Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Controller | +-- Engine.PlayerController
Admin, DebugCameraController, GamePlayerController
Constants Summary | ||
---|---|---|
CLIENTADJUSTUPDATECOST | = | 180.0 |
MAXCLIENTUPDATEINTERVAL | = | 0.25 |
MAXNEARZEROVELOCITYSQUARED | = | 9.0 |
MAXPOSITIONERRORSQUARED | = | 3.0 |
MAXVEHICLEPOSITIONERRORSQUARED | = | 900.0 |
Inherited Contants from Engine.Controller |
---|
LATENT_MOVETOWARD |
Enumerations Summary | ||
---|---|---|
EInputMatchAction IMA_GreaterThan, IMA_LessThan | ||
EInputTypes IT_XAxis, IT_YAxis, | ||
EProgressMessageType PMT_Clear, PMT_Information, PMT_AdminMessage, PMT_DownloadProgress, PMT_ConnectionFailure, PMT_PeerConnectionFailure, PMT_PeerHostMigrationFailure, PMT_SocketFailure, |
Inherited Enumerations from Engine.Actor |
---|
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
Structures Summary | ||
---|---|---|
ClientAdjustment TimeStamp, newPhysics, NewLoc, NewVel, NewBase, NewFloor, bAckGoodMove | ||
ConnectedPeerInfo PlayerId, NATType, bLostConnectionToHost | ||
DebugTextInfo SrcActor, SrcActorOffset, SrcActorDesiredOffset, DebugText, TimeRemaining, Duration, TextColor, bAbsoluteLocation, bKeepAttachedToActor, OrigActorLocation, Font | ||
InputEntry Type, Value, TimeDelta, Action | ||
InputMatchRequest Inputs, MatchActor, MatchFuncName, MatchDelegate, FailedFuncName, RequestName, MatchIdx, LastMatchTime |
Inherited Structures from Engine.Controller |
---|
VisiblePortalInfo |
Inherited Structures from Engine.Actor |
---|
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Delegates Summary | ||
---|---|---|
![]() | bool | CanUnpause ())) |
![]() | InputMatchDelegate ())) | |
![]() | OnMissingPeersUnregistered (name SessionName, niqueNetId PlayerId, ool bWasSuccessful) |
Functions Summary | ||
---|---|---|
![]() | AcknowledgePossession (Pawn P)) | |
![]() | AddCheats (optional bool bForce)) | |
![]() | AddDebugText (string DebugText, optional Actor SrcActor, optional float Duration = -1.f, optional vector Offset, optional vector DesiredOffset, optional color TextColor, optional bool bSkipOverwriteCheck, optional bool bAbsoluteLocation, optional bool bKeepAttachedToActor = TRUE, optional Font InFont
)) | |
![]() | AddPeer (UniqueNetId PeerNetId, ENATType NATType)) | |
![]() | AdjustFOV (float DeltaTime )) | |
![]() | float | AimHelpDot (bool bInstantHit)) |
![]() | bool | AimingHelp (bool bInstantHit)) |
![]() | bool | AllowTextMessage (string Msg)) |
![]() | bool | AllowTTSMessageFrom (PlayerReplicationInfo PRI )) |
![]() | AskForPawn ())) | |
![]() | BeginState (Name PreviousStateName)) BaseSpectating | |
![]() | BeginState (Name PreviousStateName)) Dead | |
![]() | BeginState (Name PreviousStateName)) PlayerClimbing | |
![]() | BeginState (Name PreviousStateName)) PlayerDriving | |
![]() | BeginState (Name PreviousStateName)) PlayerFlying | |
![]() | BeginState (Name PreviousStateName)) PlayerSwimming | |
![]() | BeginState (Name PreviousStateName)) PlayerWaiting | |
![]() | BeginState (Name PreviousStateName)) PlayerWalking | |
![]() | BeginState (Name PreviousStateName)) RoundEnded | |
![]() | BeginState (Name PreviousStateName)) Spectating | |
![]() | BeginState (Name PreviousStateName)) WaitingForPawn | |
![]() | BugIt (optional string ScreenShotDescription )) | |
![]() | BugItAI (optional string ScreenShotDescription )) | |
![]() | BugItGo (coerce float X, coerce float Y, coerce float Z, coerce int Pitch, coerce int Yaw, coerce int Roll )) | |
![]() | BugItGoString (string TheLocation, string TheRotation)) | |
![]() | BugItStringCreator (const out Vector ViewLocation, const out Rotator ViewRotation, out String GoString, out String LocString )) | |
![]() | BugItWorker (vector TheLocation, rotator TheRotation )) | |
![]() | CallServerMove (SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove
)) | |
![]() | Camera (name NewMode )) | |
![]() | CameraLookAtFinished (SeqAct_CameraLookAt Action) | |
![]() | bool | CanAllPlayersPlayOnline ())) |
![]() | bool | CanCommunicate ())) |
![]() | bool | CanRestartPlayer ())) |
![]() | bool | CanUnpauseControllerConnected ())) |
![]() | bool | CanUnpauseExternalUI ())) |
![]() | bool | CanViewUserCreatedContent ())) |
![]() | CauseEvent (optional Name EventName)) | |
![]() | CE (optional Name EventName)) | |
![]() | ChangeTeam (optional string TeamName )) | |
![]() | CheckJumpOrDuck ())) | |
![]() | bool | CheckSpeedHack (float DeltaTime) |
![]() | CleanOutSavedMoves ())) | |
![]() | CleanUpAudioComponents () | |
![]() | CleanupPawn ())) | |
![]() | CleanupPRI ())) | |
![]() | ClearAckedMoves ())) | |
![]() | ClearInviteDelegates ())) | |
![]() | ClearOnlineDelegates ())) | |
![]() | ClientAckGoodMove (float TimeStamp)) | |
![]() | ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase
)) | |
![]() | ClientAdminMessage (string Msg)) | |
![]() | ClientArbitratedMatchEnded ())) | |
![]() | ClientCancelPendingMapChange ())) | |
![]() | ClientCapBandwidth (int Cap)) | |
![]() | ClientClearKismetText (Vector2D MessageOffset)) | |
![]() | ClientCommitMapChange ())) | |
![]() | ClientControlMovieTexture (TextureMovie MovieTexture, SeqAct_ControlMovieTexture.EMovieControlType Mode)) | |
![]() | ClientConvolve (string C, nt H) | |
![]() | ClientDrawKismetText (KismetDrawTextInfo DrawTextInfo, float DisplayTime)) | |
![]() | ClientEndOnlineGame ())) | |
![]() | ClientFlushLevelStreaming () | |
![]() | ClientForceGarbageCollection ())) | |
![]() | ClientGameEnded (Actor EndGameFocus, bool bIsWinner)) | |
![]() | ClientGotoState (name NewState, optional name NewLabel)) | |
![]() | ClientGotoState (name NewState, optional name NewLabel)) WaitingForPawn | |
![]() | ClientHearSound (SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded )) | |
![]() | ClientIgnoreLookInput (bool bIgnore)) | |
![]() | ClientIgnoreMoveInput (bool bIgnore)) | |
![]() | ClientInitializeDataStores ())) | |
![]() | ClientMessage (coerce string S, optional Name Type, optional float MsgLifeTime )) | |
![]() | ClientMutePlayer (UniqueNetId PlayerNetId)) | |
![]() | ClientNotifyPartyHostLeaving (UniqueNetId PartyHostPlayerId)) | |
![]() | ClientPlayActorFaceFXAnim (Actor SourceActor, FaceFXAnimSet AnimSet, string GroupName, string SeqName, SoundCue SoundCueToPlay)) | |
![]() | ClientPlayCameraAnim (CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bRandomStartTime, optional ECameraAnimPlaySpace Space=CAPS_CameraLocal, optional rotator CustomPlaySpace )) | |
![]() | ClientPlayCameraShake (CameraShake Shake, optional float Scale=1.f, optional bool bTryForceFeedback, optional ECameraAnimPlaySpace PlaySpace=CAPS_CameraLocal, optional rotator UserPlaySpaceRot )) | |
![]() | ClientPlayForceFeedbackWaveform (ForceFeedbackWaveform FFWaveform, ptional Actor FFWaveformInstigator)) | |
![]() | ClientPlaySound (SoundCue ASound)) | |
![]() | ClientPrepareMapChange (name LevelName, bool bFirst, bool bLast)) | |
![]() | ClientPrestreamTextures (Actor ForcedActor, float ForceDuration, bool bEnableStreaming, optional int CinematicTextureGroups = 0 )) | |
![]() | ClientRegisterForArbitration ())) | |
![]() | ClientRegisterHostStatGuid (string StatGuid)) | |
![]() | ClientReset ())) | |
![]() | ClientRestart (Pawn NewPawn)) | |
![]() | ClientReturnToParty (UniqueNetId RequestingPlayerId)) | |
![]() | ClientSetBlockOnAsyncLoading ())) | |
![]() | ClientSetCameraFade (bool bEnableFading, optional color FadeColor, optional vector2d FadeAlpha, optional float FadeTime)) | |
![]() | ClientSetCameraMode (name NewCamMode )) | |
![]() | ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)) | |
