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UTGame.UTPlayerController

Extends
GamePlayerController
Modifiers
dependson ( UTPawn ) dependson ( UTCustomChar_Data ) dependson ( UTProfileSettings ) config ( Game ) native

UTPlayerController Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.PlayerController
         |   
         +-- GameFramework.GamePlayerController
            |   
            +-- UTGame.UTPlayerController

Direct Known Subclasses:

DemoRecSpectator, UTConsolePlayerController, UTEntryPlayerController

Constants Summary
CONTEXT_ALLOWKEYBOARD=11
CONTEXT_ALLOWKEYBOARD_ANY=2
CONTEXT_ALLOWKEYBOARD_NO=0
CONTEXT_ALLOWKEYBOARD_YES=1
CONTEXT_BOTSKILL=0
CONTEXT_BOTSKILL_ADEPT=5
CONTEXT_BOTSKILL_AUTOADJUSTSKILL=0
CONTEXT_BOTSKILL_AVERAGE=2
CONTEXT_BOTSKILL_EXPERIENCED=3
CONTEXT_BOTSKILL_GODLIKE=8
CONTEXT_BOTSKILL_INHUMAN=7
CONTEXT_BOTSKILL_MASTERFUL=6
CONTEXT_BOTSKILL_NOVICE=1
CONTEXT_BOTSKILL_SKILLED=4
CONTEXT_CAMPAIGN=9
CONTEXT_CAMPAIGN_NO=0
CONTEXT_CAMPAIGN_YES=1
CONTEXT_DEDICATEDSERVER=14
CONTEXT_DEDICATEDSERVER_NO=0
CONTEXT_DEDICATEDSERVER_YES=1
CONTEXT_EMPTYSERVER=13
CONTEXT_EMPTYSERVER_NO=0
CONTEXT_EMPTYSERVER_YES=1
CONTEXT_FORCERESPAWN=10
CONTEXT_FORCERESPAWN_NO=0
CONTEXT_FORCERESPAWN_YES=1
CONTEXT_FULLSERVER=12
CONTEXT_FULLSERVER_NO=0
CONTEXT_FULLSERVER_YES=1
CONTEXT_GAME_MODE=0x0000800B
CONTEXT_GAME_MODE_CAMPAIGN=7
CONTEXT_GAME_MODE_CTF=1
CONTEXT_GAME_MODE_CUSTOM=6
CONTEXT_GAME_MODE_DM=0
CONTEXT_GAME_MODE_DUEL=5
CONTEXT_GAME_MODE_TDM=4
CONTEXT_GAME_MODE_VCTF=3
CONTEXT_GAME_MODE_WAR=2
CONTEXT_GOALSCORE_10=1
CONTEXT_GOALSCORE_15=2
CONTEXT_GOALSCORE_20=3
CONTEXT_GOALSCORE_30=4
CONTEXT_GOALSCORE_5=0
CONTEXT_LOCKEDSERVER=7
CONTEXT_LOCKEDSERVER_NO=0
CONTEXT_LOCKEDSERVER_YES=1
CONTEXT_MAPNAME=1
CONTEXT_MAPNAME_CUSTOM=0
CONTEXT_NUMBOTS_0=0
CONTEXT_NUMBOTS_1=1
CONTEXT_NUMBOTS_2=2
CONTEXT_NUMBOTS_3=3
CONTEXT_NUMBOTS_4=4
CONTEXT_NUMBOTS_5=5
CONTEXT_NUMBOTS_6=6
CONTEXT_NUMBOTS_7=7
CONTEXT_NUMBOTS_8=8
CONTEXT_PRESENCE_MENUPRESENCE=0
CONTEXT_PURESERVER=6
CONTEXT_PURESERVER_ANY=2
CONTEXT_PURESERVER_NO=0
CONTEXT_PURESERVER_YES=1
CONTEXT_TIMELIMIT_10=1
CONTEXT_TIMELIMIT_15=2
CONTEXT_TIMELIMIT_20=3
CONTEXT_TIMELIMIT_30=4
CONTEXT_TIMELIMIT_5=0
CONTEXT_VSBOTS=8
CONTEXT_VSBOTS_1_TO_1=2
CONTEXT_VSBOTS_1_TO_2=1
CONTEXT_VSBOTS_2_TO_1=4
CONTEXT_VSBOTS_3_TO_1=5
CONTEXT_VSBOTS_3_TO_2=3
CONTEXT_VSBOTS_4_TO_1=6
CONTEXT_VSBOTS_NONE=0
GS_CDKEY_PART_MAXLENGTH=4
GS_EMAIL_MAXLENGTH=50
GS_MESSAGE_MAXLENGTH=255
GS_PASSWORD_MAXLENGTH=30
GS_USERNAME_MAXLENGTH=15
PROPERTY_CUSTOMGAMEMODE=0x40000002
PROPERTY_CUSTOMMAPNAME=0x40000001
PROPERTY_CUSTOMMUTATORS=0x40000004
PROPERTY_EPICMUTATORS=0x10000105
PROPERTY_GOALSCORE=0x100000F8
PROPERTY_LEADERBOARDRATING=0x20000004
PROPERTY_NUMBOTS=0x100000F7
PROPERTY_SERVERDESCRIPTION=0x40000003
PROPERTY_TIMELIMIT=0x100000F9
QUERY_CAMPAIGN=6
QUERY_CTF=2
QUERY_DM=0
QUERY_DUEL=5
QUERY_TDM=1
QUERY_VCTF=3
QUERY_WAR=4
STATS_VIEW_DM_PLAYER_ALLTIME=1
STATS_VIEW_DM_RANKED_ALLTIME=2
STATS_VIEW_DM_VEHICLES_ALLTIME=4
STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME=6
STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME=5
STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME=7
