSection
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function ClearPostProcessSettingsOverride (optional float BlendOutTime)
function DeProject (vector2D RelativeScreenPos, out vector WorldOrigin, out vector WorldDirection)
functionbool GetActorVisibility (Actor TestActor) con)
eventstring GetNickname ()))
functionPostProcessChain GetPostProcessChain (int InIndex)
functionTranslationContext GetTranslationContext ()
eventUniqueNetId GetUniqueNetId ()))
functionbool InsertPostProcessingChain (PostProcessChain InChain, int InIndex, bool bInClone)
function OverridePostProcessSettings (PostProcessSettings OverrideSettings, optional float BlendInTime)
functionbool RemoveAllPostProcessingChains ()
functionbool RemovePostProcessingChain (int InIndex)
function SendSplitJoin ()
function SetControllerId (int NewControllerId ))
functionbool SpawnPlayActor (string URL, ut string OutError)
function TouchPlayerPostProcessChain ()
Inherited Functions from Engine.Player
SwitchController
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

ActivePPOverrides Source code

var protected transient array<PostProcessSettingsOverride> ActivePPOverrides;
Stack of active overrides. Restricting this to 1 "active" and have all others be fading out, though

ActorVisibilityHistory Source code

var private native transient const SynchronizedActorVisibilityHistory ActorVisibilityHistory;

AspectRatioAxisConstraint Source code

var config EAspectRatioAxisConstraint AspectRatioAxisConstraint;
How to constrain perspective viewport FOV

bSentSplitJoin Source code

var const editconst transient bool bSentSplitJoin;
set when we've sent a split join request

bWantToResetToMapDefaultPP Source code

var bool bWantToResetToMapDefaultPP;
Whether or not to use the next map's defaults and ditch the current pp settings

ControllerId Source code

var int ControllerId;
The controller ID which this player accepts input from.

CurrentPPInfo Source code

var const noimport transient CurrentPostProcessVolumeInfo CurrentPPInfo;
The Post Process value used

LastMap Source code

var string LastMap;
The last map this player remembers being on. Used to determine if the map has changed and the pp needs to be reset to default

LastViewLocation Source code

var transient vector LastViewLocation;
The location of the player's view the previous frame.

LevelPPInfo Source code

var const noimport transient CurrentPostProcessVolumeInfo LevelPPInfo;
Baseline Level Post Process Info

Origin Source code

var vector2d Origin;
The coordinates for the upper left corner of the master viewport subregion allocated to this player. 0-1

PlayerPostProcess Source code

var const PostProcessChain PlayerPostProcess;
Chain of post process effects for this player view

PlayerPostProcessChains Source code

var const array<PostProcessChain> PlayerPostProcessChains;

Size Source code

var vector2d Size;
The size of the master viewport subregion allocated to this player. 0-1

TagContext Source code

var TranslationContext TagContext;
This Local Player's translation context. See GetTranslationContext() below.

ViewportClient Source code

var GameViewportClient ViewportClient;
The master viewport containing this player's view.

ViewState Source code

var private native const pointer ViewState;


Structures Detail

CurrentPostProcessVolumeInfo Source code

struct CurrentPostProcessVolumeInfo
{
var float BlendStartTime;
var float LastBlendTime;
var PostProcessSettings LastSettings;
var PostProcessVolume LastVolumeUsed;
};

BlendStartTime:
Time when a new post process volume was set
LastBlendTime:
Time when the settings blend was last updated.
LastSettings:
Last pp settings used when blending to the next set of volume values.
LastVolumeUsed:
The last post process volume that was applied to the scene

PostProcessSettingsOverride Source code

struct PostProcessSettingsOverride
{
var bool bBlendingIn;
var bool bBlendingOut;
var float BlendInDuration;
var float BlendOutDuration;
var float BlendStartTime;
var float CurrentBlendInTime;
var float CurrentBlendOutTime;
var PostProcessSettings Settings;
};


SynchronizedActorVisibilityHistory Source code

struct SynchronizedActorVisibilityHistory
{
var pointer CriticalSection;
var pointer State;
};



Functions Detail

ClearPostProcessSettingsOverride Source code

simulated native function ClearPostProcessSettingsOverride ( optional float BlendOutTime )
Stop overriding post process settings. Will only affect active overrides -- in-progress blendouts are unaffected.
@param BlendOutTime - The amount of time you want to take to recover from the override you are clearing.