![]() | ClientSetForceMipLevelsToBeResident (MaterialInterface Material, float ForceDuration, optional int CinematicTextureGroups )) | |
![]() | ClientSetHostUniqueId (UniqueNetId InHostId) | |
![]() | ClientSetHUD (class<HUD> newHUDType)) | |
![]() | ClientSetOnlineStatus () | |
![]() | ClientSetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title, optional bool bIgnoreFutureNetworkMessages)) | |
![]() | ClientSetViewTarget (Actor A, optional ViewTargetTransitionParams TransitionParams )) | |
![]() | ClientSpawnCameraLensEffect (class | |
![]() | ClientStartNetworkedVoice ())) | |
![]() | ClientStartOnlineGame ())) | |
![]() | ClientStopCameraAnim (CameraAnim AnimToStop)) | |
![]() | ClientStopCameraShake (CameraShake Shake )) | |
![]() | ClientStopForceFeedbackWaveform (optional ForceFeedbackWaveform FFWaveform)) | |
![]() | ClientStopNetworkedVoice ())) | |
![]() | ClientTravel (string URL, ETravelType TravelType, optional bool bSeamless = false, optional init Guid MapPackageGuid) | |
![]() | ClientTravelToSession (name SessionName, lass<OnlineGameSearch> SearchClass, yte PlatformSpecificInfo[80])) | |
![]() | ClientUnmutePlayer (UniqueNetId PlayerNetId)) | |
![]() | ClientUpdateBestNextHosts (UniqueNetId SortedNextHosts[10], byte NumEntries)) | |
![]() | ClientUpdateLevelStreamingStatus (Name PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad) | |
![]() | ClientUpdatePosition ())) | |
![]() | ClientVoiceHandshakeComplete ())) | |
![]() | ClientWasKicked () | |
![]() | ClientWriteLeaderboardStats (class<OnlineStatsWrite> OnlineStatsWriteClass, optional bool bIsIncomplete=false) | |
![]() | ClientWriteOnlinePlayerScores (int LeaderboardId)) | |
![]() | int | CompressAccel (int C)) |
![]() | ConditionalPause (bool bDesiredPauseState )) | |
![]() | string | ConsoleCommand (string Command, optional bool bWriteToLog = true) |
![]() | ConsoleKey (name Key)) | |
![]() | CopyToClipboard (string Text) | |
![]() | SoundCue | CreateTTSSoundCue (string StrToSpeak, PlayerReplicationInfo PRI) |
![]() | DebugCameraAnims ())) | |
![]() | DebugLogPRIs ())) | |
![]() | DelayedPrepareMapChange ())) | |
![]() | Destroyed ())) | |
![]() | DisableDebugAI ())) | |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | DoForceFeedbackForScreenShake (CameraShake ShakeData, float ShakeScale) | |
![]() | DrawDebugTextList (Canvas Canvas, float RenderDelta)) | |
![]() | DrawHUD (HUD H )) | |
![]() | DualServerMove (float TimeStamp0, vector InAccel0, byte PendingFlags, int View0, float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View
)) | |
![]() | DumpOnlineSessionState ())) | |
![]() | DumpPeers ())) | |
![]() | DumpVoiceMutingState ())) | |
![]() | EnableCheats ())) | |
![]() | EndState (Name NextStateName)) BaseSpectating | |
![]() | EndState (Name NextStateName)) Dead | |
![]() | EndState (Name NextStateName)) PlayerClimbing | |
![]() | EndState (Name NextStateName)) PlayerDriving | |
![]() | EndState (Name NextStateName)) PlayerWaiting | |
![]() | EndState (Name NextStateName)) PlayerWalking | |
![]() | EndState (name NextStateName)) RoundEnded | |
![]() | EndState (Name NextStateName)) Spectating | |
![]() | EndState (Name NextStateName)) WaitingForPawn | |
![]() | EnterStartState ())) | |
![]() | FellOutOfWorld (class<DamageType> dmgType) | |
![]() | int | FindConnectedPeerIndex (UniqueNetId PeerNetId)) |
![]() | FindGoodView ())) Dead | |
![]() | FindGoodView ())) RoundEnded | |
![]() | int | FindStairRotation (float DeltaTime) |
![]() | bool | FindVehicleToDrive ())) |
![]() | FixFOV ())) | |
![]() | ForceClearUnpauseDelegates ())) | |
![]() | ForceDeathUpdate ())) | |
![]() | ForceSingleNetUpdateFor (Actor Target) | |
![]() | FOV (float F)) | |
![]() | GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner)) | |
![]() | GameplayMutePlayer (UniqueNetId PlayerNetId)) | |
![]() | GameplayUnmutePlayer (UniqueNetId PlayerNetId)) | |
![]() | bool | GetAchievementProgression (int AchievementId, out float CurrentValue, out float MaxValue) |
![]() | Rotator | GetAdjustedAimFor (Weapon W, vector StartFireLoc )) |
![]() | class<OnlineGameSearch> | GetCurrentSearchClass ())) |
![]() | string | GetDefaultURL (string Option) |
![]() | float | GetFOVAngle ())) |
![]() | SavedMove | GetFreeMove ())) |
![]() | string | GetNewPeerHostURL ())) |
![]() | OnlineSubsystem | GetOnlineSubsystem ())) |
![]() | string | GetPartyGameTypeName () |
![]() | string | GetPartyMapName () |
![]() | PlayerController | GetPlayerControllerFromNetId (UniqueNetId PlayerNetId) |
![]() | string | GetPlayerNetworkAddress () |
![]() | GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation )) | |
![]() | AudioComponent | GetPooledAudioComponent (SoundCue ASound, Actor SourceActor, bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation) |
![]() | GetRegisteredPlayersInSession (name SessionName, out array<UniqueNetId> OutRegisteredPlayers) | |
![]() | GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList)) | |
![]() | float | GetServerMoveDeltaTime (float TimeStamp)) |
![]() | string | GetServerNetworkAddress () |
![]() | PlayerReplicationInfo | GetSplitscreenPlayerByIndex (optional int PlayerIndex=1 )) |
![]() | int | GetSplitscreenPlayerCount ())) |
![]() | GetTriggerUseList (float interactDistanceToCheck, float crosshairDist, float minDot, bool bUsuableOnly, out array<Trigger> out_useList)) | |
![]() | UIInteraction | GetUIController ())) |
![]() | Actor | GetViewTarget () |
![]() | GivePawn (Pawn NewPawn)) | |
![]() | HandlePickup (Inventory Inv)) | |
![]() | HandleWalking ())) | |
![]() | bool | HasClientLoadedCurrentWorld () |
![]() | bool | HasPeerConnection (const out UniqueNetId PeerNetId) con) |
![]() | HearSoundFinished (AudioComponent AC)) | |
![]() | IgnoreLookInput (bool bNewLookInput )) | |
![]() | IgnoreMoveInput (bool bNewMoveInput )) | |
![]() | IncrementNumberOfMatchesPlayed ())) | |
![]() | InitInputSystem ())) | |
![]() | bool | InviteHasEnoughSpace (OnlineGameSettings InviteSettings)) |
![]() | bool | IsBestHostPeer (UniqueNetId PeerNetId)) |
![]() | bool | IsClosestLocalPlayerToActor (Actor TheActor)) |
![]() | bool | IsControllerTiltActive () con) |
![]() | bool | IsDead ())) Dead |
![]() | bool | IsForceFeedbackAllowed ())) |
![]() | bool | IsKeyboardAvailable () con) |
![]() | bool | IsLocalPlayerController () |
![]() | bool | IsLookInputIgnored ())) |
![]() | bool | IsMouseAvailable () con) |
![]() | bool | IsMoveInputIgnored ())) |
![]() | bool | IsPartyLeader ())) |
![]() | bool | IsPaused ())) |
![]() | bool | IsPlayerMuted (const out UniqueNetId Sender) |
![]() | bool | IsPrimaryPlayer ())) |
![]() | bool | IsShowingSubtitles () |
![]() | bool | IsSpectating ())) |
![]() | bool | IsSpectating ())) BaseSpectating |
![]() | bool | IsSpectating ())) RoundEnded |
![]() | bool | IsSplitscreenPlayer (optional out int out_SplitscreenPlayerIndex)) |
![]() | Jump ())) Dead | |
![]() | Jump () PlayerWaiting | |
![]() | KickWarning ())) | |
![]() | Kismet_ClientPlaySound (SoundCue ASound, Actor SourceActor, float VolumeMultiplier, float PitchMultiplier, float FadeInTime, bool bSuppressSubtitles, bool bSuppressSpatialization)) | |
![]() | Kismet_ClientStopSound (SoundCue ASound, Actor SourceActor, float FadeOutTime)) | |
![]() | LevelStreamingStatusChanged (LevelStreaming LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad )) | |
![]() | bool | LimitSpectatorVelocity ())) BaseSpectating |
![]() | Rotator | LimitViewRotation (Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax )) |
![]() | ListCE ())) | |
![]() | ListConsoleEvents ())) | |
![]() | LocalTravel (string URL )) | |