STATS_VIEW_DM_WEAPONS_ALLTIME=3
STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME=8
Inherited Contants from Engine.PlayerController
CLIENTADJUSTUPDATECOST, MAXCLIENTUPDATEINTERVAL, MAXNEARZEROVELOCITYSQUARED, MAXPOSITIONERRORSQUARED, MAXVEHICLEPOSITIONERRORSQUARED

Variables Summary
array<SoundCue>ActiveTTSSoundCues
UTAnnouncerAnnouncer
EAutoObjectivePreferenceAutoObjectivePreference
boolbAcuteHearing
boolbAlreadyReset
boolbAlwaysLevel
boolbAlwaysMouseLook
boolbAutoTaunt
boolbBeaconPulseDir
boolbBehindView
boolbCameraOutOfWorld
boolbCenteredWeaponFire
boolbCenterView
boolbConstructioningMeshes
boolbCurrentCamAnimAffectsFOV
boolbCurrentCamAnimIsDamageShake
boolbDebugFreeCam
boolbDontUpdate
floatBeaconPulseMax
floatBeaconPulseRate
floatBeaconPulseScale
boolbEnableDodging
boolbFirstPersonWeaponsSelfShadow
boolbForceBehindView
boolbFreeCamera
boolbInitialProcessingComplete
boolbIsTyping
boolbJustFoundVehicle
boolbKeyboardLook
boolbLandingShake
boolbLateComer
boolbLookUpStairs
boolbNoAutoTaunts
boolbNoCrosshair
boolbNoMatureLanguage
boolbNonlinearZoomInterpolation
boolbNoTextToSpeechVoiceMessages
boolbNotUsingOrb
boolbNoVoiceMessages
boolbNoVoiceTaunts
UTUIDataStore_StringAliasBindingsMapBoundEventsStringDataStore
boolbPopupMapOnDeath
boolbPulseTeamColor
boolbQuittingToMainMenu
boolbRetrieveSettingsFromProfileOnNextTick
boolbRotateMinimap
boolbServerMutedText
boolbSimpleCrosshair
boolbSnapToLevel
boolbTextToSpeechTeamMessagesOnly
boolbUsePhysicsRotation
boolbUseVehicleRotationOnPossess
boolbViewingMap
boolbWasDefendingObjective
floatCalcEyeHeight
ActorCalcViewActor
vectorCalcViewActorLocation
rotatorCalcViewActorRotation
vectorCalcViewLocation
rotatorCalcViewRotation
vectorCalcWalkBob
CameraAnimInstCameraAnimPlayer
UTEmitCameraEffectCameraEffect
PostProcessSettingsCamOverridePostProcess
UTUIScene_CommandMenuCommandMenu
UTUIScene_CommandMenuCommandMenuTemplate
floatConstructioningProgress
stringConstructioningStatus
UTUISceneCurrentMapScene
CameraAnimDamageCameraAnim
rotatorDebugFreeCamRot
vectorDesiredLocation
floatFOVLinearZoomRate
floatFOVNonlinearZoomInterpSpeed
byteIdentifiedTeam
ActorLastAutoObjective
floatLastBullseyeTime
floatLastCameraTimeStamp
floatLastCombatUpdateTime
floatLastFriendlyFireTime
floatLastIncomingMessageTime
floatLastKickWarningTime
floatLastShowPathTime
floatLastTauntAnimTime
floatLastTeamChangeTime
floatLastUseTime
floatLastWarningTime
nameMapListPublishGameClassName
class<Camera>MatineeCameraClass
stringMsgPlayerNotFound
UTMusicManagerMusicManager
floatNextAdminCmdTime
floatOldMessageTime
floatOnFootDefaultFOV
EPawnShadowModePawnShadowMode
floatPopupWaitTime
PostProcessSettingsPostProcessModifier
array<PostProcessInfo>PostProcessPresets
array<Actor>PotentiallyHiddenActors
stringProgressMessageSceneClassName
floatPulseTimer
vectorShakeOffset
rotatorShakeRot
UTGameObjectiveStartObjective
UTUIScene_MapVoteTestSceneTemplate
floatVehicleCheckRadiusScaling
EUTVehicleControlsVehicleControlType
UTVoteReplicationInfoVoteRI
EWeaponHandWeaponHand
EWeaponHandWeaponHandPreference
floatZoomRotationModifier
UTPlayerController
boolbDisableQuickPick