DeProject Source code

native final function DeProject ( vector2D RelativeScreenPos, out vector WorldOrigin, out vector WorldDirection )
transforms 2D screen coordinates into a 3D world-space origin and direction
@note: use the Canvas version where possible as it already has the necessary information, whereas this function must gather it and is therefore slower
@param ScreenPos - relative screen coordinates (0 to 1, relative to this player's viewport region)
@param WorldOrigin (out) - world-space origin vector
@param WorldDirection (out) - world-space direction vector

GetActorVisibility Source code

native final const function bool GetActorVisibility ( Actor TestActor) con )
Tests the visibility state of an actor in the most recent frame of this player's view to complete rendering.
@param TestActor - The actor to check visibility for.
@return True if the actor was visible in the frame.

GetNickname Source code

final event string GetNickname ( ) )
retrieves this player's name/tag from the online subsytem if this function returns a non-empty string, the returned name will replace the "Name" URL parameter passed around in the level loading and connection code, which normally comes from DefaultEngine.ini

GetPostProcessChain Source code

native function PostProcessChain GetPostProcessChain ( int InIndex )
Get the PPChain at the given index.
@param InIndex The index of the chain to retrieve.
@return PostProcessChain The post process chain if found; NULL if not.

GetTranslationContext Source code

native final function TranslationContext GetTranslationContext ( )
A TranslationContext is part of the system for managing translation tags in localization text. This system handles text with special tags. E.g.: Press to look at point of interest. A TranslationContext provides information that cannot be deduced from the text alone. In this case, it is used to differentiate between players 1 and 2.
@return Translation Context for this Local Player.

GetUniqueNetId Source code

final event UniqueNetId GetUniqueNetId ( ) )
retrieves this player's unique net ID from the online subsystem

InsertPostProcessingChain Source code

native function bool InsertPostProcessingChain ( PostProcessChain InChain, int InIndex, bool bInClone )
Add the given post process chain to the chain at the given index.
@param InChain The post process chain to insert.
@param InIndex The position to insert the chain in the complete chain. If -1, insert it at the end of the chain.
@param bInClone If TRUE, create a deep copy of the chains effects before insertion.
@return boolean TRUE if the chain was inserted FALSE if not

OverridePostProcessSettings Source code

simulated native function OverridePostProcessSettings ( PostProcessSettings OverrideSettings, optional float BlendInTime )
Begins an override of the current post process settings.

RemoveAllPostProcessingChains Source code

native function bool RemoveAllPostProcessingChains ( )
Remove all post process chains.
@return boolean TRUE if the chain array was cleared FALSE if not

RemovePostProcessingChain Source code

native function bool RemovePostProcessingChain ( int InIndex )
Remove the post process chain at the given index.
@param InIndex The position to insert the chain in the complete chain.
@return boolean TRUE if the chain was removed FALSE if not

SendSplitJoin Source code

native final function SendSplitJoin ( )
sends a splitscreen join command to the server to allow a splitscreen player to connect to the game the client must already be connected to a server for this function to work @note this happens automatically for all viewports that exist during the initial server connect so it's only necessary to manually call this for viewports created after that if the join fails (because the server was full, for example) all viewports on this client will be disconnected

SetControllerId Source code

final function SetControllerId ( int NewControllerId ) )
Changes the ControllerId for this player; if the specified ControllerId is already taken by another player, changes the ControllerId for the other player to the ControllerId currently in use by this player.
@param NewControllerId the ControllerId to assign to this player.

SpawnPlayActor Source code

native final function bool SpawnPlayActor ( string URL,out string OutError )
Creates an actor for this player.
@param URL - The URL the player joined with.
@param OutError - If an error occurred, returns the error description.
@return False if an error occurred, true if the play actor was successfully spawned.

TouchPlayerPostProcessChain Source code

native function TouchPlayerPostProcessChain ( )
Forces the PlayerPostProcess chain to be rebuilt. This should be called if a PPChain is retrieved using the GetPostProcessChain, and is modified directly.


Defaultproperties

defaultproperties
{

	
	bWantToResetToMapDefaultPP=true
}

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Creation time: ti 22-3-2011 19:56:51.772 - Created with UnCodeX