![]() | LogLoc ())) | |
![]() | LogOutBugItAIGoToLogFile (const String InScreenShotDesc, const string InGoString, const string InLocString) | |
![]() | LogOutBugItGoToLogFile (const String InScreenShotDesc, const string InGoString, const string InLocString) | |
![]() | 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 | |
![]() | 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 )) WaitingForPawn | |
![]() | bool | MigrateNewHost ())) |
![]() | string | ModifyClientURL (string URL)) |
![]() | MoveAutonomous (float DeltaTime, byte CompressedFlags, vector newAccel, rotator DeltaRot
)) | |
![]() | Mutate (string MutateString)) | |
![]() | NextWeapon ())) | |
![]() | NotifyChangedWeapon (Weapon PreviousWeapon, Weapon NewWeapon) | |
![]() | NotifyDirectorControl (bool bNowControlling)) | |
![]() | NotifyHostMigrationStarted () | |
![]() | NotifyInviteFailed ())) | |
![]() | bool | NotifyLanded (vector HitNormal, Actor FloorActor)) |
![]() | bool | NotifyLanded (vector HitNormal, Actor FloorActor)) PlayerSwimming |
![]() | NotifyLoadedWorld (name WorldPackageName, bool bFinalDest)) | |
![]() | NotifyNotAllPlayersCanJoinInvite ())) | |
![]() | NotifyNotEnoughSpaceInInvite ())) | |
![]() | NotifyPeerDisconnectHost (UniqueNetId PeerNetId)) | |
![]() | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerClimbing | |
![]() | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerSwimming | |
![]() | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) PlayerWalking | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) | |
![]() | OldServerMove (float OldTimeStamp, byte OldAccelX, byte OldAccelY, byte OldAccelZ, byte OldMoveFlags
)) | |
![]() | OnArbitrationRegisterComplete (name SessionName, ool bWasSuccessful)) | |
![]() | OnCameraShake (SeqAct_CameraShake inAction)) | |
![]() | OnConsoleCommand (SeqAct_ConsoleCommand inAction )) | |
![]() | OnControllerChanged (int ControllerId, ool bIsConnected)) | |
![]() | OnDestroy (SeqAct_Destroy Action)) | |
![]() | OnDestroyForInviteComplete (name SessionName, ool bWasSuccessful)) | |
![]() | OnDrawText (SeqAct_DrawText inAction)) | |
![]() | OnEndForInviteComplete (name SessionName, ool bWasSuccessful)) | |
![]() | OnEngineInitialTick ())) | |
![]() | OnExternalUIChanged (bool bIsOpening)) | |
![]() | OnFlyThroughHasEnded (SeqAct_FlyThroughHasEnded InAction )) | |
![]() | OnForceFeedback (SeqAct_ForceFeedback Action)) | |
![]() | OnGameInviteAccepted (const out OnlineGameSearchResult InviteResult)) | |
![]() | OnHostMigratedOnlineGame (name SessionName, ool bWasSuccessful)) | |
![]() | OnInviteJoinComplete (name SessionName, ool bWasSuccessful)) | |
![]() | OnJoinMigratedGame (name SessionName, ool bWasSuccessful)) | |
![]() | OnJoinTravelToSessionComplete (name SessionName, ool bWasSuccessful)) | |
![]() | OnPartyMemberListChanged (bool bJoinedOrLeft, tring PlayerName, niqueNetId PlayerId) | |
![]() | OnPartyMembersInfoChanged (string PlayerName, niqueNetId PlayerId, nt CustomData1, nt CustomData2, nt CustomData3, nt CustomData4) | |
![]() | OnRegisterHostStatGuidComplete (bool bWasSuccessful)) | |
![]() | OnSetCameraTarget (SeqAct_SetCameraTarget inAction)) | |
![]() | OnSetSoundMode (SeqAct_SetSoundMode Action)) | |
![]() | OnToggleCinematicMode (SeqAct_ToggleCinematicMode Action)) | |
![]() | OnToggleHUD (SeqAct_ToggleHUD inAction)) | |
![]() | OnToggleInput (SeqAct_ToggleInput inAction)) | |
![]() | OnUnregisterPlayerCompleteForHostMigrate (name SessionName, niqueNetId PlayerId, ool bWasSuccessful)) | |
![]() | OnUnregisterPlayerCompleteForJoinMigrate (name SessionName, niqueNetId PlayerId, ool bWasSuccessful)) | |
![]() | string | PasteFromClipboard () |
![]() | PathChild (optional int Cnt )) | |
![]() | PathClear ())) | |
![]() | PathStep (optional int Cnt)) | |
![]() | Pause ())) | |
![]() | PauseRumbleForAllPlayers (optional bool bShouldPauseRumble=true )) | |
![]() | PawnDied (Pawn P)) | |
![]() | PeerDesignatedAsClient (name SessionName)) | |
![]() | PeerDesignatedAsHost (name SessionName)) | |
![]() | PeerReceivedMigratedSession (UniqueNetId FromPeerNetId, name SessionName, class<OnlineGameSearch> SearchClass, byte PlatformSpecificInfo[80])) | |
![]() | PeerTravelAsHost (float TravelCountdownTimer, tring URL) | |
![]() | bool | PerformedUseAction ())) |
![]() | PlayBeepSound () | |
![]() | PlayerMove (float DeltaTime) | |
![]() | PlayerMove (float DeltaTime)) BaseSpectating | |
![]() | PlayerMove (float DeltaTime)) Dead | |
![]() | PlayerMove (float DeltaTime )) PlayerClimbing | |
![]() | PlayerMove (float DeltaTime )) PlayerDriving | |
![]() | PlayerMove (float DeltaTime)) PlayerFlying | |
![]() | PlayerMove (float DeltaTime)) PlayerSwimming | |
![]() | PlayerMove (float DeltaTime )) PlayerWalking | |
![]() | PlayerMove (float DeltaTime)) RoundEnded | |
![]() | PlayerTick (float DeltaTime )) | |
![]() | PlayerTick (float DeltaTime)) WaitingForPawn | |
![]() | PlayRumble (const AnimNotify_Rumble TheAnimNotify )) | |
![]() | Possess (Pawn aPawn, bool bVehicleTransition)) | |
![]() | Possess (Pawn aPawn, bool bVehicleTransition)) RoundEnded | |
![]() | PostBeginPlay ())) | |
![]() | PostControllerIdChange ())) | |
![]() | PreClientTravel (string PendingURL, ETravelType TravelType, bool bIsSeamlessTravel )) | |
![]() | PreControllerIdChange ())) | |
![]() | PreJoinUpdateGameSettings (name SessionName, nlineGameSettings GameSettings) | |
![]() | PreRender (Canvas Canvas) | |
![]() | PrevWeapon ())) | |
![]() | ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)) | |
![]() | ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump)) PlayerDriving | |
![]() | ProcessMove (float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) BaseSpectating | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerClimbing | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) PlayerDriving | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerSwimming | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerWalking | |
![]() | ProcessViewRotation (float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot )) | |
![]() | RE (optional name EventName)) | |
![]() | ReceivedGameClass (class<GameInfo> GameClass)) | |
![]() | ReceivedPlayer ())) | |
![]() | ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )) | |
![]() | RegisterCustomPlayerDataStores ())) | |
![]() | RegisterOnlineDelegates ())) | |
![]() | RegisterPlayerDataStores ())) | |
![]() | RegisterStandardPlayerDataStores ())) | |
![]() | ReloadProfileSettings ())) | |
![]() | RemoteEvent (optional name EventName)) | |
![]() | RemoveAllDebugStrings ())) | |
![]() | RemoveDebugText (Actor SrcActor)) | |
![]() | bool | RemoveMissingPeersFromSession (name SessionName, elegate<OnMissingPeersUnregistered> UnregisterDelegate)) |
![]() | RemovePeer (UniqueNetId PeerNetId)) | |
![]() | ReplicatedEvent (name VarName)) Dead | |
![]() | ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot
)) | |
![]() | ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) BaseSpectating | |
![]() | ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)) WaitingForPawn | |
![]() | Reset ())) | |
![]() | ResetCameraMode ())) | |
![]() | ResetFOV ())) | |
![]() | ResetPlayerMovementInput ())) | |
![]() | ResetTimeMargin ())) | |
![]() | Restart (bool bVehicleTransition)) | |
![]() | RestartLevel ())) | |
![]() | SaveActorConfig (coerce Name actorName)) | |
![]() | SaveClassConfig (coerce string className)) | |
![]() | Say (string Msg )) | |
![]() | SeamlessTravelFrom (PlayerController OldPC)) | |
![]() | SeamlessTravelTo (PlayerController NewPC) | |
![]() | SendClientAdjustment ())) | |