Inherited Variables from Engine.PlayerController
AcknowledgedPawn, bAimingHelp, bCameraPositionLocked, bCheatFlying, bCheckRelevancyThroughPortals, bCheckSoundOcclusion, bCinemaDisableInputLook, bCinemaDisableInputMove, bCinematicMode, bDoubleJump, bDuck, bDynamicNetSpeed, bFrozen, bIgnoreLookInput, bIgnoreMoveInput, bIsControllerConnected, bIsExternalUIOpen, bIsUsingStreamingVolumes, BlendedTargetViewRotation, bLogHearSoundOverflow, bNeverSwitchOnPickup, bPendingDestroy, bPressedJump, bReceivedUniqueId, bReplicateAllPawns, bRun, bShortConnectTimeOut, bUpdatePosition, bUpdating, bWasSaturated, bWasSpeedHack, CameraClass, CheatClass, CheatManager, ClientCap, ClientUpdateTime, CurrentPlayerData, CurrentPlayerSettings, CurrentTimeStamp, CylinderComponent, DebugCameraControllerClass, DebugCameraControllerRef, DebugTextList, DefaultFOV, DesiredFOV, DoubleClickDir, DynamicPingThreshold, FailedPathStart, ForceFeedbackManager, ForceFeedbackManagerClassName, FOVAngle, FreeMoves, GameplayVoiceMuteList, GroundPitch, HearSoundActiveComponents, HearSoundPoolComponents, HiddenActors, InputClass, InputRequests, InteractDistance, Interactions, LastAckedAccel, LastActiveTime, LastBroadcastString[4], LastBroadcastTime, LastPingUpdate, LastSpeedHackLog, LastUpdateTime, LODDistanceFactor, MaxConcurrentHearSounds, MaxResponseTime, MaxTimeMargin, MinRespawnDelay, MyCoverReplicator, myHUD, NetPlayerIndex, NoPauseMessage, OldFloor, OldPing, OnlinePlayerData, OnlineSub, OwnCamera, PendingAdjustment, PendingMapChangeLevelNames, PendingMove, Player, PlayerCamera, PlayerInput, PlayerOwnerDataStoreClass, ProgressMessage[2], ProgressTimeOut, QuickSaveString, RealViewTarget, SavedMoveClass, SavedMoves, ServerTimeStamp, SpectatorCameraSpeed, TargetEyeHeight, TargetViewRotation, TimeMargin, ViewingFrom, ViewTarget, VoiceInterface, VoiceMuteList, VoicePacketFilter, WaitDelay

Enumerations Summary
EAutoObjectivePreference
AOP_Disabled, AOP_NoPreference, AOP_Attack, AOP_Defend, AOP_OrbRunner, AOP_SpecialOps,
EPawnShadowMode
SHADOW_None, SHADOW_Self, SHADOW_All
EWeaponHand
HAND_Right, HAND_Left, HAND_Centered, HAND_Hidden,
Inherited Enumerations from Engine.PlayerController
EInputMatchAction, EInputTypes, EProgressMessageType

Structures Summary
ObjectiveAnnouncementInfo
AnnouncementSound, AnnouncementText
PostProcessInfo
Shadows, MidTones, HighLights, Desaturation
Inherited Structures from Engine.PlayerController
ClientAdjustment, DebugTextInfo, InputEntry, InputMatchRequest

Functions Summary
function AchievementDone (bool bWasSuccessful))
function AcknowledgePossession (Pawn P))
function AddModifierCard (name Card))
function AddOnlineDelegates (bool bRegisterVoice))
function AdjustCameraScale (bool bIn))
function AdjustFOV (float DeltaTime))
function AdjustPersistentKey (UTSeqAct_AdjustPersistentKey InAction))
function Admin (string CommandLine ))
function AdminChangeMap (string URL ))
function AdminChangeOption (string Option, string Value))
functionbool AdminCmdOk ()))
function AdminForceTextMute (string TargetPlayer))
function AdminForceTextUnMute (string TargetPlayer))
function AdminForceVoiceMute (string TargetPlayer))
