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Engine.PlayerController

Extends
Controller
Modifiers
config ( Game ) native ( Controller ) nativereplication dependson ( OnlineSubsystem , OnlineGameSearch , SeqAct_ControlMovieTexture )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.PlayerController

Direct Known Subclasses:

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
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
pawnAcknowledgedPawn
boolbAimingHelp
boolbBlockCameraAnimsFromOverridingPostProcess
boolbCameraPositionLocked
boolbCheatFlying
boolbCheckRelevancyThroughPortals
boolbCheckSoundOcclusion
boolbCinemaDisableInputLook
boolbCinemaDisableInputMove
boolbCinematicMode
boolbClientSimulatingViewTarget
boolbDebugCameraAnims
boolbDoubleJump
bytebDuck
array<UniqueNetId>BestNextHostPeers
boolbFrozen
boolbHasVoiceHandshakeCompleted
bytebIgnoreLookInput
bytebIgnoreMoveInput
boolbIgnoreNetworkMessages
boolbIsControllerConnected
boolbIsExternalUIOpen
boolbIsUsingStreamingVolumes
rotatorBlendedTargetViewRotation
boolbLogHearSoundOverflow
boolbNeverSwitchOnPickup
boolbPendingDestroy
boolbPressedJump
boolbReplicateAllPawns
bytebRun
boolbShortConnectTimeOut
boolbUpdatePosition
boolbUpdating
boolbWasSaturated
boolbWasSpeedHack
class<Camera>CameraClass
class<CheatManager>CheatClass
CheatManagerCheatManager
intClientCap
floatClientUpdateTime
array<ConnectedPeerInfo>ConnectedPeers
InterpTrackInstDirectorControllingDirTrackInst
floatCurrentTimeStamp
CylinderComponentCylinderComponent
array<DebugTextInfo>DebugTextList
floatDefaultFOV
nameDelayedJoinSessionName
floatDesiredFOV
eDoubleClickDirDoubleClickDir
floatDynamicPingThreshold
vectorFailedPathStart
ForceFeedbackManagerForceFeedbackManager
stringForceFeedbackManagerClassName
floatFOVAngle
SavedMoveFreeMoves
array<UniqueNetId>GameplayVoiceMuteList
intGroundPitch
array<AudioComponent>HearSoundActiveComponents
array<AudioComponent>HearSoundPoolComponents
array<Actor>HiddenActors
class<PlayerInput>InputClass
array<InputMatchRequest>InputRequests
floatInteractDistance
array<interaction>Interactions
vectorLastAckedAccel
floatLastActiveTime
stringLastBroadcastString[4]
floatLastBroadcastTime
floatLastPingUpdate
floatLastSpectatorStateSynchTime
floatLastSpeedHackLog
floatLastUpdateTime
floatLODDistanceFactor
intMaxConcurrentHearSounds
floatMaxResponseTime
floatMaxTimeMargin
OnlineGameSearchMigratedSearchToJoin
floatMinRespawnDelay
CoverReplicatorMyCoverReplicator
HUDmyHUD
byteNetPlayerIndex
UIDataStore_OnlinePlayerDataOnlinePlayerData
OnlineSubsystemOnlineSub
ClientAdjustmentPendingAdjustment
array<name>PendingMapChangeLevelNames
SavedMovePendingMove
NetConnectionPendingSwapConnection
PlayerPlayer
PlayerReplicationInfoRealViewTarget
class<SavedMove>SavedMoveClass
SavedMoveSavedMoves
floatServerTimeStamp
floatSpectatorCameraSpeed
floatTargetEyeHeight
rotatorTargetViewRotation
floatTimeMargin
actorViewTarget
OnlineVoiceInterfaceVoiceInterface
array<UniqueNetId>VoiceMuteList
array<UniqueNetId>VoicePacketFilter
floatWaitDelay
Camera
CameraPlayerCamera
Debug
boolbDebugClientAdjustPosition
PlayerController
PlayerInputPlayerInput
Inherited Variables from Engine.Controller
AdjustPosition, bAdjusting, bAdvancedTactics, bAltFire, bCanDoSpecial, bFire, bForceStrafe, bGodMode, bIsPlayer, bLOSflag, bNotifyApex, bNotifyFallingHitWall, bNotifyPostLanded, bOverrideSearchStart, bPreciseDestination, bPreparingMove, bSeeFriendly, bSkipExtraLOSChecks, bSlowerZAcquire, bSoaking, bUsingPathLanes, CurrentPath, CurrentPathDir, DestinationPosition, Enemy, FailedMoveTarget, FailedReachLocation, FailedReachTime, FocalPosition, Focus, GoalList[4], GroundPitchTime, HighJumpNodeCostModifier, InUseNodeCostMultiplier, LaneOffset, LastFailedReach, LastRouteFind, MaxMoveTowardPawnTargetTime, MinHitWall, MoveFailureCount, MoveTarget, MoveTimer, NavigationHandle, NavigationHandleClass, NavMeshPath_SearchExtent_Modifier, NextController, NextRoutePath, OldBasedRotation, OverrideSearchStart, Pawn, PendingMover, PlayerNum, PlayerReplicationInfo, RouteCache, RouteDist, RouteGoal, ShotTarget, SightCounter, SightCounterInterval, StartSpot, ViewX, ViewY, ViewZ, VisiblePortals
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo

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
delegatebool CanUnpause ()))
delegate InputMatchDelegate ()))
delegate OnMissingPeersUnregistered (name SessionName, niqueNetId PlayerId, ool bWasSuccessful)