![]() | SendToConsole (string Command)) | |
![]() | Sentinel_PostAcquireTravelTheWorldPoints ())) | |
![]() | Sentinel_PreAcquireTravelTheWorldPoints ())) | |
![]() | Sentinel_SetupForGamebasedTravelTheWorld ())) | |
![]() | ServerAcknowledgePossession (Pawn P)) | |
![]() | ServerAddPeer (UniqueNetId PeerNetId, ENATType NATType)) | |
![]() | ServerCamera (name NewMode )) | |
![]() | ServerCauseEvent (Name EventName)) | |
![]() | ServerChangeName (coerce string S )) | |
![]() | ServerChangeTeam (int N)) | |
![]() | ServerChangeTeam (int N )) PlayerWaiting | |
![]() | ServerDrive (float InForward, float InStrafe, float aUp, bool InJump, int View)) | |
![]() | ServerGivePawn ())) | |
![]() | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View)) | |
![]() | ServerMove (float TimeStamp, vector Accel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View )) Dead | |
![]() | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View )) RoundEnded | |
![]() | ServerMoveHandleClientError (float TimeStamp, vector Accel, vector ClientLoc)) | |
![]() | ServerMutate (string MutateString)) | |
![]() | ServerMutePlayer (UniqueNetId PlayerNetId)) | |
![]() | ServerNotifyLoadedWorld (name WorldPackageName) | |
![]() | ServerNotifyPartyHostLeaving (UniqueNetId PartyHostPlayerId)) | |
![]() | ServerPause ())) | |
![]() | ServerProcessConvolve (string C, nt H) | |
![]() | ServerRegisterClientStatGuid (string StatGuid)) | |
![]() | ServerRegisteredForArbitration (bool bWasSuccessful)) | |
![]() | ServerRemoteEvent (name EventName)) | |
![]() | ServerRemovePeer (UniqueNetId PeerNetId)) | |
![]() | ServerRestartGame ())) | |
![]() | ServerReStartGame ())) RoundEnded | |
![]() | ServerReStartPlayer ())) Dead | |
![]() | ServerRestartPlayer ())) PlayerWaiting | |
![]() | ServerReStartPlayer ())) RoundEnded | |
![]() | ServerSay (string Msg )) | |
![]() | ServerSetSpectatorLocation (vector NewLoc)) | |
![]() | ServerSetSpectatorLocation (vector NewLoc)) BaseSpectating | |
![]() | ServerShortTimeout ())) | |
![]() | ServerSpeech (name Type, int Index, string Callsign) | |
![]() | ServerSuicide ())) | |
![]() | ServerSuicide () PlayerWaiting | |
![]() | ServerTeamSay (string Msg )) | |
![]() | ServerThrowWeapon ())) | |
![]() | ServerUnmutePlayer (UniqueNetId PlayerNetId)) | |
![]() | ServerUpdateLevelVisibility (name PackageName, bool bIsVisible) | |
![]() | ServerUpdatePing (int NewPing)) | |
![]() | ServerUse ())) | |
![]() | ServerUse ())) PlayerDriving | |
![]() | ServerUTrace ())) | |
![]() | ServerVerifyViewTarget ())) | |
![]() | ServerViewNextPlayer ())) | |
![]() | ServerViewPrevPlayer ())) | |
![]() | ServerViewSelf (optional ViewTargetTransitionParams TransitionParams)) | |
![]() | SetAllowMatureLanguage (bool bAllowMatureLanguge) | |
![]() | SetAudioGroupVolume (name GroupName, float Volume) | |
![]() | SetCameraMode (name NewCamMode )) | |
![]() | SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsButtons )) | |
![]() | SetControllerTiltActive (bool bActive) | |
![]() | SetControllerTiltDesiredIfAvailable (bool bActive) | |
![]() | SetFOV (float NewFOV)) | |
![]() | SetName (coerce string S)) | |
![]() | SetNetSpeed (int NewSpeed) | |
![]() | SetOnlyUseControllerTiltInput (bool bActive) | |
![]() | bool | SetPause (bool bPause, optional delegate<CanUnpause> CanUnpauseDelegate=CanUnpause)) |
![]() | SetRumbleScale (float ScaleBy)) | |
![]() | SetShowSubtitles (bool bValue) | |
![]() | SetUseTiltForwardAndBack (bool bActive) | |
![]() | SetViewTarget (Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams) | |
![]() | SetViewTargetWithBlend (Actor NewViewTarget, optional float BlendTime = 0.35, optional EViewTargetBlendFunction BlendFunc = VTBlend_Cubic, optional float BlendExp = 2.f, optional bool bLockOutgoing = FALSE)) | |
![]() | ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
)) | |
![]() | ShowGameState ())) | |
![]() | ShowPlayerState ())) | |
![]() | bool | SkipPositionUpdateForRM ())) |
![]() | SoakPause (Pawn P)) | |
![]() | CoverReplicator | SpawnCoverReplicator ())) |
![]() | SpawnDefaultHUD ())) | |
![]() | SpawnPlayerCamera ())) | |
![]() | SpeakTTS (coerce string S, optional PlayerReplicationInfo PRI )) | |
![]() | Speech (name Type, int Index, string Callsign )) | |
![]() | StartAltFire (optional Byte FireModeNum )) | |
![]() | StartAltFire (optional byte FireModeNum )) Spectating | |
![]() | StartFire (optional byte FireModeNum )) | |
![]() | StartFire (optional byte FireModeNum )) Dead | |
![]() | StartFire (optional byte FireModeNum )) PlayerWaiting | |
![]() | StartFire (optional byte FireModeNum )) RoundEnded | |
![]() | StartFire (optional byte FireModeNum )) Spectating | |
![]() | StartFire (optional byte FireModeNum )) WaitingForPawn | |
![]() | StopAltFire (optional byte FireModeNum )) | |
![]() | StopFire (optional byte FireModeNum )) | |
![]() | Suicide ())) | |
![]() | Suicide () PlayerWaiting | |
![]() | SwitchLevel (string URL)) | |
![]() | SwitchTeam ())) | |
![]() | Talk ())) | |
![]() | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime )) | |
![]() | TeamSay (string Msg )) | |
![]() | TeamTalk ())) | |
![]() | TellPeerToTravel (UniqueNetId ToPeerNetId) | |
![]() | TellPeerToTravelToSession (UniqueNetId ToPeerNetId, name SessionName, class<OnlineGameSearch> SearchClass, byte PlatformSpecificInfo[80], nt PlatformSpecificInfoSize) | |
![]() | ThrowWeapon ())) | |
![]() | ThrowWeapon ())) Dead | |
![]() | ThrowWeapon ())) RoundEnded | |
![]() | Timer ())) Dead | |
![]() | Timer ())) PlayerSwimming | |
![]() | Timer ())) RoundEnded | |
![]() | Timer ())) WaitingForPawn | |
![]() | bool | TriggerInteracted ())) |
![]() | UnPossess ())) | |
![]() | UnregisterPlayerDataStores ())) | |
![]() | UnregisterStandardPlayerDataStores ())) | |
![]() | UpdatePing (float TimeStamp)) | |
![]() | UpdateRotation (float DeltaTime )) | |
![]() | UpdateStateFromAdjustment (name NewState)) | |
![]() | UpdateURL (string NewOption, string NewValue, bool bSave1Default) | |
![]() | Use ())) | |
![]() | Use ())) Dead | |
![]() | Use ())) RoundEnded | |
![]() | bool | UsingFirstPersonCamera ())) |
![]() | UTrace ())) | |
![]() | VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase
)) | |
![]() | ViewAPlayer (int dir)) | |
![]() | ViewShake (float DeltaTime) |
States Summary |
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BaseSpectating Source code |
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state BaseSpectating |
BeginState, EndState, IsSpectating, LimitSpectatorVelocity, PlayerMove, ProcessMove, ReplicateMove, ServerSetSpectatorLocation |
Dead Source code |
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state Dead |
BeginState, EndState, FindGoodView, IsDead, Jump, PlayerMove, ReplicatedEvent, ServerMove, ServerReStartPlayer, StartFire, ThrowWeapon, Timer, Use |
PlayerClimbing Source code |
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state PlayerClimbing |
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove |
PlayerDriving Source code |
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state PlayerDriving |
BeginState, EndState, PlayerMove, ProcessDrive, ProcessMove, ServerUse |
PlayerFlying Source code |
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state PlayerFlying |
BeginState, PlayerMove |
PlayerSwimming Source code |
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state PlayerSwimming |
BeginState, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, Timer |
PlayerWaiting Source code |
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auto state PlayerWaiting extends BaseSpectating |