function AdminForceVoiceUnMute (string TargetPlayer))
function AdminKick (string S ))
function AdminKickBan (string S ))
function AdminLogin (string Password))
function AdminLogOut ()))
function AdminPlayerList ()))
function AdminPublishMapList ()))
function AdminRestartMap ()))
functionfloat AimHelpModifier ()))
functionbool AimingHelp (bool bInstantHit))
functionbool AllowTextMessage (string Msg))
functionbool AllowTTSMessageFrom (PlayerReplicationInfo PRI))
functionbool AlreadyInActionMusic ()))
function AtuallyShowQuickPickMenu ()))
function AutoContinueToNextRound ()))
RoundEnded
function BasePath (byte Num))
function BeginState (Name PreviousStateName))
Dead
function BeginState (Name PreviousStateName))
InQueue
function BeginState (Name PreviousStateName))
RoundEnded
function BeginState (Name PreviousStateName))
Spectating
function BehindView ()))
function BehindView ()))
Spectating
function BullseyeMessage ()))
function CallServerMove (SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove ))
function Camera (name NewMode ))
function CancelPendingConnection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex))
functionbool CanCommunicate ()))
functionbool CanRestartPlayer ()))
function CharacterProcessingComplete ()))
function CharPolyCount ()
function CheckAutoObjective (bool bOnlyNotifyDifferent))
function CheckBulletWhip (soundcue BulletWhip, vector FireLocation, vector FireDir, vector HitLocation))
function CheckJumpOrDuck ()))
functionUTVehicle CheckPickedVehicle (UTVehicle V, bool bEnterVehicle))
functionUTVehicle CheckVehicleToDrive (bool bEnterVehicle))
functionbool CleanupOnlineSubsystemSession (bool bWasFromMenu))
function ClearCameraEffect ()))
event ClearOnlineDelegates ()))
function ClearStringAliasBindingMapCache ()))
function ClientBecameActivePlayer ()))
function ClientEndZoom ()))
function ClientGameEnded (optional Actor EndGameFocus, optional bool bIsWinner))
event ClientHearSound (SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded ))
function ClientMusicEvent (int EventIndex))
function ClientPawnDied ()))
function ClientPlayAnnouncement (class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject))
function ClientPlayCameraAnim (CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop))
function ClientPlayTakeHit (vector HitLoc, byte Damage, class<DamageType> DamageType))
function ClientReset ()))
function ClientRestart (Pawn NewPawn))
function ClientRoundEnded (Actor EndRoundFocus))
function ClientSendNextMap (int MapIndex))
function ClientSetAutoObjective (Actor NewAutoObjective))
function ClientSetBehindView (bool bNewBehindView))
function ClientSetOnlineStatus ()))
function ClientSetProcessingComplete ()))
function ClientSetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title ))
function ClientSetRequestedEntryWithFlag (UTVehicle V, bool bNewValue, int MessageIndex))
function ClientSetSpeechRecognitionObject (SpeechRecognition NewRecognitionData))
event ClientSetViewTarget (Actor A, optional ViewTargetTransitionParams TransitionParams ))
Dead
function ClientSpawnCameraEffect (class<UTEmitCameraEffect> CameraEffectClass))