Functions Summary
function AcknowledgePossession (Pawn P))
function AddCheats (optional bool bForce))
event 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 ))
event AddPeer (UniqueNetId PeerNetId, ENATType NATType))
function AdjustFOV (float DeltaTime ))
functionfloat AimHelpDot (bool bInstantHit))
functionbool AimingHelp (bool bInstantHit))
functionbool AllowTextMessage (string Msg))
functionbool AllowTTSMessageFrom (PlayerReplicationInfo PRI ))
function AskForPawn ()))
event BeginState (Name PreviousStateName))
BaseSpectating
event BeginState (Name PreviousStateName))
Dead
event BeginState (Name PreviousStateName))
PlayerClimbing
event BeginState (Name PreviousStateName))
PlayerDriving
event BeginState (Name PreviousStateName))
PlayerFlying
event BeginState (Name PreviousStateName))
PlayerSwimming
event BeginState (Name PreviousStateName))
PlayerWaiting
event BeginState (Name PreviousStateName))
PlayerWalking
event BeginState (Name PreviousStateName))
RoundEnded
event BeginState (Name PreviousStateName))
Spectating
event BeginState (Name PreviousStateName))
WaitingForPawn
event BugIt (optional string ScreenShotDescription ))
event BugItAI (optional string ScreenShotDescription ))
function BugItGo (coerce float X, coerce float Y, coerce float Z, coerce int Pitch, coerce int Yaw, coerce int Roll ))
function BugItGoString (string TheLocation, string TheRotation))
event BugItStringCreator (const out Vector ViewLocation, const out Rotator ViewRotation, out String GoString, out String LocString ))
function BugItWorker (vector TheLocation, rotator TheRotation ))
function CallServerMove (SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove ))
function Camera (name NewMode ))
event CameraLookAtFinished (SeqAct_CameraLookAt Action)
functionbool CanAllPlayersPlayOnline ()))
functionbool CanCommunicate ()))
functionbool CanRestartPlayer ()))
functionbool CanUnpauseControllerConnected ()))
functionbool CanUnpauseExternalUI ()))
functionbool CanViewUserCreatedContent ()))
function CauseEvent (optional Name EventName))
function CE (optional Name EventName))
function ChangeTeam (optional string TeamName ))
function CheckJumpOrDuck ()))
functionbool CheckSpeedHack (float DeltaTime)
function CleanOutSavedMoves ()))
function CleanUpAudioComponents ()
function CleanupPawn ()))
function CleanupPRI ()))
function ClearAckedMoves ()))
function ClearInviteDelegates ()))
event ClearOnlineDelegates ()))
function ClientAckGoodMove (float TimeStamp))
function ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ))
function ClientAdminMessage (string Msg))
function ClientArbitratedMatchEnded ()))
event ClientCancelPendingMapChange ()))
function ClientCapBandwidth (int Cap))
function ClientClearKismetText (Vector2D MessageOffset))
event ClientCommitMapChange ()))
function ClientControlMovieTexture (TextureMovie MovieTexture, SeqAct_ControlMovieTexture.EMovieControlType Mode))
event ClientConvolve (string C, nt H)
function ClientDrawKismetText (KismetDrawTextInfo DrawTextInfo, float DisplayTime))
function ClientEndOnlineGame ()))
event ClientFlushLevelStreaming ()
event ClientForceGarbageCollection ()))
function ClientGameEnded (Actor EndGameFocus, bool bIsWinner))
function ClientGotoState (name NewState, optional name NewLabel))
function ClientGotoState (name NewState, optional name NewLabel))
WaitingForPawn
event ClientHearSound (SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded ))
function ClientIgnoreLookInput (bool bIgnore))
function ClientIgnoreMoveInput (bool bIgnore))
function ClientInitializeDataStores ()))
event ClientMessage (coerce string S, optional Name Type, optional float MsgLifeTime ))
event ClientMutePlayer (UniqueNetId PlayerNetId))
function ClientNotifyPartyHostLeaving (UniqueNetId PartyHostPlayerId))
function ClientPlayActorFaceFXAnim (Actor SourceActor, FaceFXAnimSet AnimSet, string GroupName, string SeqName, SoundCue SoundCueToPlay))
event 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 ))
function ClientPlayCameraShake (CameraShake Shake, optional float Scale=1.f, optional bool bTryForceFeedback, optional ECameraAnimPlaySpace PlaySpace=CAPS_CameraLocal, optional rotator UserPlaySpaceRot ))
event ClientPlayForceFeedbackWaveform (ForceFeedbackWaveform FFWaveform, ptional Actor FFWaveformInstigator))
event ClientPlaySound (SoundCue ASound))
event ClientPrepareMapChange (name LevelName, bool bFirst, bool bLast))
event ClientPrestreamTextures (Actor ForcedActor, float ForceDuration, bool bEnableStreaming, optional int CinematicTextureGroups = 0 ))
function ClientRegisterForArbitration ()))
function ClientRegisterHostStatGuid (string StatGuid))
function ClientReset ()))
function ClientRestart (Pawn NewPawn))
function ClientReturnToParty (UniqueNetId RequestingPlayerId))
event ClientSetBlockOnAsyncLoading ()))
event ClientSetCameraFade (bool bEnableFading, optional color FadeColor, optional vector2d FadeAlpha, optional float FadeTime))
function ClientSetCameraMode (name NewCamMode ))
function ClientSetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD))
event ClientSetForceMipLevelsToBeResident (MaterialInterface Material, float ForceDuration, optional int CinematicTextureGroups ))
function ClientSetHostUniqueId (UniqueNetId InHostId)
function ClientSetHUD (class<HUD> newHUDType))
function ClientSetOnlineStatus ()
event ClientSetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title, optional bool bIgnoreFutureNetworkMessages))
event ClientSetViewTarget (Actor A, optional ViewTargetTransitionParams TransitionParams ))
event ClientSpawnCameraLensEffect (class LensEffectEmitterClass ))
function ClientStartNetworkedVoice ()))
function ClientStartOnlineGame ()))
event ClientStopCameraAnim (CameraAnim AnimToStop))
function ClientStopCameraShake (CameraShake Shake ))
event ClientStopForceFeedbackWaveform (optional ForceFeedbackWaveform FFWaveform))
function ClientStopNetworkedVoice ()))
event ClientTravel (string URL, ETravelType TravelType, optional bool bSeamless = false, optional init Guid MapPackageGuid)
function ClientTravelToSession (name SessionName, lass<OnlineGameSearch> SearchClass, yte PlatformSpecificInfo[80]))
event ClientUnmutePlayer (UniqueNetId PlayerNetId))
function ClientUpdateBestNextHosts (UniqueNetId SortedNextHosts[10], byte NumEntries))
function ClientUpdateLevelStreamingStatus (Name PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad)
function ClientUpdatePosition ()))
function ClientVoiceHandshakeComplete ()))
event ClientWasKicked ()
function ClientWriteLeaderboardStats (class<OnlineStatsWrite> OnlineStatsWriteClass, optional bool bIsIncomplete=false)
function ClientWriteOnlinePlayerScores (int LeaderboardId))
functionint CompressAccel (int C))
event ConditionalPause (bool bDesiredPauseState ))
functionstring ConsoleCommand (string Command, optional bool bWriteToLog = true)
function ConsoleKey (name Key))
function CopyToClipboard (string Text)
functionSoundCue CreateTTSSoundCue (string StrToSpeak, PlayerReplicationInfo PRI)
function DebugCameraAnims ()))
function DebugLogPRIs ()))
function DelayedPrepareMapChange ()))
event Destroyed ()))
function DisableDebugAI ()))
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function DoForceFeedbackForScreenShake (CameraShake ShakeData, float ShakeScale)
function DrawDebugTextList (Canvas Canvas, float RenderDelta))
function DrawHUD (HUD H ))
function DualServerMove (float TimeStamp0, vector InAccel0, byte PendingFlags, int View0, float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ))
function DumpOnlineSessionState ()))
function DumpPeers ()))
function DumpVoiceMutingState ()))
function EnableCheats ()))
event EndState (Name NextStateName))
BaseSpectating
event EndState (Name NextStateName))
Dead
event EndState (Name NextStateName))
PlayerClimbing
event EndState (Name NextStateName))
PlayerDriving
event EndState (Name NextStateName))
PlayerWaiting
event EndState (Name NextStateName))
PlayerWalking
event EndState (name NextStateName))
RoundEnded
event EndState (Name NextStateName))
Spectating
event EndState (Name NextStateName))
WaitingForPawn
function EnterStartState ()))
event FellOutOfWorld (class<DamageType> dmgType)
functionint FindConnectedPeerIndex (UniqueNetId PeerNetId))
function FindGoodView ()))
Dead
function FindGoodView ()))
RoundEnded
functionint FindStairRotation (float DeltaTime)
functionbool FindVehicleToDrive ()))
function FixFOV ()))
function ForceClearUnpauseDelegates ()))
function ForceDeathUpdate ()))
function ForceSingleNetUpdateFor (Actor Target)
function FOV (float F))
function GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner))
function GameplayMutePlayer (UniqueNetId PlayerNetId))
function GameplayUnmutePlayer (UniqueNetId PlayerNetId))
eventbool GetAchievementProgression (int AchievementId, out float CurrentValue, out float MaxValue)
functionRotator GetAdjustedAimFor (Weapon W, vector StartFireLoc ))
functionclass<OnlineGameSearchGetCurrentSearchClass ()))
functionstring GetDefaultURL (string Option)
eventfloat GetFOVAngle ()))
functionSavedMove GetFreeMove ()))
functionstring GetNewPeerHostURL ()))
functionOnlineSubsystem GetOnlineSubsystem ()))
functionstring GetPartyGameTypeName ()
functionstring GetPartyMapName ()
functionPlayerController GetPlayerControllerFromNetId (UniqueNetId PlayerNetId)
functionstring GetPlayerNetworkAddress ()
event GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation ))
functionAudioComponent GetPooledAudioComponent (SoundCue ASound, Actor SourceActor, bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation)
function GetRegisteredPlayersInSession (name SessionName, out array<UniqueNetId> OutRegisteredPlayers)
event GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList))
functionfloat GetServerMoveDeltaTime (float TimeStamp))
functionstring GetServerNetworkAddress ()
functionPlayerReplicationInfo GetSplitscreenPlayerByIndex (optional int PlayerIndex=1 ))
functionint GetSplitscreenPlayerCount ()))
function GetTriggerUseList (float interactDistanceToCheck, float crosshairDist, float minDot, bool bUsuableOnly, out array<Trigger> out_useList))
functionUIInteraction GetUIController ()))
functionActor GetViewTarget ()
function GivePawn (Pawn NewPawn))
function HandlePickup (Inventory Inv))
function HandleWalking ()))
functionbool HasClientLoadedCurrentWorld ()
functionbool HasPeerConnection (const out UniqueNetId PeerNetId) con)
function HearSoundFinished (AudioComponent AC))
function IgnoreLookInput (bool bNewLookInput ))
function IgnoreMoveInput (bool bNewMoveInput ))
function IncrementNumberOfMatchesPlayed ()))
event InitInputSystem ()))
functionbool InviteHasEnoughSpace (OnlineGameSettings InviteSettings))
functionbool IsBestHostPeer (UniqueNetId PeerNetId))
functionbool IsClosestLocalPlayerToActor (Actor TheActor))
functionbool IsControllerTiltActive () con)
functionbool IsDead ()))
Dead
functionbool IsForceFeedbackAllowed ()))
functionbool IsKeyboardAvailable () con)
functionbool IsLocalPlayerController ()
eventbool IsLookInputIgnored ()))
functionbool IsMouseAvailable () con)
eventbool IsMoveInputIgnored ()))
functionbool IsPartyLeader ()))
functionbool IsPaused ()))
functionbool IsPlayerMuted (const out UniqueNetId Sender)
functionbool IsPrimaryPlayer ()))
functionbool IsShowingSubtitles ()
functionbool IsSpectating ()))
functionbool IsSpectating ()))
BaseSpectating
functionbool IsSpectating ()))
RoundEnded
functionbool IsSplitscreenPlayer (optional out int out_SplitscreenPlayerIndex))
function Jump ()))
Dead
function Jump ()
PlayerWaiting
event KickWarning ()))
event Kismet_ClientPlaySound (SoundCue ASound, Actor SourceActor, float VolumeMultiplier, float PitchMultiplier, float FadeInTime, bool bSuppressSubtitles, bool bSuppressSpatialization))
event Kismet_ClientStopSound (SoundCue ASound, Actor SourceActor, float FadeOutTime))
event LevelStreamingStatusChanged (LevelStreaming LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad ))
functionbool LimitSpectatorVelocity ()))
BaseSpectating
eventRotator LimitViewRotation (Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax ))
function ListCE ()))
function ListConsoleEvents ()))
function LocalTravel (string URL ))
function LogLoc ()))
function LogOutBugItAIGoToLogFile (const String InScreenShotDesc, const string InGoString, const string InLocString)
function LogOutBugItGoToLogFile (const String InScreenShotDesc, const string InGoString, const string InLocString)
function 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 ))
function 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
function 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
eventbool MigrateNewHost ()))
functionstring ModifyClientURL (string URL))
function MoveAutonomous (float DeltaTime, byte CompressedFlags, vector newAccel, rotator DeltaRot ))
function Mutate (string MutateString))
function NextWeapon ()))
function NotifyChangedWeapon (Weapon PreviousWeapon, Weapon NewWeapon)
event NotifyDirectorControl (bool bNowControlling))
function NotifyHostMigrationStarted ()
function NotifyInviteFailed ()))
eventbool NotifyLanded (vector HitNormal, Actor FloorActor))
eventbool NotifyLanded (vector HitNormal, Actor FloorActor))
PlayerSwimming
event NotifyLoadedWorld (name WorldPackageName, bool bFinalDest))
function NotifyNotAllPlayersCanJoinInvite ()))
function NotifyNotEnoughSpaceInInvite ()))
event NotifyPeerDisconnectHost (UniqueNetId PeerNetId))
event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerClimbing
event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerSwimming
event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
PlayerWalking
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
function OldServerMove (float OldTimeStamp, byte OldAccelX, byte OldAccelY, byte OldAccelZ, byte OldMoveFlags ))
function OnArbitrationRegisterComplete (name SessionName, ool bWasSuccessful))
function OnCameraShake (SeqAct_CameraShake inAction))
function OnConsoleCommand (SeqAct_ConsoleCommand inAction ))
function OnControllerChanged (int ControllerId, ool bIsConnected))
function OnDestroy (SeqAct_Destroy Action))
function OnDestroyForInviteComplete (name SessionName, ool bWasSuccessful))
function OnDrawText (SeqAct_DrawText inAction))
function OnEndForInviteComplete (name SessionName, ool bWasSuccessful))
event OnEngineInitialTick ()))
function OnExternalUIChanged (bool bIsOpening))
function OnFlyThroughHasEnded (SeqAct_FlyThroughHasEnded InAction ))
function OnForceFeedback (SeqAct_ForceFeedback Action))
function OnGameInviteAccepted (const out OnlineGameSearchResult InviteResult))
function OnHostMigratedOnlineGame (name SessionName, ool bWasSuccessful))
function OnInviteJoinComplete (name SessionName, ool bWasSuccessful))
function OnJoinMigratedGame (name SessionName, ool bWasSuccessful))
function OnJoinTravelToSessionComplete (name SessionName, ool bWasSuccessful))
function OnPartyMemberListChanged (bool bJoinedOrLeft, tring PlayerName, niqueNetId PlayerId)
function OnPartyMembersInfoChanged (string PlayerName, niqueNetId PlayerId, nt CustomData1, nt CustomData2, nt CustomData3, nt CustomData4)
function OnRegisterHostStatGuidComplete (bool bWasSuccessful))
function OnSetCameraTarget (SeqAct_SetCameraTarget inAction))
function OnSetSoundMode (SeqAct_SetSoundMode Action))
function OnToggleCinematicMode (SeqAct_ToggleCinematicMode Action))
function OnToggleHUD (SeqAct_ToggleHUD inAction))
function OnToggleInput (SeqAct_ToggleInput inAction))
function OnUnregisterPlayerCompleteForHostMigrate (name SessionName, niqueNetId PlayerId, ool bWasSuccessful))
function OnUnregisterPlayerCompleteForJoinMigrate (name SessionName, niqueNetId PlayerId, ool bWasSuccessful))
functionstring PasteFromClipboard ()
function PathChild (optional int Cnt ))
function PathClear ()))
function PathStep (optional int Cnt))
function Pause ()))
function PauseRumbleForAllPlayers (optional bool bShouldPauseRumble=true ))
function PawnDied (Pawn P))
function PeerDesignatedAsClient (name SessionName))
function PeerDesignatedAsHost (name SessionName))
event PeerReceivedMigratedSession (UniqueNetId FromPeerNetId, name SessionName, class<OnlineGameSearch> SearchClass, byte PlatformSpecificInfo[80]))
function PeerTravelAsHost (float TravelCountdownTimer, tring URL)
functionbool PerformedUseAction ()))
function PlayBeepSound ()
function PlayerMove (float DeltaTime)
function PlayerMove (float DeltaTime))
BaseSpectating
function PlayerMove (float DeltaTime))
Dead
function PlayerMove (float DeltaTime ))
PlayerClimbing
function PlayerMove (float DeltaTime ))
PlayerDriving
function PlayerMove (float DeltaTime))
PlayerFlying
function PlayerMove (float DeltaTime))
PlayerSwimming
function PlayerMove (float DeltaTime ))
PlayerWalking
function PlayerMove (float DeltaTime))
RoundEnded
event PlayerTick (float DeltaTime ))
event PlayerTick (float DeltaTime))
WaitingForPawn
event PlayRumble (const AnimNotify_Rumble TheAnimNotify ))
event Possess (Pawn aPawn, bool bVehicleTransition))
event Possess (Pawn aPawn, bool bVehicleTransition))
RoundEnded
event PostBeginPlay ()))
function PostControllerIdChange ()))
event PreClientTravel (string PendingURL, ETravelType TravelType, bool bIsSeamlessTravel ))
function PreControllerIdChange ()))
function PreJoinUpdateGameSettings (name SessionName, nlineGameSettings GameSettings)
event PreRender (Canvas Canvas)
function PrevWeapon ()))
function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump))
function ProcessDrive (float InForward, float InStrafe, float InUp, bool InJump))
PlayerDriving
function ProcessMove (float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
BaseSpectating
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerClimbing
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
PlayerDriving
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerSwimming
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerWalking
function ProcessViewRotation (float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot ))
function RE (optional name EventName))
function ReceivedGameClass (class<GameInfo> GameClass))
event ReceivedPlayer ()))
event ReceiveLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ))
function RegisterCustomPlayerDataStores ()))
function RegisterOnlineDelegates ()))
function RegisterPlayerDataStores ()))
function RegisterStandardPlayerDataStores ()))
function ReloadProfileSettings ()))
function RemoteEvent (optional name EventName))
event RemoveAllDebugStrings ()))
event RemoveDebugText (Actor SrcActor))
functionbool RemoveMissingPeersFromSession (name SessionName, elegate<OnMissingPeersUnregistered> UnregisterDelegate))
event RemovePeer (UniqueNetId PeerNetId))
event ReplicatedEvent (name VarName))
Dead
function ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ))
function ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
BaseSpectating
function ReplicateMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
WaitingForPawn
function Reset ()))
event ResetCameraMode ()))
function ResetFOV ()))
function ResetPlayerMovementInput ()))
function ResetTimeMargin ()))
function Restart (bool bVehicleTransition))
function RestartLevel ()))
function SaveActorConfig (coerce Name actorName))
function SaveClassConfig (coerce string className))
function Say (string Msg ))
function SeamlessTravelFrom (PlayerController OldPC))
function SeamlessTravelTo (PlayerController NewPC)
event SendClientAdjustment ()))
function SendToConsole (string Command))
function Sentinel_PostAcquireTravelTheWorldPoints ()))
function Sentinel_PreAcquireTravelTheWorldPoints ()))
function Sentinel_SetupForGamebasedTravelTheWorld ()))
function ServerAcknowledgePossession (Pawn P))
function ServerAddPeer (UniqueNetId PeerNetId, ENATType NATType))
function ServerCamera (name NewMode ))
function ServerCauseEvent (Name EventName))
function ServerChangeName (coerce string S ))
function ServerChangeTeam (int N))
function ServerChangeTeam (int N ))
PlayerWaiting
function ServerDrive (float InForward, float InStrafe, float aUp, bool InJump, int View))
function ServerGivePawn ()))
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View))
function ServerMove (float TimeStamp, vector Accel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ))
Dead
function ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ))
RoundEnded
function ServerMoveHandleClientError (float TimeStamp, vector Accel, vector ClientLoc))
function ServerMutate (string MutateString))
event ServerMutePlayer (UniqueNetId PlayerNetId))
event ServerNotifyLoadedWorld (name WorldPackageName)
function ServerNotifyPartyHostLeaving (UniqueNetId PartyHostPlayerId))
function ServerPause ()))
event ServerProcessConvolve (string C, nt H)
function ServerRegisterClientStatGuid (string StatGuid))
function ServerRegisteredForArbitration (bool bWasSuccessful))
function ServerRemoteEvent (name EventName))
function ServerRemovePeer (UniqueNetId PeerNetId))
function ServerRestartGame ()))
function ServerReStartGame ()))
RoundEnded
function ServerReStartPlayer ()))
Dead
function ServerRestartPlayer ()))
PlayerWaiting
function ServerReStartPlayer ()))
RoundEnded
function ServerSay (string Msg ))
function ServerSetSpectatorLocation (vector NewLoc))
function ServerSetSpectatorLocation (vector NewLoc))
BaseSpectating
function ServerShortTimeout ()))
function ServerSpeech (name Type, int Index, string Callsign)
function ServerSuicide ()))
function ServerSuicide ()
PlayerWaiting
function ServerTeamSay (string Msg ))
function ServerThrowWeapon ()))
event ServerUnmutePlayer (UniqueNetId PlayerNetId))
event ServerUpdateLevelVisibility (name PackageName, bool bIsVisible)
function ServerUpdatePing (int NewPing))
function ServerUse ()))
function ServerUse ()))
PlayerDriving
function ServerUTrace ()))
function ServerVerifyViewTarget ()))
function ServerViewNextPlayer ()))
function ServerViewPrevPlayer ()))
function ServerViewSelf (optional ViewTargetTransitionParams TransitionParams))
function SetAllowMatureLanguage (bool bAllowMatureLanguge)
function SetAudioGroupVolume (name GroupName, float Volume)
function SetCameraMode (name NewCamMode ))
function SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsButtons ))
function SetControllerTiltActive (bool bActive)
function SetControllerTiltDesiredIfAvailable (bool bActive)
function SetFOV (float NewFOV))
function SetName (coerce string S))
function SetNetSpeed (int NewSpeed)
function SetOnlyUseControllerTiltInput (bool bActive)
functionbool SetPause (bool bPause, optional delegate<CanUnpause> CanUnpauseDelegate=CanUnpause))
function SetRumbleScale (float ScaleBy))
function SetShowSubtitles (bool bValue)
function SetUseTiltForwardAndBack (bool bActive)
function SetViewTarget (Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams)
function SetViewTargetWithBlend (Actor NewViewTarget, optional float BlendTime = 0.35, optional EViewTargetBlendFunction BlendFunc = VTBlend_Cubic, optional float BlendExp = 2.f, optional bool bLockOutgoing = FALSE))
function ShortClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
function ShowGameState ()))
function ShowPlayerState ()))
functionbool SkipPositionUpdateForRM ()))
event SoakPause (Pawn P))
functionCoverReplicator SpawnCoverReplicator ()))
function SpawnDefaultHUD ()))
event SpawnPlayerCamera ()))
function SpeakTTS (coerce string S, optional PlayerReplicationInfo PRI ))
function Speech (name Type, int Index, string Callsign ))
function StartAltFire (optional Byte FireModeNum ))
function StartAltFire (optional byte FireModeNum ))
Spectating
function StartFire (optional byte FireModeNum ))
function StartFire (optional byte FireModeNum ))
Dead
function StartFire (optional byte FireModeNum ))
PlayerWaiting
function StartFire (optional byte FireModeNum ))
RoundEnded
function StartFire (optional byte FireModeNum ))
Spectating
function StartFire (optional byte FireModeNum ))
WaitingForPawn
function StopAltFire (optional byte FireModeNum ))
function StopFire (optional byte FireModeNum ))
function Suicide ()))
function Suicide ()
PlayerWaiting
function SwitchLevel (string URL))
function SwitchTeam ()))
function Talk ()))
event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime ))
function TeamSay (string Msg ))
function TeamTalk ()))
function TellPeerToTravel (UniqueNetId ToPeerNetId)
function TellPeerToTravelToSession (UniqueNetId ToPeerNetId, name SessionName, class<OnlineGameSearch> SearchClass, byte PlatformSpecificInfo[80], nt PlatformSpecificInfoSize)
function ThrowWeapon ()))
function ThrowWeapon ()))
Dead
function ThrowWeapon ()))
RoundEnded
event Timer ()))
Dead
event Timer ()))
PlayerSwimming
event Timer ()))
RoundEnded
event Timer ()))
WaitingForPawn
functionbool TriggerInteracted ()))
event UnPossess ()))
function UnregisterPlayerDataStores ()))
function UnregisterStandardPlayerDataStores ()))
function UpdatePing (float TimeStamp))
function UpdateRotation (float DeltaTime ))
function UpdateStateFromAdjustment (name NewState))
function UpdateURL (string NewOption, string NewValue, bool bSave1Default)
function Use ()))
function Use ()))
Dead
function Use ()))
RoundEnded
functionbool UsingFirstPersonCamera ()))
function UTrace ()))
function VeryShortClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ))
function ViewAPlayer (int dir))
function ViewShake (float DeltaTime)
Inherited Functions from Engine.Controller
ActorReachable, AllowDetourTo, BeginAnimControl, BeginState, BeyondFogDistance, CanSee, CanSeeByPoints, CleanupPRI, ClientSetLocation, ClientSetRotation, ClientSwitchToBestWeapon, CurrentLevelUnloaded, Destroyed, DisplayDebug, EndClimbLadder, EnemyJustTeleported, EnemyNotVisible, FindPathTo, FindPathToIntercept, FindPathToward, FindPathTowardNearest, FindRandomDest, FinishAnimControl, FinishRotation, FireWeaponAt, GameHasEnded, GamePlayEndedState, GeneratePathToActor, GeneratePathToLocation, GetActorEyesViewPoint, GetAdjustedAimFor, GetAdjustLocation, GetDestinationPosition, GetFocalPoint, GetHumanReadableName, GetPlayerViewPoint, GetTeamNum, HandlePathObstruction, HandlePickup, HearNoise, InitNavigationHandle, InitPlayerReplicationInfo, InLatentExecution, InstantWarnTarget, InterpolationFinished, InterpolationStarted, IsAimingAt, IsDead, IsInCombat, IsLocalPlayerController, IsSpectating, LandingShake, LineOfSightTo, LongFall, MayFall, MoverFinished, MoveTo, MoveToDirectNonPathPos, MoveToward, MoveUnreachable, NotifyAddInventory, NotifyBump, NotifyChangedWeapon, NotifyCoverAdjusted, NotifyCoverClaimViolation, NotifyCoverDisabled, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPathChanged, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyProjLanded, NotifyTakeHit, OnModifyHealth, OnPossess, OnSetPhysics, OnSetVelocity, OnTeleport, OnToggleGodMode, OnToggleHidden, PawnDied, PickTarget, PickWallAdjust, PlayActorFaceFXAnim, PointReachable, Possess, PostBeginPlay, RatePickup, ReachedPreciseDestination, ReadyForLift, ReceiveProjectileWarning, ReceiveWarning, ReplicatedEvent, Reset, Restart, RoundHasEnded, RouteCache_AddItem, RouteCache_Empty, RouteCache_InsertItem, RouteCache_RemoveIndex, RouteCache_RemoveItem, SeeMonster, SeePlayer, SendMessage, ServerGivePawn, ServerRestartPlayer, SetAdjustLocation, SetAnimPosition, SetCharacter, SetDestinationPosition, SetFocalPoint, SetMorphWeight, SetSkelControlScale, SetupSpecialPathAbilities, StopActorFaceFXAnim, StopFiring, StopLatentExecution, SwitchToBestWeapon, UnderLift, UnPossess, WaitForLanding, WaitForMover, WarnProjExplode
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap

States Summary
BaseSpectating Source code
state BaseSpectating
BeginState, EndState, IsSpectating, LimitSpectatorVelocity, PlayerMove, ProcessMove, ReplicateMove, ServerSetSpectatorLocation
Dead Source code
state Dead
BeginState, EndState, FindGoodView, IsDead, Jump, PlayerMove, ReplicatedEvent, ServerMove, ServerReStartPlayer, StartFire, ThrowWeapon, Timer, Use
PlayerClimbing Source code
state PlayerClimbing
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove
PlayerDriving Source code
state PlayerDriving
BeginState, EndState, PlayerMove, ProcessDrive, ProcessMove, ServerUse
PlayerFlying Source code
state PlayerFlying
BeginState, PlayerMove
PlayerSwimming Source code
state PlayerSwimming
BeginState, NotifyLanded, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove, Timer
PlayerWaiting Source code
auto state PlayerWaiting extends BaseSpectating
BeginState, EndState, Jump, ServerChangeTeam, ServerRestartPlayer, ServerSuicide, StartFire, Suicide
PlayerWalking Source code
state PlayerWalking
BeginState, EndState, NotifyPhysicsVolumeChange, PlayerMove, ProcessMove
RoundEnded Source code
state RoundEnded
BeginState, EndState, FindGoodView, IsSpectating, LongClientAdjustPosition, PlayerMove, Possess, ServerMove, ServerReStartGame, ServerReStartPlayer, StartFire, ThrowWeapon, Timer, Use
Spectating Source code
state Spectating extends BaseSpectating
BeginState, EndState, StartAltFire, StartFire
WaitingForPawn Source code
state WaitingForPawn extends BaseSpectating
BeginState, ClientGotoState, EndState, LongClientAdjustPosition, PlayerTick, ReplicateMove, StartFire, Timer


Constants Detail

CLIENTADJUSTUPDATECOST Source code

const CLIENTADJUSTUPDATECOST = 180.0;
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 Source code

const MAXCLIENTUPDATEINTERVAL = 0.25;
MAXCLIENTUPDATEINTERVAL is the maximum time between movement updates from the client before the server forces an update.