BeginState, EndState, Jump, ServerChangeTeam, ServerRestartPlayer, ServerSuicide, StartFire, Suicide |
PlayerWalking Source code |
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state PlayerWalking |
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove |
RoundEnded Source code |
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state RoundEnded |
BeginState, EndState, FindGoodView, IsSpectating, LongClientAdjustPosition, PlayerMove, Possess, ServerMove, ServerReStartGame, ServerReStartPlayer, StartFire, ThrowWeapon, Timer, Use |
Spectating Source code |
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state Spectating extends BaseSpectating |
BeginState, EndState, StartAltFire, StartFire |
WaitingForPawn Source code |
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state WaitingForPawn extends BaseSpectating |
BeginState, ClientGotoState, EndState, LongClientAdjustPosition, PlayerTick, ReplicateMove, StartFire, Timer |
Constants Detail |
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CLIENTADJUSTUPDATECOST is the bandwidth cost in bytes of sending a client adjustment update. 180 is greater than the actual cost, but represents a tweaked value reserving enough bandwidth for
MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.
MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play
MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play
MAXVEHICLEPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play when driving a vehicle
Variables Detail |
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Whether camera anims should be blocked from overriding post process
if true, check relevancy of Actors through portals listed in VisiblePortals array
If true, do a trace to check if sound is occluded, and reduce the effective sound radius if so
The state of the inputs from cinematic mode
The state of the inputs from cinematic mode
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc
True if clients are handling setting their own viewtarget and the server should not replicate it (e.g. during certain matinees)
Whether to print the list of current camera anims to the screen
Sorted list of peers to be the next host. Client peers will determine if they are the new host by looking at this list.
Indicates that the server and client
Ignores look input. Stacked state storage, use accessor function IgnoreLookInput().
Ignores movement input. Stacked state storage, Use accessor function IgnoreMoveInput()
Whether to ignore network error messages from now on
True if the controller is connected for this player
True if there is externally controlled UI that should pause the game
Whether this controller is using streaming volumes
used for smoothing the viewrotation of spectated players
option to print out list of sounds when MaxConcurrentHearSounds is exceeded
Cap set by server on bandwidth from client to server in bytes/sec (only has impact if >=2600)
List of net ids for peer connections relative to this player. If a player is missing a connected peer then voice packets are routed through server.
Director track that's currently possessing this player controller, or none if not possessed.
Used to cache the session name to join until the timer fires
ping replication and netspeed adjustment based on ping
field of view angle in degrees
List of players muted via gameplay
the actors which the camera shouldn't see - e.g. used to hide actors which the camera penetrates
Maximum distance to search for interactable actors
Client time when last ping update was sent to server.
Used to make sure the client is kept synchronized when in a spectator state
Last time possible speedhack was logged in server log.
last used FOV based multiplier to distance to an object when determining if it exceeds the object's cull distance @note: only valid on client
component pooling for sounds played through PlaySound()/ClientHearSound()
Holds the migrated session sent by the new host. Client peers will join this migrated session.
minimum time before can respawn after dying
handles copying and replicating old cover changes from WorldInfo.CoverReplicatorBase on creation as well as replicating new changes
index identifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication
The data store that holds any online player data
Cached online subsystem variable
list of names of levels the server is in the middle of sending us for a PrepareMapChange() call
this is set on the OLD PlayerController when performing a swap over a network connection so we know what connection we're waiting on acknowledgement from to finish destroying this PC (or when the connection is closed) @see GameInfo::SwapPlayerControllers()
SavedMoveClass should be changed for network player move replication where different properties need to be replicated from the base engine implementation.
How fast spectator camera is allowed to move
Cached online voice interface variable
List of players that are explicitly muted (outside of gameplay)
The list of combined players to filter voice packets for
Enumerations Detail |
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How to match an input action
Type of inputs the matching code recognizes
PMT_Clear, PMT_Information, PMT_AdminMessage, PMT_DownloadProgress, PMT_ConnectionFailure, PMT_PeerConnectionFailure, PMT_PeerHostMigrationFailure, PMT_SocketFailure,};
Different types of progress messages
Structures Detail |
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var byte bAckGoodMove;};
var actor NewBase;
var vector NewFloor;
var vector NewLoc;
var EPhysics newPhysics;
var vector NewVel;
var float TimeStamp;
var bool bLostConnectionToHost;};
var ENATType NATType;
var UniqueNetId PlayerId;
Info about a connected peer relative to this player
bLostConnectionToHost:TRUE if remote peer has lost connecttion to the game hostNATType:NAT type of remote peer connectionPlayerId:Unique net id for the remote peer player
var bool bAbsoluteLocation;};
var bool bKeepAttachedToActor;
var string DebugText;
var float Duration;
var Font Font;
var vector OrigActorLocation;
var Actor SrcActor;
var vector SrcActorDesiredOffset;
var vector SrcActorOffset;
var color TextColor;
var transient float TimeRemaining;
List of actors and debug text to draw, @see AddDebugText(), RemoveDebugText(), and DrawDebugTextList()
bAbsoluteLocation:whether the offset should be treated as absolute world location of the stringbKeepAttachedToActor:If the actor moves does the text also move with it?DebugText:Text to displayDuration:Duration used to lerp desired offsetFont:The Font which to display this as. Will Default to GetSmallFont(OrigActorLocation:When we first spawn store off the original actor location for use with bKeepAttachedToActorSrcActor:Actor to draw DebugText overSrcActorDesiredOffset:Desired offset to interpolate toSrcActorOffset:Offset from SrcActor.Location to applyTextColor:Text colorTimeRemaining:Time remaining for the debug text, -1.f == infinite
var EInputMatchAction Action;};
var float TimeDelta;
var EInputTypes Type;
var float Value;
Individual entry to input matching sequences
Action:What type of match is this?TimeDelta:Max amount of time since last match before sequence resetsType:Type of input to matchValue:Min value required to consider as a valid match
var Name FailedFuncName;};
var array<InputEntry> Inputs;
var transient float LastMatchTime;
var Actor MatchActor;
var delegate<InputMatchDelegate> MatchDelegate;
var Name MatchFuncName;
var transient int MatchIdx;
var Name RequestName;
Contains information to match a series of a inputs and call the given function upon a match. Processed by PlayerInput, defined in the PlayerController.