function ClientStopCameraAnim (bool bImmediate))
function ClientUpdateAchievement (int AchievementId, optional int Count=1))
function ClientWasKicked ()))
function ClipChar ()
function CommandMenuDeactivated (UIScene DeactivatedScene ))
functionSoundCue CreateTTSSoundCue (string StrToSpeak, UTPlayerReplicationInfo PRI)
function DamageShake (int Damage, class<DamageType> DamageType))
function DebugMission ()))
event Destroyed ()))
function Disconnect ()))
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function DoForcedRespawn ()))
Dead
function DrawHUD (HUD H ))
function DropFlag ()))
function EndState (name NextStateName))
Dead
function EndState (Name NextStateName))
InQueue
function EndState (name NextStateName))
RoundEnded
function EndState (Name NextStateName))
Spectating
function EndZoom ()))
function EndZoomNonlinear (float ZoomInterpSpeed))
event FellOutOfWorld (class<DamageType> dmgType))
PlayerWaiting
event FellOutOfWorld (class<DamageType> dmgType))
Spectating
event FellOutOfWorld (class<DamageType> dmgType))
WaitingForPawn
function FindGoodView ()))
Dead
functionUTUIScene_ConnectionStatus FindProgressMessageScene ()))
functionbool FindVehicleToDrive ()))
function FinishQuitToMainMenu ()))
function FixFOV ()))
function FlushDebug ()))
function ForceCloseProgressMessageScene (optional bool bSimulateCancel=true ))
function FOV (float F))
functionRotator GetAdjustedAimFor (Weapon W, vector StartFireLoc ))
functionCustomCharData GetPlayerCustomCharData (string CharDataString)
function GetPlayerLoc ()))
event GetPlayerViewPoint (out vector POVLocation, out Rotator POVRotation ))
event GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation ))
Spectating
event GetPlayerViewPoint (out vector out_Location, out Rotator out_Rotation ))
WaitingForPawn
event GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList))
functionint GetUIPlayerIndex ()
functionbool HasModifierCard (name Card))
functionbool HasPersistentKey (ESinglePlayerPersistentKeys SearchKey))
function HideQuickPick ()))
event InitInputSystem ()))
functionbool IsEpicInternal ()
functionbool IsKeyboardAvailable () con)
functionbool IsMouseAvailable () con)
event KickWarning ()))
functionbool LandingShake ()))
eventRotator LimitViewRotation (Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax ))
RoundEnded
function LoadCharacterFromProfile (UTProfileSettings Profile))
function LoadSettingsFromProfile (bool bLoadCharacter))
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 Music (int EventIndex))
function NextWeapon ()))
function NextWeapon ()))
RoundEnded
function NextWeapon ()))
Spectating
function NotifyConnectionError (string Message, optional string Title ))
function NotifyInviteFailed ()))
eventbool NotifyLanded (vector HitNormal, Actor FloorActor))
PlayerWalking
event NotifyLoadedWorld (name WorldPackageName, bool bFinalDest))
function NotifyNotAllPlayersCanJoinInvite ()))
function NotifyNotEnoughSpaceInInvite ()))
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
event OnCharacterUnlocked ()))
function OnConnectionStatusChange (EOnlineServerConnectionStatus ConnectionStatus))