MAXNEARZEROVELOCITYSQUARED Source code

const MAXNEARZEROVELOCITYSQUARED = 9.0;
MAXNEARZEROVELOCITYSQUARED is the square of the max velocity that is considered zero (not corrected) in net play

MAXPOSITIONERRORSQUARED Source code

const MAXPOSITIONERRORSQUARED = 3.0;
MAXPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play

MAXVEHICLEPOSITIONERRORSQUARED Source code

const MAXVEHICLEPOSITIONERRORSQUARED = 900.0;
MAXVEHICLEPOSITIONERRORSQUARED is the square of the max position error that is accepted (not corrected) in net play when driving a vehicle


Variables Detail

AcknowledgedPawn Source code

var pawn AcknowledgedPawn;

bAimingHelp Source code

var globalconfig bool bAimingHelp;

bBlockCameraAnimsFromOverridingPostProcess Source code

var bool bBlockCameraAnimsFromOverridingPostProcess;
Whether camera anims should be blocked from overriding post process

bCameraPositionLocked Source code

var bool bCameraPositionLocked;

bCheatFlying Source code

var bool bCheatFlying;

bCheckRelevancyThroughPortals Source code

var globalconfig bool bCheckRelevancyThroughPortals;
if true, check relevancy of Actors through portals listed in VisiblePortals array

bCheckSoundOcclusion Source code

var bool bCheckSoundOcclusion;
If true, do a trace to check if sound is occluded, and reduce the effective sound radius if so

bCinemaDisableInputLook Source code

var bool bCinemaDisableInputLook;
The state of the inputs from cinematic mode

bCinemaDisableInputMove Source code

var bool bCinemaDisableInputMove;
The state of the inputs from cinematic mode

bCinematicMode Source code

var bool bCinematicMode;
Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc

bClientSimulatingViewTarget Source code

var bool bClientSimulatingViewTarget;
True if clients are handling setting their own viewtarget and the server should not replicate it (e.g. during certain matinees)

bDebugCameraAnims Source code

var bool bDebugCameraAnims;
Whether to print the list of current camera anims to the screen

bDoubleJump Source code

var bool bDoubleJump;

bDuck Source code

var input byte bDuck;

BestNextHostPeers Source code

var array<UniqueNetId> BestNextHostPeers;
Sorted list of peers to be the next host. Client peers will determine if they are the new host by looking at this list.

bFrozen Source code

var bool bFrozen;

bHasVoiceHandshakeCompleted Source code

var bool bHasVoiceHandshakeCompleted;
Indicates that the server and client

bIgnoreLookInput Source code

var byte bIgnoreLookInput;
Ignores look input. Stacked state storage, use accessor function IgnoreLookInput().

bIgnoreMoveInput Source code

var byte bIgnoreMoveInput;
Ignores movement input. Stacked state storage, Use accessor function IgnoreMoveInput()

bIgnoreNetworkMessages Source code

var bool bIgnoreNetworkMessages;
Whether to ignore network error messages from now on

bIsControllerConnected Source code

var bool bIsControllerConnected;
True if the controller is connected for this player

bIsExternalUIOpen Source code

var bool bIsExternalUIOpen;
True if there is externally controlled UI that should pause the game

bIsUsingStreamingVolumes Source code

var bool bIsUsingStreamingVolumes;
Whether this controller is using streaming volumes

BlendedTargetViewRotation Source code

var rotator BlendedTargetViewRotation;
used for smoothing the viewrotation of spectated players

bLogHearSoundOverflow Source code

var globalconfig bool bLogHearSoundOverflow;
option to print out list of sounds when MaxConcurrentHearSounds is exceeded

bNeverSwitchOnPickup Source code

var globalconfig bool bNeverSwitchOnPickup;

bPendingDestroy Source code

var const bool bPendingDestroy;

bPressedJump Source code

var bool bPressedJump;

bReplicateAllPawns Source code

var bool bReplicateAllPawns;

bRun Source code

var input byte bRun;

bShortConnectTimeOut Source code

var bool bShortConnectTimeOut;

bUpdatePosition Source code

var bool bUpdatePosition;

bUpdating Source code

var bool bUpdating;

bWasSaturated Source code

var const bool bWasSaturated;

bWasSpeedHack Source code

var bool bWasSpeedHack;

CameraClass Source code

var const class<Camera> CameraClass;

CheatClass Source code

var class<CheatManager> CheatClass;

CheatManager Source code

var transient CheatManager CheatManager;

ClientCap Source code

var int ClientCap;
Cap set by server on bandwidth from client to server in bytes/sec (only has impact if >=2600)

ClientUpdateTime Source code

var float ClientUpdateTime;

ConnectedPeers Source code

var array<ConnectedPeerInfo> ConnectedPeers;
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.

ControllingDirTrackInst Source code

var transient InterpTrackInstDirector ControllingDirTrackInst;
Director track that's currently possessing this player controller, or none if not possessed.

CurrentTimeStamp Source code

var float CurrentTimeStamp;

CylinderComponent Source code

var CylinderComponent CylinderComponent;

DebugTextList Source code

var private array<DebugTextInfo> DebugTextList;

DefaultFOV Source code

var float DefaultFOV;

DelayedJoinSessionName Source code

var name DelayedJoinSessionName;
Used to cache the session name to join until the timer fires

DesiredFOV Source code

var float DesiredFOV;

DoubleClickDir Source code

var eDoubleClickDir DoubleClickDir;

DynamicPingThreshold Source code

var deprecated float DynamicPingThreshold;
ping replication and netspeed adjustment based on ping

FailedPathStart Source code

var const vector FailedPathStart;

ForceFeedbackManager Source code

var transient ForceFeedbackManager ForceFeedbackManager;

ForceFeedbackManagerClassName Source code

var config string ForceFeedbackManagerClassName;

FOVAngle Source code

var protected float FOVAngle;
field of view angle in degrees

FreeMoves Source code

var SavedMove FreeMoves;

GameplayVoiceMuteList Source code

var array<UniqueNetId> GameplayVoiceMuteList;
List of players muted via gameplay

GroundPitch Source code

var int GroundPitch;

HearSoundActiveComponents Source code

var array<AudioComponent> HearSoundActiveComponents;

HearSoundPoolComponents Source code

var array<AudioComponent> HearSoundPoolComponents;

HiddenActors Source code

var array<Actor> HiddenActors;
the actors which the camera shouldn't see - e.g. used to hide actors which the camera penetrates

InputClass Source code

var class<PlayerInput> InputClass;

InputRequests Source code

var array<InputMatchRequest> InputRequests;

InteractDistance Source code

var config float InteractDistance;
Maximum distance to search for interactable actors

Interactions Source code

var transient array<interaction> Interactions;

LastAckedAccel Source code

var vector LastAckedAccel;

LastActiveTime Source code

var float LastActiveTime;

LastBroadcastString[4] Source code

var string LastBroadcastString[4];

LastBroadcastTime Source code

var float LastBroadcastTime;

LastPingUpdate Source code

var float LastPingUpdate;
Client time when last ping update was sent to server.

LastSpectatorStateSynchTime Source code

var float LastSpectatorStateSynchTime;
Used to make sure the client is kept synchronized when in a spectator state

LastSpeedHackLog Source code

var float LastSpeedHackLog;
Last time possible speedhack was logged in server log.

LastUpdateTime Source code

var float LastUpdateTime;

LODDistanceFactor Source code

var const float LODDistanceFactor;
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

MaxConcurrentHearSounds Source code

var globalconfig int MaxConcurrentHearSounds;
component pooling for sounds played through PlaySound()/ClientHearSound()

MaxResponseTime Source code

var float MaxResponseTime;

MaxTimeMargin Source code

var float MaxTimeMargin;

MigratedSearchToJoin Source code

var OnlineGameSearch MigratedSearchToJoin;
Holds the migrated session sent by the new host. Client peers will join this migrated session.

MinRespawnDelay Source code

var float MinRespawnDelay;
minimum time before can respawn after dying

MyCoverReplicator Source code

var CoverReplicator MyCoverReplicator;
handles copying and replicating old cover changes from WorldInfo.CoverReplicatorBase on creation as well as replicating new changes

myHUD Source code

var HUD myHUD;

NetPlayerIndex Source code

var const duplicatetransient byte NetPlayerIndex;
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

OnlinePlayerData Source code

var UIDataStore_OnlinePlayerData OnlinePlayerData;
The data store that holds any online player data

OnlineSub Source code

var OnlineSubsystem OnlineSub;
Cached online subsystem variable

PendingAdjustment Source code

var ClientAdjustment PendingAdjustment;

PendingMapChangeLevelNames Source code

var array<name> PendingMapChangeLevelNames;
list of names of levels the server is in the middle of sending us for a PrepareMapChange() call

PendingMove Source code

var SavedMove PendingMove;

PendingSwapConnection Source code

var const duplicatetransient NetConnection PendingSwapConnection;
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()

Player Source code

var const Player Player;

RealViewTarget Source code

var PlayerReplicationInfo RealViewTarget;

SavedMoveClass Source code

var class<SavedMove> SavedMoveClass;
SavedMoveClass should be changed for network player move replication where different properties need to be replicated from the base engine implementation.

SavedMoves Source code

var SavedMove SavedMoves;

ServerTimeStamp Source code

var float ServerTimeStamp;

SpectatorCameraSpeed Source code

var float SpectatorCameraSpeed;
How fast spectator camera is allowed to move

TargetEyeHeight Source code

var float TargetEyeHeight;

TargetViewRotation Source code

var rotator TargetViewRotation;

TimeMargin Source code

var float TimeMargin;

ViewTarget Source code

var const actor ViewTarget;

VoiceInterface Source code

var OnlineVoiceInterface VoiceInterface;
Cached online voice interface variable

VoiceMuteList Source code

var array<UniqueNetId> VoiceMuteList;
List of players that are explicitly muted (outside of gameplay)

VoicePacketFilter Source code

var array<UniqueNetId> VoicePacketFilter;
The list of combined players to filter voice packets for

WaitDelay Source code

var float WaitDelay;

Camera

PlayerCamera Source code

var(Camera) editinline Camera PlayerCamera;

Debug

bDebugClientAdjustPosition Source code

var(Debug) bool bDebugClientAdjustPosition;

PlayerController

PlayerInput Source code

var(PlayerController) transient editinline PlayerInput PlayerInput;


Enumerations Detail

EInputMatchAction Source code

enum EInputMatchAction
{
IMA_GreaterThan, IMA_LessThan
};
How to match an input action

EInputTypes Source code

enum EInputTypes
{
IT_XAxis, IT_YAxis,
};
Type of inputs the matching code recognizes

EProgressMessageType Source code

enum EProgressMessageType
{
PMT_Clear, PMT_Information, PMT_AdminMessage, PMT_DownloadProgress, PMT_ConnectionFailure, PMT_PeerConnectionFailure, PMT_PeerHostMigrationFailure, PMT_SocketFailure,
};
Different types of progress messages


Structures Detail

ClientAdjustment Source code

struct ClientAdjustment
{
var byte bAckGoodMove;
var actor NewBase;
var vector NewFloor;
var vector NewLoc;
var EPhysics newPhysics;
var vector NewVel;
var float TimeStamp;
};


ConnectedPeerInfo Source code

struct ConnectedPeerInfo
{
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 host
NATType:
NAT type of remote peer connection
PlayerId:
Unique net id for the remote peer player

DebugTextInfo Source code

struct DebugTextInfo
{
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 string
bKeepAttachedToActor:
If the actor moves does the text also move with it?
DebugText:
Text to display
Duration:
Duration used to lerp desired offset
Font:
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 bKeepAttachedToActor
SrcActor:
Actor to draw DebugText over
SrcActorDesiredOffset:
Desired offset to interpolate to
SrcActorOffset:
Offset from SrcActor.Location to apply
TextColor:
Text color
TimeRemaining:
Time remaining for the debug text, -1.f == infinite

InputEntry Source code

struct InputEntry
{
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 resets
Type:
Type of input to match
Value:
Min value required to consider as a valid match

InputMatchRequest Source code

struct InputMatchRequest
{
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 match
Inputs:
Number of inputs to match, in sequence
LastMatchTime:
Last time an input entry in Inputs was matched
MatchActor:
Actor to call below functions on
MatchFuncName:
Name of function to call upon successful match
MatchIdx:
Current index into Inputs that is being matched
RequestName:
Name of this input request, mainly for debugging


Delegates Detail

CanUnpause Source code

delegate bool CanUnpause ( ) )
Callback the server uses to determine if the unpause can happen

InputMatchDelegate Source code

delegate InputMatchDelegate ( ) )

OnMissingPeersUnregistered Source code

delegate OnMissingPeersUnregistered ( name SessionName,UniqueNetId PlayerId,bool bWasSuccessful )
Called on completion of unregistering missing peers


Functions Detail

AcknowledgePossession Source code

function AcknowledgePossession ( Pawn P) )

AddCheats Source code

function AddCheats ( optional bool bForce) )

AddDebugText Source code

final reliable client event 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 ) )
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().

AddPeer Source code

event AddPeer ( UniqueNetId PeerNetId, ENATType NATType) )
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 Source code

function AdjustFOV ( float DeltaTime ) )
AdjustFOV() FOVAngle smoothly interpolates to DesiredFOV

AimHelpDot Source code

function float AimHelpDot ( bool bInstantHit) )
AimHelpDot()
@returns the dot product corresponding to the maximum deflection of target for which aiming help should be applied

AimingHelp Source code

function bool AimingHelp ( bool bInstantHit) )

AllowTextMessage Source code

function bool AllowTextMessage ( string Msg) )

AllowTTSMessageFrom Source code

simulated private function bool AllowTTSMessageFrom ( PlayerReplicationInfo PRI ) )

AskForPawn Source code

reliable server function AskForPawn ( ) )

BeginState BaseSpectating Source code

event BeginState ( Name PreviousStateName) )

BeginState Dead Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerClimbing Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerDriving Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerFlying Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerSwimming Source code

event BeginState ( Name PreviousStateName) )

BeginState PlayerWaiting Source code

simulated event BeginState ( Name PreviousStateName) )

BeginState PlayerWalking Source code

event BeginState ( Name PreviousStateName) )

BeginState RoundEnded Source code

event BeginState ( Name PreviousStateName) )

BeginState Spectating Source code

event BeginState ( Name PreviousStateName) )

BeginState WaitingForPawn Source code

event BeginState ( Name PreviousStateName) )

BugIt Source code

exec event BugIt ( optional string ScreenShotDescription ) )
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!

