| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Controller
AIController, PlayerController
| Constants Summary | ||
|---|---|---|
| LATENT_MOVETOWARD | = | 503 |
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary | ||
|---|---|---|
| VisiblePortalInfo Source, Destination | ||
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | bool | ActorReachable (actor anActor) |
![]() | bool | AllowDetourTo (NavigationPoint N)) |
![]() | BeginState (Name PreviousStateName)) RoundEnded | |
![]() | bool | BeyondFogDistance (vector ViewPoint, vector OtherPoint) |
![]() | bool | CanSee (Pawn Other) |
![]() | bool | CanSeeByPoints (Vector ViewLocation, Vector TestLocation, Rotator ViewRotation) |
![]() | CheckNearMiss (Pawn Shooter, Weapon W, vector WeapLoc, vector LineDir, vector HitLocation) | |
![]() | CleanupPRI ())) | |
![]() | ClientSetLocation (vector NewLocation, rotator NewRotation )) | |
![]() | ClientSetRotation (rotator NewRotation, optional bool bResetCamera )) | |
![]() | ClientSetWeapon (class | |
![]() | ClientSwitchToBestWeapon (optional bool bForceNewWeapon)) | |
![]() | CurrentLevelUnloaded () | |
![]() | Destroyed ())) | |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | EndClimbLadder () | |
![]() | EnemyJustTeleported ())) | |
![]() | EnemyNotVisible () | |
![]() | Actor | FindPathTo (Vector aPoint, optional int MaxPathLength, optional bool bReturnPartial) |
![]() | Actor | FindPathToIntercept (Pawn P, Actor InRouteGoal, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial) |
![]() | Actor | FindPathToward (Actor anActor, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial) |
![]() | Actor | FindPathTowardNearest (class<NavigationPoint> GoalClass, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial) |
![]() | NavigationPoint | FindRandomDest () |
![]() | FinishRotation () | |
![]() | bool | FireWeaponAt (Actor inActor) |
![]() | GameHasEnded (optional Actor EndGameFocus, optional bool bIsWinner)) | |
![]() | bool | GamePlayEndedState ())) |
![]() | bool | GamePlayEndedState ())) RoundEnded |
![]() | GetActorEyesViewPoint (out vector out_Location, out Rotator out_Rotation )) | |
![]() | Rotator | GetAdjustedAimFor (Weapon W, vector StartFireLoc )) |
![]() | String | GetHumanReadableName ())) |
![]() | Controller | GetKillerController ())) |
![]() | GetPlayerViewPoint (out vector out_Location, out Rotator out_rotation )) | |
![]() | Actor | GetRouteGoalAfter (int RouteIdx )) |
![]() | byte | GetTeamNum () |
![]() | bool | HandlePathObstruction (Actor BlockedBy) |
![]() | HandlePickup (Inventory Inv) | |
![]() | HearNoise (float Loudness, Actor NoiseMaker, optional Name NoiseType) | |
![]() | InitPlayerReplicationInfo ())) | |
![]() | bool | InLatentExecution (int LatentActionNumber) |
![]() | InstantWarnTarget (Actor InTarget, Weapon FiredWeapon, vector FireDir)) | |
![]() | bool | IsAimingAt (Actor ATarget, float Epsilon )) |
![]() | bool | IsDead () |
![]() | bool | IsDead ())) Dead |
![]() | bool | IsInCombat () |
![]() | bool | IsLocalPlayerController () |
![]() | bool | IsSpectating ())) |
![]() | bool | LandingShake ())) |
![]() | bool | LineOfSightTo (Actor Other, optional vector chkLocation, optional bool bTryAlternateTargetLoc) |
![]() | LongFall () | |
![]() | MayFall () | |
![]() | bool | MoverFinished ())) |
![]() | MoveTo (vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false) | |
![]() | MoveToward (Actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false) | |
![]() | MoveUnreachable (vector AttemptedDest, Actor AttemptedTarget)) | |
![]() | NotifyAddInventory (Inventory NewItem) | |
![]() | bool | NotifyBump (Actor Other, Vector HitNormal) |
![]() | NotifyChangedWeapon (Weapon PrevWeapon, Weapon NewWeapon) | |
![]() | NotifyCoverAdjusted ())) | |
![]() | bool | NotifyCoverClaimViolation (Controller NewClaim, CoverLink Link, int SlotIdx) |
![]() | NotifyCoverDisabled (CoverLink Link, int SlotIdx) | |
![]() | NotifyFallingHitWall (vector HitNormal, actor Wall) | |
![]() | bool | NotifyHeadVolumeChange (PhysicsVolume NewVolume) |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall) |
![]() | NotifyJumpApex () | |
![]() | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn)) | |
![]() | bool | NotifyLanded (vector HitNormal, Actor FloorActor) |
![]() | NotifyMissedJump () | |
![]() | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume) | |
![]() | NotifyPostLanded () | |
![]() | NotifyProjLanded (Projectile Proj )) | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) | |
![]() | OnCauseDamage (SeqAct_CauseDamage Action)) | |
![]() | OnMakeNoise (SeqAct_MakeNoise Action )) | |