FailedFuncName:Name of function to call upon a failed partial matchInputs:Number of inputs to match, in sequenceLastMatchTime:Last time an input entry in Inputs was matchedMatchActor:Actor to call below functions onMatchFuncName:Name of function to call upon successful matchMatchIdx:Current index into Inputs that is being matchedRequestName:Name of this input request, mainly for debugging
Delegates Detail |
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Callback the server uses to determine if the unpause can happen
Called on completion of unregistering missing peers
Functions Detail |
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Add debug text for a specific actor to be displayed via DrawDebugTextList(). If the debug text is invalid then it will attempt to remove any previous entries via RemoveDebugText().
Keep track of a newly added peer for this player and also replicate to server.
@param PeerNetId net id of remote client peer being added
@param NATType NAT of remote peer
AdjustFOV() FOVAngle smoothly interpolates to DesiredFOV
AimHelpDot()
@returns the dot product corresponding to the maximum deflection of target for which aiming help should be applied
This function is used to print out the BugIt location. It prints out copy and paste versions for both IMing someone to type in and also a gameinfo ?options version so that you can append it to your launching url and be taken to the correct place. Additionally, it will take a screen shot so reporting bugs is a one command action!
This will move the player and set their rotation to the passed in values. We have this version of the BugIt family as it is easier to type in just raw numbers in the console.
This will move the player and set their rotation to the passed in values.
This will create a BugItGo string for us. Nice for calling form c++ where you just want the string and no Screenshots
This will move the player and set their rotation to the passed in values. This actually does the location / rotation setting. Additionally it will set you as ghost as the level may have
Change Camera mode
@param New camera mode to set
The function called when a CameraLookAt action is deactivated from kismet
Validates that each local player can play online
@return true if there is sufficient space, false if not
Overridden by specific games
Callback that checks to see if the controller is connected before unpausing
Callback that checks the external UI state before allowing unpause
Checks for parental controls blocking user created content
Shortcut version for LDs who get tired of typing 'CauseEvent' all day. :-)
Clears out 'left-over' audio components.
When the Controller is destroyed, the controlled pawn will need to be killed, but not the vehicle
Clears all of the invite delegates
Unregisters all delegates previously registered with the online subsystem. Called when the player controller is being destroyed and/or replaced. @note: in certain cases (i.e. when the channel is closed from the server's end), the player controller will no longer have a reference its ULocalPlayer object. these delegates won't be cleared, but GC should clear the references for us.
Called when an arbitrated match has ended and we need to disconnect
tells client to cancel any pending map change
Stop drawing a kismet message on the HUD
actually performs the level transition prepared by PrepareMapChange()
Start drawing a kismet message on the HUD
Ends the online game using the session name in the PRI
tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time
forces GC at the end of the tick on the client
calls IgnoreLookInput on client
calls IgnoreMoveInput on client
Initializes this client's Player data stores after seamless map travel
Locally mutes a remote player
@param PlayerNetId the remote player to mute
RPC notification to client that a party host is about to leave the match
@param PartyHostPlayerId net id of the party host that is leaving
plays a FaceFX anim on the specified actor for the client
Play Camera Shake
Tells the client to play a waveform for the specified damage type
@param FFWaveform The forcefeedback waveform to play
@param FFWaveformInstigator the actor causing the waveform to play
asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated
@param LevelNames the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level
@param bFirst whether this is the first item in the list (so clear the list first)
@param bLast whether this is the last item in the list (so start preparing the change after receiving it)
Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified actor.
@param ForcedActor - The actor whose textures should be forced into memory.
@param ForceDuration - Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic.
@param bEnableStreaming - Whether to start (TRUE) or stop (FALSE) streaming
@param CinematicTextureGroups - Bitfield indicating which texture groups that use extra high-resolution mips
Tells the client to register with arbitration. The client must notify the server once that is complete or it will be kicked from the match
Registers the host's stat guid with the online subsystem
@param StatGuid the stat guid to register
Used when a host is telling a client to return to their party host from the current session. It looks for the session named 'Party' and does a travel to it. If it's not available, it just does a "disconnect"
@param RequestingPlayerId net id of the player that is requesting the travel
sets bRequestedBlockOnAsyncLoading which will later bring up a loading screen and then finish any async loading in progress called automatically on all clients whenever something triggers it on the server
Replicated function to set camera style on client
@param NewCamMode, name defining the new camera mode
called by the server to synchronize cinematic transitions with the client
Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.
@param Material - The material whose textures should be forced into memory.
@param ForceDuration - Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic.
@param CinematicTextureGroups - Bitfield indicating which texture groups that use extra high-resolution mips
Sets the host's net id for handling dropped arbitrated matches
@param InHostId the host's unique net id to report the drop for
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
server to client RPC for server-generated network messages that aren't part of the connection process (e.g. being kicked)
Spawn a camera lens effect (e.g. blood).
Tells this client that it should send voice data over the network
Starts the online game using the session name in the PRI
Tells the client to stop any waveform that is playing. Note if the optional parameter is passed in, then the waveform is only stopped if it matches
@param FFWaveform The forcefeedback waveform to stop
Tells this client that it should not send voice data over the network
Travel to a different map or IP address. Calls the PreClientTravel event before doing anything.
@param URL a string containing the mapname (or IP address) to travel to, along with option key/value pairs
@param TravelType specifies whether the client should append URL options used in previous travels; if TRUE is specified for the bSeamlesss parameter, this value must be TRAVEL_Relative.
@param bSeamless indicates whether to use seamless travel (requires TravelType of TRAVEL_Relative)
@param MapPackageGuid the GUID of the map package to travel to - this is used to find the file when it has been autodownloaded, so it is only needed for clients
Used when a host is telling a client to go to a specific Internet session
@param SessionName the name of the session to register
@param SearchClass the search that should be populated with the session
@param PlatformSpecificInfo the binary data to place in the platform specific areas
Locally unmutes a remote player
@param PlayerNetId the remote player to unmute
Update the list of sorted next hosts on clients. This is used during host migration. All clients should agree on the best next host.
@param SortedNextHosts array of player net ids to be the next host when disconnect occurs
@param NumEntries number of valid entries in array of next hosts
Called from PlayerTick after receiving ClientAdjustPosition call from server (and setting the bUpdating flag) Client has already had position information corrected This function plays through previously saved moves that haven't been acknowledged by the server, predicting where the client should be after the server correction
Tells the client that the server has all the information it needs and that it is ok to start sending voice packets. The server will already send voice packets when this function is called, since it is set server side and then forwarded NOTE: This is done as an RPC instead of variable replication because ordering matters
Tells the clients to write the stats using the specified stats object
@param OnlineStatsWriteClass the stats class to write with
@param bIsIncomplete TRUE if the match wasn't finished at the time of the write
Writes the scores for all active players. Override this in your playercontroller class to provide custom scoring
@param LeaderboardId the leaderboard the scores are being written to
Toggles the game's paused state if it does not match the desired pause state.
@param bDesiredPauseState TRUE indicates that the game should be paused.
console control commands, useful when remote debugging so you can't touch the console the normal way
Constructs a SoundCue, performs text-to-wavedata conversion.
Toggle camera animation debug output
Logs the list of active PRIs in the game
used to wait until a map change can be prepared when one was already in progress
list important PlayerController 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.
Attempts to play force-feedback that matches the camera shake. To be implemented at a higher level (see GameFramework).
Iterate through list of debug text and draw it over the associated actors in world space. Also handles culling null entries, and reducing the duration for timed debug text.
Hook called from HUD actor. Gives access to HUD and Canvas
Logs the current session state for the online layer
Logs the list of active peer connections for this player
Logs the current muting state of the server
called when the actor falls out of the world 'safely' (below KillZ and such)
Find the index of the entry in the connected peer list
@param PeerNetId net id of remote client peer to find
Tries to find a vehicle to drive within a limited radius. Returns true if successful
Tells the game info to forcibly remove this player's CanUnpause delegates from its list of Pausers. Called when the player controller is being destroyed to prevent the game from being stuck in a paused state when a PC that paused the game is destroyed before the game is unpaused.
forces a full replication check of the specified Actor on only the client that owns this PlayerController (equivalent to setting bForceNetUpdate and bNetDirty to true, but only for that client) this function has no effect if this PC is not a remote client or if the Actor is not relevant to that client
Mutes a remote player on the server and then tells the client to mute
@param PlayerNetId the remote player to mute
Unmutes a remote player on the server and then tells the client to unmute
@param PlayerNetId the remote player to unmute
Get the completion amount for a game achievement.