BugItAI Source code

exec event BugItAI ( optional string ScreenShotDescription ) )

BugItGo Source code

exec function BugItGo ( coerce float X, coerce float Y, coerce float Z, coerce int Pitch, coerce int Yaw, coerce int Roll ) )
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.

BugItGoString Source code

function BugItGoString ( string TheLocation, string TheRotation) )
This will move the player and set their rotation to the passed in values.

BugItStringCreator Source code

exec event BugItStringCreator ( const out Vector ViewLocation, const out Rotator ViewRotation, out String GoString, out String LocString ) )
This will create a BugItGo string for us. Nice for calling form c++ where you just want the string and no Screenshots

BugItWorker Source code

function BugItWorker ( vector TheLocation, rotator TheRotation ) )
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

CallServerMove Source code

function CallServerMove ( SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove ) )

Camera Source code

exec function Camera ( name NewMode ) )
Change Camera mode
@param New camera mode to set

CameraLookAtFinished Source code

event CameraLookAtFinished ( SeqAct_CameraLookAt Action )
The function called when a CameraLookAt action is deactivated from kismet

CanAllPlayersPlayOnline Source code

function bool CanAllPlayersPlayOnline ( ) )
Validates that each local player can play online
@return true if there is sufficient space, false if not

CanCommunicate Source code

simulated private function bool CanCommunicate ( ) )
Overridden by specific games

CanRestartPlayer Source code

function bool CanRestartPlayer ( ) )

CanUnpauseControllerConnected Source code

function bool CanUnpauseControllerConnected ( ) )
Callback that checks to see if the controller is connected before unpausing

CanUnpauseExternalUI Source code

function bool CanUnpauseExternalUI ( ) )
Callback that checks the external UI state before allowing unpause

CanViewUserCreatedContent Source code

function bool CanViewUserCreatedContent ( ) )
Checks for parental controls blocking user created content

CauseEvent Source code

exec function CauseEvent ( optional Name EventName) )

CE Source code

exec function CE ( optional Name EventName) )
Shortcut version for LDs who get tired of typing 'CauseEvent' all day. :-)

ChangeTeam Source code

exec function ChangeTeam ( optional string TeamName ) )

CheckJumpOrDuck Source code

function CheckJumpOrDuck ( ) )

CheckSpeedHack Source code

native final function bool CheckSpeedHack ( float DeltaTime )

CleanOutSavedMoves Source code

function CleanOutSavedMoves ( ) )

CleanUpAudioComponents Source code

native function CleanUpAudioComponents ( )
Clears out 'left-over' audio components.

CleanupPawn Source code

function CleanupPawn ( ) )
When the Controller is destroyed, the controlled pawn will need to be killed, but not the vehicle

CleanupPRI Source code

function CleanupPRI ( ) )

ClearAckedMoves Source code

function ClearAckedMoves ( ) )

ClearInviteDelegates Source code

function ClearInviteDelegates ( ) )
Clears all of the invite delegates

ClearOnlineDelegates Source code

event ClearOnlineDelegates ( ) )
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.

ClientAckGoodMove Source code

unreliable client function ClientAckGoodMove ( float TimeStamp) )

ClientAdjustPosition Source code

unreliable client function ClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ) )

ClientAdminMessage Source code

reliable client function ClientAdminMessage ( string Msg) )

ClientArbitratedMatchEnded Source code

reliable client function ClientArbitratedMatchEnded ( ) )
Called when an arbitrated match has ended and we need to disconnect

ClientCancelPendingMapChange Source code

reliable client event ClientCancelPendingMapChange ( ) )
tells client to cancel any pending map change

ClientCapBandwidth Source code

reliable client function ClientCapBandwidth ( int Cap) )

ClientClearKismetText Source code

reliable client final function ClientClearKismetText ( Vector2D MessageOffset) )
Stop drawing a kismet message on the HUD

ClientCommitMapChange Source code

reliable client event ClientCommitMapChange ( ) )
actually performs the level transition prepared by PrepareMapChange()

ClientControlMovieTexture Source code

reliable client function ClientControlMovieTexture ( TextureMovie MovieTexture, SeqAct_ControlMovieTexture.EMovieControlType Mode) )

ClientConvolve Source code

reliable client final private native event ClientConvolve ( string C,int H )

ClientDrawKismetText Source code

reliable client final function ClientDrawKismetText ( KismetDrawTextInfo DrawTextInfo, float DisplayTime) )
Start drawing a kismet message on the HUD

ClientEndOnlineGame Source code

reliable client function ClientEndOnlineGame ( ) )
Ends the online game using the session name in the PRI

ClientFlushLevelStreaming Source code

reliable client native final event ClientFlushLevelStreaming ( )
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

ClientForceGarbageCollection Source code

reliable client event ClientForceGarbageCollection ( ) )
forces GC at the end of the tick on the client

ClientGameEnded Source code

reliable client function ClientGameEnded ( Actor EndGameFocus, bool bIsWinner) )

ClientGotoState Source code

reliable client function ClientGotoState ( name NewState, optional name NewLabel) )

ClientGotoState WaitingForPawn Source code

reliable client function ClientGotoState ( name NewState, optional name NewLabel) )

ClientHearSound Source code

unreliable client event ClientHearSound ( SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded ) )

ClientIgnoreLookInput Source code

client reliable function ClientIgnoreLookInput ( bool bIgnore) )
calls IgnoreLookInput on client

ClientIgnoreMoveInput Source code

client reliable function ClientIgnoreMoveInput ( bool bIgnore) )
calls IgnoreMoveInput on client

ClientInitializeDataStores Source code

reliable client function ClientInitializeDataStores ( ) )
Initializes this client's Player data stores after seamless map travel

ClientMessage Source code

reliable client event ClientMessage ( coerce string S, optional Name Type, optional float MsgLifeTime ) )

ClientMutePlayer Source code

reliable client event ClientMutePlayer ( UniqueNetId PlayerNetId) )
Locally mutes a remote player
@param PlayerNetId the remote player to mute

ClientNotifyPartyHostLeaving Source code

reliable client function ClientNotifyPartyHostLeaving ( UniqueNetId PartyHostPlayerId) )
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

ClientPlayActorFaceFXAnim Source code

reliable client function ClientPlayActorFaceFXAnim ( Actor SourceActor, FaceFXAnimSet AnimSet, string GroupName, string SeqName, SoundCue SoundCueToPlay) )
plays a FaceFX anim on the specified actor for the client

ClientPlayCameraAnim Source code

unreliable client event 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 Source code

unreliable client function ClientPlayCameraShake ( CameraShake Shake, optional float Scale=1.f, optional bool bTryForceFeedback, optional ECameraAnimPlaySpace PlaySpace=CAPS_CameraLocal, optional rotator UserPlaySpaceRot ) )
Play Camera Shake

ClientPlayForceFeedbackWaveform Source code

reliable client event ClientPlayForceFeedbackWaveform ( ForceFeedbackWaveform FFWaveform,optional Actor FFWaveformInstigator) )
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

ClientPlaySound Source code

unreliable client event ClientPlaySound ( SoundCue ASound) )

ClientPrepareMapChange Source code

reliable client event ClientPrepareMapChange ( name LevelName, bool bFirst, bool bLast) )
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)

ClientPrestreamTextures Source code

reliable client event ClientPrestreamTextures ( Actor ForcedActor, float ForceDuration, bool bEnableStreaming, optional int CinematicTextureGroups = 0 ) )
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

ClientRegisterForArbitration Source code

reliable client function ClientRegisterForArbitration ( ) )
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

ClientRegisterHostStatGuid Source code

reliable client function ClientRegisterHostStatGuid ( string StatGuid) )
Registers the host's stat guid with the online subsystem
@param StatGuid the stat guid to register

ClientReset Source code

reliable client function ClientReset ( ) )

ClientRestart Source code

reliable client function ClientRestart ( Pawn NewPawn) )

ClientReturnToParty Source code

reliable client function ClientReturnToParty ( UniqueNetId RequestingPlayerId) )
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

ClientSetBlockOnAsyncLoading Source code

reliable client event ClientSetBlockOnAsyncLoading ( ) )
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

ClientSetCameraFade Source code

reliable client event ClientSetCameraFade ( bool bEnableFading, optional color FadeColor, optional vector2d FadeAlpha, optional float FadeTime) )

ClientSetCameraMode Source code

reliable client function ClientSetCameraMode ( name NewCamMode ) )
Replicated function to set camera style on client
@param NewCamMode, name defining the new camera mode

ClientSetCinematicMode Source code

reliable client function ClientSetCinematicMode ( bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD) )
called by the server to synchronize cinematic transitions with the client

ClientSetForceMipLevelsToBeResident Source code

reliable client event ClientSetForceMipLevelsToBeResident ( MaterialInterface Material, float ForceDuration, optional int CinematicTextureGroups ) )
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

ClientSetHostUniqueId Source code

reliable client function ClientSetHostUniqueId ( UniqueNetId InHostId )
Sets the host's net id for handling dropped arbitrated matches
@param InHostId the host's unique net id to report the drop for

ClientSetHUD Source code

reliable client function ClientSetHUD ( class<HUD> newHUDType) )

ClientSetOnlineStatus Source code

reliable client function ClientSetOnlineStatus ( )
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

ClientSetProgressMessage Source code

reliable client event ClientSetProgressMessage ( EProgressMessageType MessageType, string Message, optional string Title, optional bool bIgnoreFutureNetworkMessages) )
server to client RPC for server-generated network messages that aren't part of the connection process (e.g. being kicked)

ClientSetViewTarget Source code

reliable client event ClientSetViewTarget ( Actor A, optional ViewTargetTransitionParams TransitionParams ) )

ClientSpawnCameraLensEffect Source code

unreliable client event ClientSpawnCameraLensEffect ( class<EmitterCameraLensEffectBase> LensEffectEmitterClass ) )
Spawn a camera lens effect (e.g. blood).

ClientStartNetworkedVoice Source code

reliable client function ClientStartNetworkedVoice ( ) )
Tells this client that it should send voice data over the network

ClientStartOnlineGame Source code

reliable client function ClientStartOnlineGame ( ) )
Starts the online game using the session name in the PRI

ClientStopCameraAnim Source code

reliable client event ClientStopCameraAnim ( CameraAnim AnimToStop) )

ClientStopCameraShake Source code

unreliable client function ClientStopCameraShake ( CameraShake Shake ) )

ClientStopForceFeedbackWaveform Source code

reliable client final event ClientStopForceFeedbackWaveform ( optional ForceFeedbackWaveform FFWaveform) )
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

ClientStopNetworkedVoice Source code

reliable client function ClientStopNetworkedVoice ( ) )
Tells this client that it should not send voice data over the network

ClientTravel Source code

reliable client native event ClientTravel ( string URL, ETravelType TravelType, optional bool bSeamless = false, optional init Guid MapPackageGuid )
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

ClientTravelToSession Source code

reliable client function ClientTravelToSession ( name SessionName,class<OnlineGameSearch> SearchClass,byte PlatformSpecificInfo[80]) )
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

ClientUnmutePlayer Source code

reliable client event ClientUnmutePlayer ( UniqueNetId PlayerNetId) )
Locally unmutes a remote player
@param PlayerNetId the remote player to unmute

ClientUpdateBestNextHosts Source code

reliable client function ClientUpdateBestNextHosts ( UniqueNetId SortedNextHosts[10], byte NumEntries) )
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

ClientUpdateLevelStreamingStatus Source code

native reliable client function ClientUpdateLevelStreamingStatus ( Name PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad )

ClientUpdatePosition Source code

function ClientUpdatePosition ( ) )
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

ClientVoiceHandshakeComplete Source code

reliable client function ClientVoiceHandshakeComplete ( ) )
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

ClientWasKicked Source code

reliable client event ClientWasKicked ( )

ClientWriteLeaderboardStats Source code

reliable client function ClientWriteLeaderboardStats ( class<OnlineStatsWrite> OnlineStatsWriteClass, optional bool bIsIncomplete=false )
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

ClientWriteOnlinePlayerScores Source code

reliable client function ClientWriteOnlinePlayerScores ( int LeaderboardId) )
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

CompressAccel Source code

function int CompressAccel ( int C) )

ConditionalPause Source code

event ConditionalPause ( bool bDesiredPauseState ) )
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.

ConsoleCommand Source code

native function string ConsoleCommand ( string Command, optional bool bWriteToLog = true )

ConsoleKey Source code

exec function ConsoleKey ( name Key) )
console control commands, useful when remote debugging so you can't touch the console the normal way

CopyToClipboard Source code

native function CopyToClipboard ( string Text )

CreateTTSSoundCue Source code

simulated private native function SoundCue CreateTTSSoundCue ( string StrToSpeak, PlayerReplicationInfo PRI )
Constructs a SoundCue, performs text-to-wavedata conversion.