![]() | OnPossess (SeqAct_Possess inAction)) | |
![]() | OnTeleport (SeqAct_Teleport Action)) | |
![]() | OnToggleAffectedByHitEffects (SeqAct_ToggleAffectedByHitEffects inAction )) | |
![]() | OnToggleGodMode (SeqAct_ToggleGodMode inAction)) | |
![]() | OnToggleHidden (SeqAct_ToggleHidden Action)) | |
![]() | PawnDied (Pawn inPawn)) | |
![]() | PawnDied (Pawn P)) Dead | |
![]() | Pawn | PickTarget (class<Pawn> TargetClass, out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange) |
![]() | bool | PickWallAdjust (vector HitNormal) |
![]() | bool | PointReachable (vector aPoint) |
![]() | Possess (Pawn inPawn, bool bVehicleTransition)) | |
![]() | PostBeginPlay ())) | |
![]() | float | RatePickup (Actor PickupHolder, class<Inventory> inPickup) |
![]() | ReceiveProjectileWarning (Projectile Proj) | |
![]() | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | Reset ())) | |
![]() | Restart (bool bVehicleTransition)) | |
![]() | RoundHasEnded (optional Actor EndRoundFocus)) | |
![]() | RouteCache_AddItem (NavigationPoint Nav) | |
![]() | RouteCache_Empty () | |
![]() | RouteCache_InsertItem (NavigationPoint Nav, int Idx=0) | |
![]() | RouteCache_RemoveIndex (int InIndex, int Count=1) | |
![]() | RouteCache_RemoveItem (NavigationPoint Nav) | |
![]() | SeeMonster (Pawn Seen) | |
![]() | SeePlayer (Pawn Seen) | |
![]() | SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType) | |
![]() | ServerGivePawn () | |
![]() | ServerRestartPlayer ())) | |
![]() | ServerReStartPlayer ())) Dead | |
![]() | SetCharacter (string inCharacter) | |
![]() | SetupSpecialPathAbilities () | |
![]() | StopFiring ())) | |
![]() | StopLatentExecution () | |
![]() | SwitchToBestWeapon (optional bool bForceNewWeapon)) | |
![]() | UnderLift (LiftCenter Lift) | |
![]() | UnPossess ())) | |
![]() | UpdateSex ())) | |
![]() | WaitForLanding (optional float waitDuration) | |
![]() | WaitForMover (InterpActor M)) | |
![]() | WarnProjExplode (Projectile Proj) | |
| States Summary |
|---|
| Dead Source code |
|---|
|
state Dead |
| IsDead, PawnDied, ServerReStartPlayer |
| RoundEnded Source code |
|---|
|
state RoundEnded |
| BeginState, GamePlayEndedState |
| Constants Detail |
|---|
| Variables Detail |
|---|
Forces physics to use Controller.DesiredRotation regardless of focus etc
Forces all velocity to be directed towards reaching Destination
Do visibility checks, call SeePlayer events() for pawns on same team as self. Setting to true will result in a lot more AI visibility line checks.
indicates that the AI is within a lane in its CurrentPath (like a road) to avoid ramming other Pawns also using that path set by MoveToward() when it detects multiple AI pawns using the same path when this is true, serpentine movement and cutting corners are disabled
additive modifier to cost of NavigationPoints that require high jumping
multiplier to cost of NavigationPoints that another Pawn is currently anchored to
the offset from the center of CurrentPath to the center of the lane in use (the Pawn's CollisionRadius defines the extent) positive values are to the Pawn's right, negative to the Pawn's left
Used for reversing rejected mover base movement
Cached list of nodes filled in by the last call to FindPathXXX
| Structures Detail |
|---|
List of destinations whose source portals are visible to this Controller
Destination:destination actor of portalSource:source actor of portal
| Functions Detail |
|---|
ActorReachable Source code
AllowDetourTo Source code
BeginState RoundEnded Source code
BeyondFogDistance Source code
CanSee Source code
CanSeeByPoints Source code
CheckNearMiss Source code
CleanupPRI Source code
ClientSetLocation Source code
ClientSetRotation Source code
ClientSetWeapon Source code
ClientSwitchToBestWeapon Source code
CurrentLevelUnloaded Source codeCalled when the level this controller is in is unloaded via streaming.
Destroyed Source code
DisplayDebug Source codelist important Controller 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.
EndClimbLadder Source code
EnemyJustTeleported Source code
EnemyNotVisible Source code
FindPathTo Source code
FindPathToIntercept Source code
FindPathToward Source code
FindPathTowardNearest Source code
FindRandomDest Source code
FinishRotation Source code
FireWeaponAt Source code
GameHasEnded Source code
GamePlayEndedState Source code
GamePlayEndedState RoundEnded Source code
GetActorEyesViewPoint Source codereturns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point. @output out_Location, location of view point @output out_Rotation, view rotation of actor.
GetAdjustedAimFor Source codeAdjusts 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.