@param AchievementId the id for the achievement to get the completion percetage for
@param CurrentValue the current number of times the event required to unlock the achievement has occurred.
@param MaxValue the value that represents 100% completion.
@return TRUE if the AchievementId specified represents an progressive achievement. FALSE if the achievement is a one-time event or if the AchievementId specified is invalid.
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.
@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.
@return Current game search class in use
returns player's FOV angle
@return URL to use when traveling a peer as the new host after host migration
Wrapper for getting reference to the OnlineSubsystem
Returns the party game info name for this game
Returns the party map name for this game
Returns the player controller associated with this net id
@param PlayerNetId the id to search for
@return the player controller if found, otherwise none
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint @output out_Location, view location of player @output out_rotation, view rotation of player
get an audio component from the HearSound pool creates a new component if the pool is empty and MaxConcurrentHearSounds has not been exceeded the component is initialized with the values passed in, ready to call Play() on its OnAudioFinished delegate is set to this PC's HearSoundFinished() function
@param ASound - the sound to play
@param SourceActor - the Actor to attach the sound to (if None, attached to self)
@param bStopWhenOwnerDestroyed - whether the sound stops if SourceActor is destroyed
@param bUseLocation (optional) - whether to use the SourceLocation parameter for the sound's location (otherwise, SourceActor's location)
@param SourceLocation (optional) - if bUseLocation, the location for the sound
@return the AudioComponent that was found/created
Get the list of registered players in a session
@param SessionName name of session to get players from
@param OutRegisteredPlayers array of players in the session
called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)
@see also GameInfo::GetSeamlessTravelActorList() (the function that's called on servers)
@param bToEntry true if we are going from old level -> entry, false if we are going from entry -> new level
@param ActorList (out) list of actors to maintain
@return time delta to use for the current ServerMove()
Returns the PRI associated with the player at the specified index.
@param PlayerIndex the index [into the local player's GamePlayers array] for the player PRI to find
@return the PRI associated with the player at the specified index, or None if the player is not a split-screen player or the index was out of range.
Returns the number of split-screen players playing on this player's machine.
@return the total number of players on the player's local machine, or 0 if this player isn't playing split-screen.
Looks at all nearby triggers, looking for any that can be interacted with.
@param interactDistanceToCheck - distance to search for nearby triggers
@param crosshairDist - distance from the crosshair that triggers must be, else they will be filtered out
@param minDot - minimum dot product between trigger and the camera orientation needed to make the list
@param bUsuableOnly - if true, event must return true from SequenceEvent::CheckActivate()
@param out_useList - the list of triggers found to be usuable
Returns the interaction that manages the UI system.
returns whether the client has completely loaded the server's current world (valid on server only)
Determine if this player has a peer connection for the given net id
@param PeerNetId net id of remote client peer
@return TRUE if the player has the peer connection
hooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool
Toggles look input. FALSE means look input is cleared.
Toggles move input. FALSE means movement input is cleared.
Counts the number of local players to verify there is enough space
@return true if there is sufficient space, false if not
Determine if the player in our list of connected peers is at the top of the best next host list. Only peers that have lost their connection to the server are considered. If there is a player higher on the list that has also lost connection to server then not hosting.
@param PeerNetId net id of player to check as best host
@return TRUE if the player should be the next host
@return whether or not this Controller has Tilt Turned on
@return TRUE if starting a force feedback waveform is allowed; child classes should override this method to e.g. temporarily disable force feedback
@return whether or not this Controller has a keyboard available to be used
returns whether this Controller is a locally controlled PlayerController @note not valid until the Controller is completely spawned (i.e, unusable in Pre/PostBeginPlay())
return TRUE if look input is ignored.
@return whether or not this Controller has a mouse available to be used
return TRUE if movement input is ignored.
Wrapper for determining whether a player is the party leader.
@return TRUE if the player is the leader of the party; FALSE if not in a party or not the party leader.
Returns whether the game is currently paused.
Native function to determine if voice data should be received from this player. Only called on the server to determine whether voice packet replication should happen for the given sender. NOTE: This function is final because it can be called n^2 number of times in a given frame, where n is the number of players. Change/overload this function with caution as this can affect your network performance.
@param Sender the player to check for mute status
@return TRUE if this player is muted, FALSE otherwise
Wrapper for determining whether this player is the first player on their console.
@return TRUE if this player is not using splitscreen, or is the first player in the split-screen layout.
This will turn return whether the subtitles are on or off
Determines whether this player is playing split-screen.
@param out_SplitscreenPlayerIndex receives the index [into the player's local GamePlayers array] for this player, if playing splitscreen. .
@return TRUE if this player is playing splitscreen.
Adjust spectator velocity if "out of bounds" (above stallz or below killz)
Limit the player's view rotation. (Pitch component).
Lists all console events to the HUD.
Logs the current location in bugit format without taking screenshot and further routing.
Attempt host migration for the current player.
@return TRUE if the player was selected as the next host and migration as host was started
Allows the game to modify the URL that clients will use to connect to a server (should be called by pretty much anyone who calls GetResolvedConnectString())
notification when a matinee director track starts or stops controlling the ViewTarget of this PlayerController
Notification on this client that the host migration process has started May or may not complete successfully from this point
Override to display a message to the user
called clientside when it is loaded a new world via seamless travelling
@param WorldPackageName the name of the world package that was loaded
@param bFinalDest whether this world is the destination map for the travel (i.e. not the transition level)
Override to display a message to the user
Override to display a message to the user
Notification that one of the peer connections has lost his connection to the server. RPC is received through peer net driver.
@param PeerNetId net id of player that lost his connection
Notification from pawn that it has received damage via TakeDamage().
Delegate that is notified when registration is complete. Forwards the call to the server so that it can finalize processing
@param SessionName the name of the session this is for
@param bWasSuccessful whether registration worked or not
Scripting hook for camera shakes.
Kismet hook to trigger console events
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
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
@param SessionName the name of the session being ended
@param bWasSuccessful whether the end completed ok or not
Delegate called once the destroy of an online game before accepting an invite is complete. From here, the game invite can be accepted
@param SessionName the name of the session being ended
@param bWasSuccessful whether the end completed ok or not
An event that is called after the first tick of GEngine
Attempts to pause/unpause the game when the UI opens/closes. Note: pausing only happens in standalone mode
@param bIsOpening whether the UI is opening or closing
This is used to notify the PlayerController that a fly through has ended and then quit if we are doing a Sentinel run
Kismet interface for playing/stopping force feedback.
Delegate called when the user accepts a game invite externally. This allows the game code a chance to clean up before joining the game via AcceptGameInvite() call. NOTE: There must be space for all signed in players to join the game. All players must also have permission to play online too.
@param InviteResult the search/settings for the game we're to join
Delegate called once the session migration on the host completed.
@param SessionName the name of the session being migrated
@param bWasSuccessful whether the session migration completed ok or not
Once the join completes, use the platform specific connection information to connect to it
@param SessionName the name of the session that was joined
@param bWasSuccessful whether the join worked or not
Delegate called once the join/migration of the session has completed.
@param SessionName the name of the session being joined/migrated
@param bWasSuccessful whether the join/migrate completed ok or not
Called when the join for the travel destination has completed
@param SessionName the name of the session the event is for
@param bWasSuccessful whether it worked or not
Is called when someone joins/leaves the player's party chat session
@param bJoinedOrLeft true if the player joined, false if they left
@param PlayerName the name of the player that was affected
@param PlayerId the net id of the player that left
Is called when someone in your party chat has their custom data change (game controlled)
@param PlayerName the name of the player that was affected
@param PlayerId the net id of the player that had data change
@param CustomData1 the first 4 bytes of the custom data
@param CustomData2 the second 4 bytes of the custom data
@param CustomData3 the third 4 bytes of the custom data
@param CustomData4 the fourth 4 bytes of the custom data
Called once the host registration has completed. Sends the host this clients stat guid
@param bWasSuccessful true if the registration worked, false otherwise
A trivial way to handle the SetSoundMode kismet action
Handles switching the player in/out of cinematic mode.
Delegate called after each iteration of unregistering a player
@param SessionName the name of the session to unregister player from
@param PlayerId net id of player that was unregistered
@param bWasSuccessful whether the unregister completed ok or not
Delegate called after each iteration of unregistering a player
@param SessionName the name of the session to unregister player from
@param PlayerId net id of player that was unregistered
@param bWasSuccessful whether the unregister completed ok or not
Pause force-feedback for all local players.