DebugCameraAnims Source code

exec function DebugCameraAnims ( ) )
Toggle camera animation debug output

DebugLogPRIs Source code

function DebugLogPRIs ( ) )
Logs the list of active PRIs in the game

DelayedPrepareMapChange Source code

function DelayedPrepareMapChange ( ) )
used to wait until a map change can be prepared when one was already in progress

Destroyed Source code

event Destroyed ( ) )

DisableDebugAI Source code

function DisableDebugAI ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )
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.

DoForceFeedbackForScreenShake Source code

simulated protected function DoForceFeedbackForScreenShake ( CameraShake ShakeData, float ShakeScale )
Attempts to play force-feedback that matches the camera shake. To be implemented at a higher level (see GameFramework).

DrawDebugTextList Source code

final simulated function DrawDebugTextList ( Canvas Canvas, float RenderDelta) )
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.

DrawHUD Source code

function DrawHUD ( HUD H ) )
Hook called from HUD actor. Gives access to HUD and Canvas

DualServerMove Source code

unreliable server function DualServerMove ( float TimeStamp0, vector InAccel0, byte PendingFlags, int View0, float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ) )

DumpOnlineSessionState Source code

exec function DumpOnlineSessionState ( ) )
Logs the current session state for the online layer

DumpPeers Source code

exec function DumpPeers ( ) )
Logs the list of active peer connections for this player

DumpVoiceMutingState Source code

exec function DumpVoiceMutingState ( ) )
Logs the current muting state of the server

EnableCheats Source code

exec function EnableCheats ( ) )

EndState BaseSpectating Source code

event EndState ( Name NextStateName) )

EndState Dead Source code

event EndState ( Name NextStateName) )

EndState PlayerClimbing Source code

event EndState ( Name NextStateName) )

EndState PlayerDriving Source code

event EndState ( Name NextStateName) )

EndState PlayerWaiting Source code

event EndState ( Name NextStateName) )

EndState PlayerWalking Source code

event EndState ( Name NextStateName) )

EndState RoundEnded Source code

event EndState ( name NextStateName) )

EndState Spectating Source code

event EndState ( Name NextStateName) )

EndState WaitingForPawn Source code

event EndState ( Name NextStateName) )

EnterStartState Source code

function EnterStartState ( ) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType )
called when the actor falls out of the world 'safely' (below KillZ and such)

FindConnectedPeerIndex Source code

final function int FindConnectedPeerIndex ( UniqueNetId PeerNetId) )
Find the index of the entry in the connected peer list
@param PeerNetId net id of remote client peer to find

FindGoodView Dead Source code

function FindGoodView ( ) )

FindGoodView RoundEnded Source code

function FindGoodView ( ) )

FindStairRotation Source code

native(524) final function int FindStairRotation ( float DeltaTime )

FindVehicleToDrive Source code

function bool FindVehicleToDrive ( ) )
Tries to find a vehicle to drive within a limited radius. Returns true if successful

FixFOV Source code

function FixFOV ( ) )

ForceClearUnpauseDelegates Source code

function ForceClearUnpauseDelegates ( ) )
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.

ForceDeathUpdate Source code

function ForceDeathUpdate ( ) )

ForceSingleNetUpdateFor Source code

native final function ForceSingleNetUpdateFor ( Actor Target )
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

FOV Source code

exec function FOV ( float F) )

GameHasEnded Source code

function GameHasEnded ( optional Actor EndGameFocus, optional bool bIsWinner) )

GameplayMutePlayer Source code

function GameplayMutePlayer ( UniqueNetId PlayerNetId) )
Mutes a remote player on the server and then tells the client to mute
@param PlayerNetId the remote player to mute

GameplayUnmutePlayer Source code

function GameplayUnmutePlayer ( UniqueNetId PlayerNetId) )
Unmutes a remote player on the server and then tells the client to unmute
@param PlayerNetId the remote player to unmute

GetAchievementProgression Source code

event bool GetAchievementProgression ( int AchievementId, out float CurrentValue, out float MaxValue )
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.

GetAdjustedAimFor Source code

function Rotator GetAdjustedAimFor ( Weapon W, vector StartFireLoc ) )
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.

GetCurrentSearchClass Source code

function class<OnlineGameSearch> GetCurrentSearchClass ( ) )

@return Current game search class in use

GetDefaultURL Source code

native final function string GetDefaultURL ( string Option )

GetFOVAngle Source code

event float GetFOVAngle ( ) )
returns player's FOV angle

GetFreeMove Source code

final function SavedMove GetFreeMove ( ) )

GetNewPeerHostURL Source code

function string GetNewPeerHostURL ( ) )

@return URL to use when traveling a peer as the new host after host migration

GetOnlineSubsystem Source code

simulated final function OnlineSubsystem GetOnlineSubsystem ( ) )
Wrapper for getting reference to the OnlineSubsystem

GetPartyGameTypeName Source code

static function string GetPartyGameTypeName ( )
Returns the party game info name for this game

GetPartyMapName Source code

static function string GetPartyMapName ( )
Returns the party map name for this game

GetPlayerControllerFromNetId Source code

native static function PlayerController GetPlayerControllerFromNetId ( UniqueNetId PlayerNetId )
Returns the player controller associated with this net id
@param PlayerNetId the id to search for
@return the player controller if found, otherwise none

GetPlayerNetworkAddress Source code

native final function string GetPlayerNetworkAddress ( )

GetPlayerViewPoint Source code

simulated event GetPlayerViewPoint ( out vector out_Location, out Rotator out_Rotation ) )
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

GetPooledAudioComponent Source code

native function AudioComponent GetPooledAudioComponent ( SoundCue ASound, Actor SourceActor, bool bStopWhenOwnerDestroyed, optional bool bUseLocation, optional vector SourceLocation )
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

GetRegisteredPlayersInSession Source code

function GetRegisteredPlayersInSession ( name SessionName, out array<UniqueNetId> OutRegisteredPlayers )
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

GetSeamlessTravelActorList Source code

event GetSeamlessTravelActorList ( bool bToEntry, out array<Actor> ActorList) )
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

GetServerMoveDeltaTime Source code

function float GetServerMoveDeltaTime ( float TimeStamp) )

@return time delta to use for the current ServerMove()

GetServerNetworkAddress Source code

native final function string GetServerNetworkAddress ( )

GetSplitscreenPlayerByIndex Source code

simulated function PlayerReplicationInfo GetSplitscreenPlayerByIndex ( optional int PlayerIndex=1 ) )
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.

GetSplitscreenPlayerCount Source code

simulated function int GetSplitscreenPlayerCount ( ) )
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.

GetTriggerUseList Source code

function GetTriggerUseList ( float interactDistanceToCheck, float crosshairDist, float minDot, bool bUsuableOnly, out array<Trigger> out_useList) )
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

GetUIController Source code

final function UIInteraction GetUIController ( ) )
Returns the interaction that manages the UI system.

GetViewTarget Source code

native function Actor GetViewTarget ( )

GivePawn Source code

reliable client function GivePawn ( Pawn NewPawn) )

HandlePickup Source code

function HandlePickup ( Inventory Inv) )

HandleWalking Source code

function HandleWalking ( ) )

HasClientLoadedCurrentWorld Source code

native final function bool HasClientLoadedCurrentWorld ( )
returns whether the client has completely loaded the server's current world (valid on server only)

HasPeerConnection Source code

native const function bool HasPeerConnection ( const out UniqueNetId PeerNetId) con )
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

HearSoundFinished Source code

simulated function HearSoundFinished ( AudioComponent AC) )
hooked up to the OnAudioFinished delegate of AudioComponents created through PlaySound() to return them to the pool

IgnoreLookInput Source code

function IgnoreLookInput ( bool bNewLookInput ) )
Toggles look input. FALSE means look input is cleared.

IgnoreMoveInput Source code

function IgnoreMoveInput ( bool bNewMoveInput ) )
Toggles move input. FALSE means movement input is cleared.

IncrementNumberOfMatchesPlayed Source code

function IncrementNumberOfMatchesPlayed ( ) )

InitInputSystem Source code

event InitInputSystem ( ) )

InviteHasEnoughSpace Source code

function bool InviteHasEnoughSpace ( OnlineGameSettings InviteSettings) )
Counts the number of local players to verify there is enough space
@return true if there is sufficient space, false if not

IsBestHostPeer Source code

function bool IsBestHostPeer ( UniqueNetId PeerNetId) )
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

IsClosestLocalPlayerToActor Source code

simulated function bool IsClosestLocalPlayerToActor ( Actor TheActor) )

IsControllerTiltActive Source code

native simulated const function bool IsControllerTiltActive ( ) con )

@return whether or not this Controller has Tilt Turned on

IsDead Dead Source code

function bool IsDead ( ) )

IsForceFeedbackAllowed Source code

simulated function bool IsForceFeedbackAllowed ( ) )

@return TRUE if starting a force feedback waveform is allowed; child classes should override this method to e.g. temporarily disable force feedback

IsKeyboardAvailable Source code

native simulated const function bool IsKeyboardAvailable ( ) con )

@return whether or not this Controller has a keyboard available to be used

IsLocalPlayerController Source code

native function bool IsLocalPlayerController ( )
returns whether this Controller is a locally controlled PlayerController @note not valid until the Controller is completely spawned (i.e, unusable in Pre/PostBeginPlay())

IsLookInputIgnored Source code

event bool IsLookInputIgnored ( ) )
return TRUE if look input is ignored.

IsMouseAvailable Source code

native simulated const function bool IsMouseAvailable ( ) con )

@return whether or not this Controller has a mouse available to be used

IsMoveInputIgnored Source code

event bool IsMoveInputIgnored ( ) )
return TRUE if movement input is ignored.

IsPartyLeader Source code

simulated function bool IsPartyLeader ( ) )
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.

IsPaused Source code

final simulated function bool IsPaused ( ) )
Returns whether the game is currently paused.

IsPlayerMuted Source code

native final function bool IsPlayerMuted ( const out UniqueNetId Sender )
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

IsPrimaryPlayer Source code

simulated final function bool IsPrimaryPlayer ( ) )
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.

IsShowingSubtitles Source code

native simulated function bool IsShowingSubtitles ( )
This will turn return whether the subtitles are on or off

IsSpectating Source code

function bool IsSpectating ( ) )

IsSpectating BaseSpectating Source code

function bool IsSpectating ( ) )

IsSpectating RoundEnded Source code

function bool IsSpectating ( ) )

IsSplitscreenPlayer Source code

simulated final function bool IsSplitscreenPlayer ( optional out int out_SplitscreenPlayerIndex) )
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.

Jump Dead Source code

exec function Jump ( ) )

Jump PlayerWaiting Source code

exec function Jump ( )

KickWarning Source code

event KickWarning ( ) )

Kismet_ClientPlaySound Source code

reliable client event Kismet_ClientPlaySound ( SoundCue ASound, Actor SourceActor, float VolumeMultiplier, float PitchMultiplier, float FadeInTime, bool bSuppressSubtitles, bool bSuppressSpatialization) )

Kismet_ClientStopSound Source code

reliable client event Kismet_ClientStopSound ( SoundCue ASound, Actor SourceActor, float FadeOutTime) )

LevelStreamingStatusChanged Source code

final event LevelStreamingStatusChanged ( LevelStreaming LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad ) )

LimitSpectatorVelocity BaseSpectating Source code

function bool LimitSpectatorVelocity ( ) )
Adjust spectator velocity if "out of bounds" (above stallz or below killz)

LimitViewRotation Source code

event Rotator LimitViewRotation ( Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax ) )
Limit the player's view rotation. (Pitch component).

ListCE Source code

exec function ListCE ( ) )

ListConsoleEvents Source code

exec function ListConsoleEvents ( ) )
Lists all console events to the HUD.

LocalTravel Source code

exec function LocalTravel ( string URL ) )

LogLoc Source code

exec function LogLoc ( ) )
Logs the current location in bugit format without taking screenshot and further routing.