GetHumanReadableName Source code
GetKillerController Source codecalled when this Controller causes a kill; gives it the opportunity to override with a different Controller that should get kill credit instead
@return the Controller that should get kill credit
GetPlayerViewPoint Source codeReturns 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
GetRouteGoalAfter Source code
GetTeamNum Source code
HandlePathObstruction Source codecalled when a ReachSpec the AI wants to use is blocked by a dynamic obstruction gives the AI an opportunity to do something to get rid of it instead of trying to find another path
@note MoveTarget is the actor the AI wants to move toward, CurrentPath the ReachSpec it wants to use
@param BlockedBy the object blocking the path
@return true if the AI did something about the obstruction and should use the path anyway, false if the path is unusable and the bot must find some other way to go
HandlePickup Source code
HearNoise Source code
InitPlayerReplicationInfo Source codespawns and initializes the PlayerReplicationInfo for this Controller
InLatentExecution Source code
InstantWarnTarget Source code
IsAimingAt Source codeThis will return whether or not this controller is aiming at the passed in actor. We are defining AIMing to mean that you are attempting to target the actor. Not just looking in the direction of the actor.
IsDead Source code
IsDead Dead Source code
IsInCombat Source codeReturns if controller is in combat
IsLocalPlayerController Source codereturns whether this Controller is a locally controlled PlayerController @note not valid until the Controller is completely spawned (i.e, unusable in Pre/PostBeginPlay())
IsSpectating Source codeReturns true if controller is spectating
LandingShake Source codeLandingShake() returns true if controller wants landing view shake
LineOfSightTo Source code
LongFall Source code
MayFall Source code
MoverFinished Source code
MoveTo Source code
MoveToward Source code
MoveUnreachable Source codeCalled by APawn::moveToward when the point is unreachable due to obstruction or height differences.
NotifyAddInventory Source codeCalled when an inventory item is given to our Pawn (owning client only)
@param the Inventory item that was added
NotifyBump Source code
NotifyChangedWeapon Source code
NotifyCoverAdjusted Source codeCalled when a slot is adjusted with this controller as the current owner.
NotifyCoverClaimViolation Source codeCalled when cover that AI had claimed is claimed forceably by someone else (usually a player)
NotifyCoverDisabled Source codeCalled when a slot is disabled with this controller as the current owner.
NotifyFallingHitWall Source code
NotifyHeadVolumeChange Source code
NotifyHitWall Source code
NotifyJumpApex Source code
NotifyKilled Source code
NotifyLanded Source code
NotifyMissedJump Source code
NotifyPhysicsVolumeChange Source code
NotifyPostLanded Source code
NotifyProjLanded Source code
NotifyTakeHit Source code
OnCauseDamage Source codeRedirect to pawn.
OnMakeNoise Source codeForce this actor to make a noise that the AI may hear
OnPossess Source codeKismet Action to possess a Pawn or a vehicle
OnTeleport Source codeOverridden to redirect to pawn, since teleporting the controller would be useless. If Action == None, this was called from the Pawn already
OnToggleAffectedByHitEffects Source code
OnToggleGodMode Source codeSets god mode based on the activated link.
OnToggleHidden Source codeOverridden to redirect to the pawn if available.
PawnDied Source code
PawnDied Dead Source code
PickTarget Source code
PickWallAdjust Source code
PointReachable Source code
Possess Source code
PostBeginPlay Source code
RatePickup Source code
ReceiveProjectileWarning Source code
ReceiveWarning Source code
ReplicatedEvent Source code
Reset Source code
Restart Source code
RoundHasEnded Source code
RouteCache_AddItem Source code
RouteCache_Empty Source codeRoute Cache Operations Allows operations on nodes in the route while modifying route (ie before emptying the cache) Should override in subclasses as needed
RouteCache_InsertItem Source code
RouteCache_RemoveIndex Source code
RouteCache_RemoveItem Source code
SeeMonster Source code
SeePlayer Source code
SendMessage Source code
ServerGivePawn Source code
ServerRestartPlayer Source code
ServerReStartPlayer Dead Source code
SetCharacter Source code
SetupSpecialPathAbilities Source code
StopFiring Source code
StopLatentExecution Source code
SwitchToBestWeapon Source code
UnderLift Source codeCalled when the this Controller's Pawn gets hit by an InterpActor interpolating downward while this Controller has Lift set as its PendingMover
@param Lift the LiftCenter associated with the InterpActor that hit the Pawn
UnPossess Source code
UpdateSex Source code
WaitForLanding Source code
WaitForMover Source code
WarnProjExplode Source codeNotification from given projectil that it is about to explode
| Defaultproperties |
|---|
defaultproperties { bAffectedByHitEffects=True bSlowerZAcquire=True MinHitWall=-1.000000 Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object Components(0)=Sprite bHidden=True bOnlyRelevantToOwner=True bHiddenEd=True CollisionType=COLLIDE_CustomDefault RotationRate=(Pitch=30000,Yaw=30000,Roll=2048) Name="Default__Controller" ObjectArchetype=Actor'Engine.Default__Actor' } |
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