@param bShouldPauseRumble indicates whether force-feedback should be paused or unpaused.
This peer player has been to told to travel with a migrated session to new host.
@param SessionName Name of the session that was migrated. Can be 'None' if migrating without a session
This peer player has been selected as the new host. Notify all other clients that have also lost their server connection to begin traveling to the newly migrated session. Begin traveling as the new host.
@param SessionName Name of the session that was migrated. Can be 'None' if migrating without a session
Notification when client peer received a migrated session. The session is joined via migration and the client travels to the new host once the join succeeds.
@param FromPeerNetId peer player that that sent us the migrated session. This is the new host
@param SearchClass Search class being used by the game session on the host
@param PlatformSpecificInfo Byte array with secure session info
Delay and then travel as the new host to the given URL
@param TravelCountdownTimer Seconds to delay before initiating the travel
@param URL browse path for the map/game to load as host
return true if player the Use action was handled
PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers
This will take an AnimNotify_Rumble and then grab out the correct waveform to be played
Notification that the ControllerId for this PC's LocalPlayer has been changed. Re-register all player data stores and any delegates that require a ControllerId.
Called when the local player is about to travel to a new map or IP address. Provides subclass with an opportunity to perform cleanup or other tasks prior to the travel.
Notification that the ControllerId for this PC LocalPlayer is about to change. Provides the PC a chance to cleanup anything that was associated with the old ControllerId. When this method is called, LocalPlayer.ControllerId is still the old value.
Last chance to fixup game settings values before joining a game with those settings
@param SessionName name of the session that is about to be joined
@param GameSettings settings object to be modified
Processes the player's ViewRotation adds delta rot (player input), applies any limits and post-processing returns the final ViewRotation set on PlayerController
@param DeltaTime, time since last frame
@param ViewRotation, current player ViewRotation
@param DeltaRot, player input added to ViewRotation
This function will be called to notify the player controller that the world has received it's game class. In the case of a client we need to initialize the Input System here. @Param GameClass - The Class of the game that was replicated
Called after this PlayerController's viewport/net connection is associated with this player controller.
Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created.
Registers any handlers for delegates in the OnlineSubsystem. Called when a player is being created and/or ControllerId is changing.
Register all player data stores.
Register any player data stores which do not require special initialization.
Refetches this player's profile settings.
triggers a SeqEvent_RemoteEvent instead of a console event; LDs specifically requested separate commands
Remove all debug text
Remove debug text for the specific actor.
Find all players in the session that is about to be migrated. Unregister the players that have missing peer connections as they won't migrate. Begin migration once this is complete.
@param SessionName name of session to be migrated
@return TRUE if there were still players to remove, FALSE if done
Keep track of a removed peer for this player and also replicate to server.
@param PeerNetId net id of remote client peer being removed
Reset Camera Mode to default
reset input to defaults
Force a save config on the specified actor.
Force a save config on the specified class.
called when seamless travelling and the specified PC is being replaced by this one copy over data that should persist (not called if PlayerControllerClass is the same for the from and to gametypes)
called when seamless travelling and we are being replaced by the specified PC clean up any persistent state (post process chains on LocalPlayers, for example) (not called if PlayerControllerClass is the same for the from and to gametypes)
This function is called after we acquire the travel points right before we start traveling.
This function is called before we acquire the travel points.
This is a function which is called when sentinel is able to start TravelTheWorld. This allows the specific game to do things such as turning off UI/HUD and to not enter some default starting the game state.
Replicate newly added peer for this player to server.
@param PeerNetId net id of remote client peer being added
@param NATType NAT of remote peer
Attempts to match the name passed in to a SeqEvent_Console object and then activate it.
@param eventName - name of the event to cause
called after movement in ServerMove() to check for and handle any potential error between server and client position by setting PendingAdjustment appropriately
Updates the server side information by adding to the mute list. Tells the player controller that owns the specified net id to also mute this PC.
@param PlayerNetId the remote player to mute
called to notify the server when the client has loaded a new world via seamless travelling
@param WorldPackageName the name of the world package that was loaded
RPC notification to server that a party host is about to leave the match.
@param PartyHostPlayerId net id of the party host that is leaving
Registers the client's stat guid with the online subsystem
@param StatGuid the stat guid to register
Notifies the server that the arbitration registration is complete
@param bWasSuccessful whether the registration with arbitration worked
Replicate removed peer for this player to server.
@param PeerNetId net id of remote client peer being removed
when spectating, tells server where the client is (client is authoritative on location when spectating)
when spectating, tells server where the client is (client is authoritative on location when spectating)
Updates the server side information by removing from the mute list. Tells the player controller that owns the specified net id to also unmute this PC.
@param PlayerNetId the remote player to unmute
called when the client adds/removes a streamed level the server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized
@param PackageName the name of the package for the level whose status changed
Player pressed UseKey
Whether or not to allow mature language
Sets the Audio Group to this the value passed in
Set new camera mode
@param NewCamMode, new camera mode.
Server/SP only function for changing whether the player is in cinematic mode. Updates values of various state variables, then replicates the call to the client to sync the current cinematic mode.
@param bInCinematicMode specify TRUE if the player is entering cinematic mode; FALSE if the player is leaving cinematic mode.
@param bHidePlayer specify TRUE to hide the player's pawn (only relevant if bInCinematicMode is TRUE)
@param bAffectsHUD specify TRUE if we should show/hide the HUD to match the value of bCinematicMode
@param bAffectsMovement specify TRUE to disable movement in cinematic mode, enable it when leaving
@param bAffectsTurning specify TRUE to disable turning in cinematic mode or enable it when leaving
@param bAffectsButtons specify TRUE to disable button input in cinematic mode or enable it when leaving.
sets whether or not the Tilt functionality is turned on
sets whether or not the the player wants to utilize the Tilt functionality
sets whether or not to ONLY use the tilt input controls
Scales the amount the rumble will play on the gamepad
@param ScaleBy The amount to scale the waveforms by
This will turn the subtitles on or off depending on the value of bValue
@param bValue to show or not to show
sets whether or not to use the tilt forward and back input controls
Wrapper to SetViewTarget with useful defaults
@return whether we should skip the position updating in LongClientAdjustPosition() due to current or upcoming root motion (does not affect move acknowledgement or state transitions)
For AI debugging
spawns MyCoverReplicator and tells it to replicate any changes that have already occurred
Notify client peer to travel to the new host. RPC is sent through peer net driver.
@param ToPeerNetId peer player to find connection for
Notify client peer to travel to the new host via its migrated session. RPC is sent through peer net driver.
@param ToPeerNetId peer player to find connection for
@param SessionName Name of session that was migrated to travel to
@param SearchClass Search class being used by the current game session
@param PlatformSpecificInfo Byte array with secure session info
@param PlatformSpecificInfoSize Size in bytes of PlatformSpecificInfo
Examines the nearby enviroment and generates a priority sorted list of interactable actors, and then attempts to activate each of them until either one was successfully activated, or no more actors are available.
Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.
Unregisters all player data stores that remain after unregistering all player data stores that require custom unregister logic.
Called by LongClientAdjustPosition()
@param NewState is the state recommended by the server
Entry point function for player interactions with the world, re-directs to ServerUse.
return whether viewing in first person mode
View next active player in PRIArray.
@param dir is the direction to go in the array
Updates any camera view shaking that is going on
Defaultproperties |
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defaultproperties { Begin Object Class=CylinderComponent Name=CollisionCylinder CollisionRadius=+22.000000 CollisionHeight=+22.000000 End Object CollisionComponent=CollisionCylinder CylinderComponent=CollisionCylinder Components.Add(CollisionCylinder) FOVAngle=85.000 NetPriority=3 bIsPlayer=true bCanDoSpecial=true Physics=PHYS_None CheatClass=class'Engine.CheatManager' InputClass=class'Engine.PlayerInput' CameraClass=class'Camera' MaxResponseTime=0.125 ClientCap=0 LastSpeedHackLog=-100.0 SavedMoveClass=class'SavedMove' DesiredFOV=85.000000 DefaultFOV=85.000000 LODDistanceFactor=1.0 bCinemaDisableInputMove=false bCinemaDisableInputLook=false bIsUsingStreamingVolumes=TRUE SpectatorCameraSpeed=600.0 MinRespawnDelay=1.0 } |
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