LogOutBugItAIGoToLogFile Source code

private native function LogOutBugItAIGoToLogFile ( const String InScreenShotDesc, const string InGoString, const string InLocString )

LogOutBugItGoToLogFile Source code

private native function LogOutBugItGoToLogFile ( const String InScreenShotDesc, const string InGoString, const string InLocString )

LongClientAdjustPosition Source code

unreliable client function 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 RoundEnded Source code

unreliable client function 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 WaitingForPawn Source code

unreliable client function 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 ) )

MigrateNewHost Source code

event bool MigrateNewHost ( ) )
Attempt host migration for the current player.
@return TRUE if the player was selected as the next host and migration as host was started

ModifyClientURL Source code

function string ModifyClientURL ( string URL) )
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())

MoveAutonomous Source code

function MoveAutonomous ( float DeltaTime, byte CompressedFlags, vector newAccel, rotator DeltaRot ) )

Mutate Source code

exec function Mutate ( string MutateString) )

NextWeapon Source code

exec function NextWeapon ( ) )

NotifyChangedWeapon Source code

function NotifyChangedWeapon ( Weapon PreviousWeapon, Weapon NewWeapon )

NotifyDirectorControl Source code

event NotifyDirectorControl ( bool bNowControlling) )
notification when a matinee director track starts or stops controlling the ViewTarget of this PlayerController

NotifyHostMigrationStarted Source code

simulated function NotifyHostMigrationStarted ( )
Notification on this client that the host migration process has started May or may not complete successfully from this point

NotifyInviteFailed Source code

function NotifyInviteFailed ( ) )
Override to display a message to the user

NotifyLanded Source code

event bool NotifyLanded ( vector HitNormal, Actor FloorActor) )

NotifyLanded PlayerSwimming Source code

event bool NotifyLanded ( vector HitNormal, Actor FloorActor) )

NotifyLoadedWorld Source code

event NotifyLoadedWorld ( name WorldPackageName, bool bFinalDest) )
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)

NotifyNotAllPlayersCanJoinInvite Source code

function NotifyNotAllPlayersCanJoinInvite ( ) )
Override to display a message to the user

NotifyNotEnoughSpaceInInvite Source code

function NotifyNotEnoughSpaceInInvite ( ) )
Override to display a message to the user

NotifyPeerDisconnectHost Source code

event NotifyPeerDisconnectHost ( UniqueNetId PeerNetId) )
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

NotifyPhysicsVolumeChange PlayerClimbing Source code

event NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyPhysicsVolumeChange PlayerSwimming Source code

event NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyPhysicsVolumeChange PlayerWalking Source code

event NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume ) )

NotifyTakeHit Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )
Notification from pawn that it has received damage via TakeDamage().

OldServerMove Source code

unreliable server function OldServerMove ( float OldTimeStamp, byte OldAccelX, byte OldAccelY, byte OldAccelZ, byte OldMoveFlags ) )

OnArbitrationRegisterComplete Source code

function OnArbitrationRegisterComplete ( name SessionName,bool bWasSuccessful) )
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

OnCameraShake Source code

function OnCameraShake ( SeqAct_CameraShake inAction) )
Scripting hook for camera shakes.

OnConsoleCommand Source code

function OnConsoleCommand ( SeqAct_ConsoleCommand inAction ) )
Kismet hook to trigger console events

OnControllerChanged Source code

function OnControllerChanged ( int ControllerId,bool bIsConnected) )
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

OnDestroy Source code

simulated function OnDestroy ( SeqAct_Destroy Action) )

OnDestroyForInviteComplete Source code

function OnDestroyForInviteComplete ( name SessionName,bool bWasSuccessful) )
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

OnDrawText Source code

function OnDrawText ( SeqAct_DrawText inAction) )

OnEndForInviteComplete Source code

function OnEndForInviteComplete ( name SessionName,bool bWasSuccessful) )
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

OnEngineInitialTick Source code

event OnEngineInitialTick ( ) )
An event that is called after the first tick of GEngine

OnExternalUIChanged Source code

function OnExternalUIChanged ( bool bIsOpening) )
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

OnFlyThroughHasEnded Source code

simulated function OnFlyThroughHasEnded ( SeqAct_FlyThroughHasEnded InAction ) )
This is used to notify the PlayerController that a fly through has ended and then quit if we are doing a Sentinel run

OnForceFeedback Source code

function OnForceFeedback ( SeqAct_ForceFeedback Action) )
Kismet interface for playing/stopping force feedback.

OnGameInviteAccepted Source code

function OnGameInviteAccepted ( const out OnlineGameSearchResult InviteResult) )
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

OnHostMigratedOnlineGame Source code

function OnHostMigratedOnlineGame ( name SessionName,bool bWasSuccessful) )
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

OnInviteJoinComplete Source code

function OnInviteJoinComplete ( name SessionName,bool bWasSuccessful) )
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

OnJoinMigratedGame Source code

function OnJoinMigratedGame ( name SessionName,bool bWasSuccessful) )
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

OnJoinTravelToSessionComplete Source code

function OnJoinTravelToSessionComplete ( name SessionName,bool bWasSuccessful) )
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

OnPartyMemberListChanged Source code

function OnPartyMemberListChanged ( bool bJoinedOrLeft,string PlayerName,UniqueNetId PlayerId )
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

OnPartyMembersInfoChanged Source code

function OnPartyMembersInfoChanged ( string PlayerName,UniqueNetId PlayerId,int CustomData1,int CustomData2,int CustomData3,int CustomData4 )
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

OnRegisterHostStatGuidComplete Source code

function OnRegisterHostStatGuidComplete ( bool bWasSuccessful) )
Called once the host registration has completed. Sends the host this clients stat guid
@param bWasSuccessful true if the registration worked, false otherwise

OnSetCameraTarget Source code

simulated function OnSetCameraTarget ( SeqAct_SetCameraTarget inAction) )

OnSetSoundMode Source code

function OnSetSoundMode ( SeqAct_SetSoundMode Action) )
A trivial way to handle the SetSoundMode kismet action

OnToggleCinematicMode Source code

function OnToggleCinematicMode ( SeqAct_ToggleCinematicMode Action) )
Handles switching the player in/out of cinematic mode.

OnToggleHUD Source code

simulated function OnToggleHUD ( SeqAct_ToggleHUD inAction) )

OnToggleInput Source code

function OnToggleInput ( SeqAct_ToggleInput inAction) )

OnUnregisterPlayerCompleteForHostMigrate Source code

function OnUnregisterPlayerCompleteForHostMigrate ( name SessionName,UniqueNetId PlayerId,bool bWasSuccessful) )
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

OnUnregisterPlayerCompleteForJoinMigrate Source code

function OnUnregisterPlayerCompleteForJoinMigrate ( name SessionName,UniqueNetId PlayerId,bool bWasSuccessful) )
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

PasteFromClipboard Source code

native function string PasteFromClipboard ( )

PathChild Source code

exec function PathChild ( optional int Cnt ) )

PathClear Source code

exec function PathClear ( ) )

PathStep Source code

exec function PathStep ( optional int Cnt) )

Pause Source code

exec function Pause ( ) )

PauseRumbleForAllPlayers Source code

function PauseRumbleForAllPlayers ( optional bool bShouldPauseRumble=true ) )
Pause force-feedback for all local players.
@param bShouldPauseRumble indicates whether force-feedback should be paused or unpaused.

PawnDied Source code

function PawnDied ( Pawn P) )

PeerDesignatedAsClient Source code

function PeerDesignatedAsClient ( name SessionName) )
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

PeerDesignatedAsHost Source code

function PeerDesignatedAsHost ( name SessionName) )
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

PeerReceivedMigratedSession Source code

event PeerReceivedMigratedSession ( UniqueNetId FromPeerNetId, name SessionName, class<OnlineGameSearch> SearchClass, byte PlatformSpecificInfo[80]) )
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

PeerTravelAsHost Source code

native function PeerTravelAsHost ( float TravelCountdownTimer,string URL )
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

PerformedUseAction Source code

function bool PerformedUseAction ( ) )
return true if player the Use action was handled

PlayBeepSound Source code

function PlayBeepSound ( )

PlayerMove Source code

function PlayerMove ( float DeltaTime )

PlayerMove BaseSpectating Source code

function PlayerMove ( float DeltaTime) )

PlayerMove Dead Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerClimbing Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove PlayerDriving Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove PlayerFlying Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerSwimming Source code

function PlayerMove ( float DeltaTime) )

PlayerMove PlayerWalking Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove RoundEnded Source code

function PlayerMove ( float DeltaTime) )

PlayerTick Source code

event PlayerTick ( float DeltaTime ) )
PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers

PlayerTick WaitingForPawn Source code

event PlayerTick ( float DeltaTime) )

PlayRumble Source code

event PlayRumble ( const AnimNotify_Rumble TheAnimNotify ) )
This will take an AnimNotify_Rumble and then grab out the correct waveform to be played

Possess Source code

event Possess ( Pawn aPawn, bool bVehicleTransition) )

Possess RoundEnded Source code

event Possess ( Pawn aPawn, bool bVehicleTransition) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PostControllerIdChange Source code

function PostControllerIdChange ( ) )
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.

PreClientTravel Source code

event PreClientTravel ( string PendingURL, ETravelType TravelType, bool bIsSeamlessTravel ) )
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.

PreControllerIdChange Source code

function PreControllerIdChange ( ) )
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.

PreJoinUpdateGameSettings Source code

simulated function PreJoinUpdateGameSettings ( name SessionName,OnlineGameSettings GameSettings )
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

PreRender Source code

event PreRender ( Canvas Canvas )

PrevWeapon Source code

exec function PrevWeapon ( ) )

ProcessDrive Source code

function ProcessDrive ( float InForward, float InStrafe, float InUp, bool InJump) )

ProcessDrive PlayerDriving Source code

function ProcessDrive ( float InForward, float InStrafe, float InUp, bool InJump) )

ProcessMove Source code

function ProcessMove ( float DeltaTime, vector newAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove BaseSpectating Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerClimbing Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerDriving Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot )

ProcessMove PlayerSwimming Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessMove PlayerWalking Source code

function ProcessMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ProcessViewRotation Source code

function ProcessViewRotation ( float DeltaTime, out Rotator out_ViewRotation, Rotator DeltaRot ) )
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

RE Source code

exec function RE ( optional name EventName) )

ReceivedGameClass Source code

simulated function ReceivedGameClass ( class<GameInfo> GameClass) )
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

ReceivedPlayer Source code

simulated event ReceivedPlayer ( ) )
Called after this PlayerController's viewport/net connection is associated with this player controller.

ReceiveLocalizedMessage Source code

reliable client event ReceiveLocalizedMessage ( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) )

RegisterCustomPlayerDataStores Source code

simulated protected function RegisterCustomPlayerDataStores ( ) )
Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created.

RegisterOnlineDelegates Source code

function RegisterOnlineDelegates ( ) )
Registers any handlers for delegates in the OnlineSubsystem. Called when a player is being created and/or ControllerId is changing.

RegisterPlayerDataStores Source code

simulated final function RegisterPlayerDataStores ( ) )
Register all player data stores.

RegisterStandardPlayerDataStores Source code

simulated protected function RegisterStandardPlayerDataStores ( ) )
Register any player data stores which do not require special initialization.

ReloadProfileSettings Source code

simulated function ReloadProfileSettings ( ) )
Refetches this player's profile settings.

RemoteEvent Source code

exec function RemoteEvent ( optional name EventName) )
triggers a SeqEvent_RemoteEvent instead of a console event; LDs specifically requested separate commands

RemoveAllDebugStrings Source code

final reliable client event RemoveAllDebugStrings ( ) )
Remove all debug text

RemoveDebugText Source code

final reliable client event RemoveDebugText ( Actor SrcActor) )
Remove debug text for the specific actor.

RemoveMissingPeersFromSession Source code

function bool RemoveMissingPeersFromSession ( name SessionName,delegate<OnMissingPeersUnregistered> UnregisterDelegate) )
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

RemovePeer Source code

event RemovePeer ( UniqueNetId PeerNetId) )
Keep track of a removed peer for this player and also replicate to server.
@param PeerNetId net id of remote client peer being removed

ReplicatedEvent Dead Source code

simulated event ReplicatedEvent ( name VarName) )

ReplicateMove Source code

function ReplicateMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ) )

ReplicateMove BaseSpectating Source code

function ReplicateMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

ReplicateMove WaitingForPawn Source code

function ReplicateMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) )

Reset Source code

function Reset ( ) )

ResetCameraMode Source code

event ResetCameraMode ( ) )
Reset Camera Mode to default

ResetFOV Source code

function ResetFOV ( ) )

ResetPlayerMovementInput Source code

function ResetPlayerMovementInput ( ) )
reset input to defaults

ResetTimeMargin Source code

function ResetTimeMargin ( ) )

Restart Source code

function Restart ( bool bVehicleTransition) )

RestartLevel Source code

exec function RestartLevel ( ) )

SaveActorConfig Source code

exec function SaveActorConfig ( coerce Name actorName) )
Force a save config on the specified actor.

SaveClassConfig Source code

exec function SaveClassConfig ( coerce string className) )
Force a save config on the specified class.

Say Source code

exec function Say ( string Msg ) )

SeamlessTravelFrom Source code

function SeamlessTravelFrom ( PlayerController OldPC) )
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)

SeamlessTravelTo Source code

function SeamlessTravelTo ( PlayerController NewPC )
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)

SendClientAdjustment Source code

event SendClientAdjustment ( ) )

SendToConsole Source code

exec function SendToConsole ( string Command) )

Sentinel_PostAcquireTravelTheWorldPoints Source code

function Sentinel_PostAcquireTravelTheWorldPoints ( ) )
This function is called after we acquire the travel points right before we start traveling.

Sentinel_PreAcquireTravelTheWorldPoints Source code

function Sentinel_PreAcquireTravelTheWorldPoints ( ) )
This function is called before we acquire the travel points.

Sentinel_SetupForGamebasedTravelTheWorld Source code

function Sentinel_SetupForGamebasedTravelTheWorld ( ) )
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.

ServerAcknowledgePossession Source code

reliable server function ServerAcknowledgePossession ( Pawn P) )

ServerAddPeer Source code

reliable server function ServerAddPeer ( UniqueNetId PeerNetId, ENATType NATType) )
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

ServerCamera Source code

reliable server function ServerCamera ( name NewMode ) )

ServerCauseEvent Source code

unreliable server function ServerCauseEvent ( Name EventName) )
Attempts to match the name passed in to a SeqEvent_Console object and then activate it.
@param eventName - name of the event to cause

ServerChangeName Source code

reliable server function ServerChangeName ( coerce string S ) )

ServerChangeTeam Source code

reliable server function ServerChangeTeam ( int N) )

ServerChangeTeam PlayerWaiting Source code

reliable server function ServerChangeTeam ( int N ) )

ServerDrive Source code

unreliable server function ServerDrive ( float InForward, float InStrafe, float aUp, bool InJump, int View) )

ServerGivePawn Source code

function ServerGivePawn ( ) )

ServerMove Source code

unreliable server function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte MoveFlags, byte ClientRoll, int View) )

ServerMove Dead Source code

unreliable server function ServerMove ( float TimeStamp, vector Accel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ) )

ServerMove RoundEnded Source code

unreliable server function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ) )

ServerMoveHandleClientError Source code

function ServerMoveHandleClientError ( float TimeStamp, vector Accel, vector ClientLoc) )
called after movement in ServerMove() to check for and handle any potential error between server and client position by setting PendingAdjustment appropriately

ServerMutate Source code

reliable server function ServerMutate ( string MutateString) )

ServerMutePlayer Source code

reliable server event ServerMutePlayer ( UniqueNetId PlayerNetId) )
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

ServerNotifyLoadedWorld Source code

reliable server native final event ServerNotifyLoadedWorld ( name WorldPackageName )
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

ServerNotifyPartyHostLeaving Source code

reliable server function ServerNotifyPartyHostLeaving ( UniqueNetId PartyHostPlayerId) )
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

ServerPause Source code

reliable server function ServerPause ( ) )

ServerProcessConvolve Source code

reliable server final private native event ServerProcessConvolve ( string C,int H )

ServerRegisterClientStatGuid Source code

reliable server function ServerRegisterClientStatGuid ( string StatGuid) )
Registers the client's stat guid with the online subsystem
@param StatGuid the stat guid to register

ServerRegisteredForArbitration Source code

reliable server function ServerRegisteredForArbitration ( bool bWasSuccessful) )
Notifies the server that the arbitration registration is complete
@param bWasSuccessful whether the registration with arbitration worked

ServerRemoteEvent Source code

unreliable server function ServerRemoteEvent ( name EventName) )

ServerRemovePeer Source code

reliable server function ServerRemovePeer ( UniqueNetId PeerNetId) )
Replicate removed peer for this player to server.
@param PeerNetId net id of remote client peer being removed

ServerRestartGame Source code

reliable server function ServerRestartGame ( ) )

ServerReStartGame RoundEnded Source code

reliable server function ServerReStartGame ( ) )

ServerReStartPlayer Dead Source code

reliable server function ServerReStartPlayer ( ) )

ServerRestartPlayer PlayerWaiting Source code

reliable server function ServerRestartPlayer ( ) )

ServerReStartPlayer RoundEnded Source code

reliable server function ServerReStartPlayer ( ) )

ServerSay Source code

unreliable server function ServerSay ( string Msg ) )

ServerSetSpectatorLocation Source code

unreliable server function ServerSetSpectatorLocation ( vector NewLoc) )
when spectating, tells server where the client is (client is authoritative on location when spectating)

ServerSetSpectatorLocation BaseSpectating Source code

unreliable server function ServerSetSpectatorLocation ( vector NewLoc) )
when spectating, tells server where the client is (client is authoritative on location when spectating)

ServerShortTimeout Source code

reliable server function ServerShortTimeout ( ) )

ServerSpeech Source code

reliable server function ServerSpeech ( name Type, int Index, string Callsign )

ServerSuicide Source code

reliable server function ServerSuicide ( ) )

ServerSuicide PlayerWaiting Source code

reliable server function ServerSuicide ( )

ServerTeamSay Source code

unreliable server function ServerTeamSay ( string Msg ) )

ServerThrowWeapon Source code

reliable server function ServerThrowWeapon ( ) )

ServerUnmutePlayer Source code

reliable server event ServerUnmutePlayer ( UniqueNetId PlayerNetId) )
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

ServerUpdateLevelVisibility Source code

native reliable server final event ServerUpdateLevelVisibility ( name PackageName, bool bIsVisible )
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

ServerUpdatePing Source code

unreliable server function ServerUpdatePing ( int NewPing) )

ServerUse Source code

unreliable server function ServerUse ( ) )
Player pressed UseKey

ServerUse PlayerDriving Source code

unreliable server function ServerUse ( ) )

ServerUTrace Source code

reliable server function ServerUTrace ( ) )

ServerVerifyViewTarget Source code

reliable server function ServerVerifyViewTarget ( ) )

ServerViewNextPlayer Source code

unreliable server function ServerViewNextPlayer ( ) )

ServerViewPrevPlayer Source code

unreliable server function ServerViewPrevPlayer ( ) )

ServerViewSelf Source code

unreliable server function ServerViewSelf ( optional ViewTargetTransitionParams TransitionParams) )

SetAllowMatureLanguage Source code

native function SetAllowMatureLanguage ( bool bAllowMatureLanguge )
Whether or not to allow mature language

SetAudioGroupVolume Source code

exec native function SetAudioGroupVolume ( name GroupName, float Volume )
Sets the Audio Group to this the value passed in

SetCameraMode Source code

function SetCameraMode ( name NewCamMode ) )
Set new camera mode
@param NewCamMode, new camera mode.

SetCinematicMode Source code

function SetCinematicMode ( bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsButtons ) )
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.

SetControllerTiltActive Source code

native simulated function SetControllerTiltActive ( bool bActive )
sets whether or not the Tilt functionality is turned on

SetControllerTiltDesiredIfAvailable Source code

native simulated function SetControllerTiltDesiredIfAvailable ( bool bActive )
sets whether or not the the player wants to utilize the Tilt functionality

SetFOV Source code

function SetFOV ( float NewFOV) )

SetName Source code

exec function SetName ( coerce string S) )

SetNetSpeed Source code

native final function SetNetSpeed ( int NewSpeed )

SetOnlyUseControllerTiltInput Source code

native simulated function SetOnlyUseControllerTiltInput ( bool bActive )
sets whether or not to ONLY use the tilt input controls

SetPause Source code

function bool SetPause ( bool bPause, optional delegate<CanUnpause> CanUnpauseDelegate=CanUnpause) )

SetRumbleScale Source code

final function SetRumbleScale ( float ScaleBy) )
Scales the amount the rumble will play on the gamepad
@param ScaleBy The amount to scale the waveforms by

SetShowSubtitles Source code

native simulated exec function SetShowSubtitles ( bool bValue )
This will turn the subtitles on or off depending on the value of bValue
@param bValue to show or not to show

SetUseTiltForwardAndBack Source code

native simulated function SetUseTiltForwardAndBack ( bool bActive )
sets whether or not to use the tilt forward and back input controls

SetViewTarget Source code

native function SetViewTarget ( Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams )

SetViewTargetWithBlend Source code

final function SetViewTargetWithBlend ( Actor NewViewTarget, optional float BlendTime = 0.35, optional EViewTargetBlendFunction BlendFunc = VTBlend_Cubic, optional float BlendExp = 2.f, optional bool bLockOutgoing = FALSE) )
Wrapper to SetViewTarget with useful defaults

ShortClientAdjustPosition Source code

unreliable client function ShortClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) )

ShowGameState Source code

exec function ShowGameState ( ) )

ShowPlayerState Source code

exec function ShowPlayerState ( ) )

SkipPositionUpdateForRM Source code

function bool SkipPositionUpdateForRM ( ) )

@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)

SoakPause Source code

event SoakPause ( Pawn P) )
For AI debugging

SpawnCoverReplicator Source code

function CoverReplicator SpawnCoverReplicator ( ) )
spawns MyCoverReplicator and tells it to replicate any changes that have already occurred

SpawnDefaultHUD Source code

function SpawnDefaultHUD ( ) )

SpawnPlayerCamera Source code

event SpawnPlayerCamera ( ) )

SpeakTTS Source code

simulated function SpeakTTS ( coerce string S, optional PlayerReplicationInfo PRI ) )

Speech Source code

exec function Speech ( name Type, int Index, string Callsign ) )

StartAltFire Source code

exec function StartAltFire ( optional Byte FireModeNum ) )

StartAltFire Spectating Source code

exec function StartAltFire ( optional byte FireModeNum ) )

StartFire Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire Dead Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire PlayerWaiting Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire RoundEnded Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire Spectating Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire WaitingForPawn Source code

exec function StartFire ( optional byte FireModeNum ) )

StopAltFire Source code

exec function StopAltFire ( optional byte FireModeNum ) )

StopFire Source code

exec function StopFire ( optional byte FireModeNum ) )

Suicide Source code

exec function Suicide ( ) )

Suicide PlayerWaiting Source code

exec function Suicide ( )

SwitchLevel Source code

exec function SwitchLevel ( string URL) )

SwitchTeam Source code

exec function SwitchTeam ( ) )

Talk Source code

exec function Talk ( ) )

TeamMessage Source code

reliable client event TeamMessage ( PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime ) )

TeamSay Source code

exec function TeamSay ( string Msg ) )

TeamTalk Source code

exec function TeamTalk ( ) )

TellPeerToTravel Source code

native function TellPeerToTravel ( UniqueNetId ToPeerNetId )
Notify client peer to travel to the new host. RPC is sent through peer net driver.
@param ToPeerNetId peer player to find connection for

TellPeerToTravelToSession Source code

native function TellPeerToTravelToSession ( UniqueNetId ToPeerNetId, name SessionName, class<OnlineGameSearch> SearchClass, byte PlatformSpecificInfo[80],int PlatformSpecificInfoSize )
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

ThrowWeapon Source code

exec function ThrowWeapon ( ) )

ThrowWeapon Dead Source code

exec function ThrowWeapon ( ) )

ThrowWeapon RoundEnded Source code

exec function ThrowWeapon ( ) )

Timer Dead Source code

event Timer ( ) )

Timer PlayerSwimming Source code

event Timer ( ) )

Timer RoundEnded Source code

event Timer ( ) )

Timer WaitingForPawn Source code

event Timer ( ) )

TriggerInteracted Source code

function bool TriggerInteracted ( ) )
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.

UnPossess Source code

event UnPossess ( ) )

UnregisterPlayerDataStores Source code

simulated function UnregisterPlayerDataStores ( ) )
Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed.

UnregisterStandardPlayerDataStores Source code

simulated function UnregisterStandardPlayerDataStores ( ) )
Unregisters all player data stores that remain after unregistering all player data stores that require custom unregister logic.

UpdatePing Source code

final function UpdatePing ( float TimeStamp) )

UpdateRotation Source code

function UpdateRotation ( float DeltaTime ) )

UpdateStateFromAdjustment Source code

function UpdateStateFromAdjustment ( name NewState) )
Called by LongClientAdjustPosition()
@param NewState is the state recommended by the server

UpdateURL Source code

native(546) final function UpdateURL ( string NewOption, string NewValue, bool bSave1Default )

Use Source code

exec function Use ( ) )
Entry point function for player interactions with the world, re-directs to ServerUse.

Use Dead Source code

exec function Use ( ) )

Use RoundEnded Source code

exec function Use ( ) )

UsingFirstPersonCamera Source code

function bool UsingFirstPersonCamera ( ) )
return whether viewing in first person mode

UTrace Source code

exec function UTrace ( ) )

VeryShortClientAdjustPosition Source code

unreliable client function VeryShortClientAdjustPosition ( float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) )

ViewAPlayer Source code

function ViewAPlayer ( int dir) )
View next active player in PRIArray.
@param dir is the direction to go in the array

ViewShake Source code

function ViewShake ( float DeltaTime )
Updates any camera view shaking that is going on


Defaultproperties

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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Creation time: ti 22-3-2011 19:56:55.334 - Created with UnCodeX