function OnControllerChanged (int ControllerId, ool bIsConnected))
function OnDestroyOnlineGameComplete (bool bWasSuccessful))
function OnEndOnlineGameComplete (bool bWasSuccessful))
function OnFriendInviteReceived (byte LocalUserNum, niqueNetId RequestingPlayer, tring RequestingNick, tring Message))
function OnFriendMessageReceived (byte LocalUserNum, niqueNetId SendingPlayer, tring SendingNick, tring Message))
function OnGameInviteReceived (byte LocalUserNum, tring RequestingNick))
function OnLinkStatusChanged (bool bConnected ))
function OnPlayCameraAnim (UTSeqAct_PlayCameraAnim InAction))
function OnReadProfileSettingsComplete (bool bWasSuccessful))
function OnStopCameraAnim (UTSeqAct_StopCameraAnim InAction))
function OnTTSAudioFinished (AudioComponent AC))
function OnUnlockAchievement (UTSeqAct_UnlockAchievement Action))
function OnUpdatePropertyFOVAngle ()))
functionUTUIScene_ConnectionStatus OpenProgressMessageScene ()))
functionUIScene OpenUIScene (UIScene Template))
function PawnDied (Pawn P))
functionbool PerformedUseAction ()))
function PlayAnnouncement (class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject))
function PlayBeepSound ()))
function PlayCameraAnim (CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bIsDamageShake ))
function PlayerMove (float DeltaTime ))
PlayerWalking
function PlayerMove (float DeltaTime))
RoundEnded
event PlayerTick (float DeltaTime ))
function PlayStartupMessage (byte StartupStage))
function PlayVehicleHorn ()))
function PlayWinMessage (bool bWinner))
function PopupMap ()))
Dead
event Possess (Pawn inPawn, bool bVehicleTransition))
function PrevWeapon ()))
function PrevWeapon ()))
RoundEnded
function PrevWeapon ()))
Spectating
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerWaiting
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
PlayerWalking
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
Spectating
function ProcessMove (float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot))
WaitingForPawn
function ProjectileWarningTimer ()))
function PulseTeamColor ()))
function QuitToMainMenu ()))
function ReceiveBotVoiceMessage (UTPlayerReplicationInfo SenderPRI, int MessageIndex, object LocationObject))
event ReceivedPlayer ()))
function ReceiveProjectileWarning (Projectile proj))
function ReceiveTauntMessage (UTPlayerReplicationInfo SenderPRI, Name EmoteTag, Int Seed))
event ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir))
function RegisterPlayerDataStores ()))
function RemoveCameraEffect (UTEmitCameraEffect CamEmitter ))
function Reset ()))
event ResetCameraMode ()))
function ResetProfileToDefault (OnlineProfileSettings Profile)
function Restart (bool bVehicleTransition))
function RetrieveSettingsFromProfile ()))
function RoundHasEnded (optional Actor EndRoundFocus))
function SaveProfile (optional Int PlayerIndex))
function SaveServerToHistory ()))
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType))
function ServerAdmin (string CommandLine ))
function ServerAdminChangeOption (string Option, string Value)
function ServerAdminLogin (string Password))
function ServerAdminLogOut ()))
function ServerBecomeActivePlayer ()))
function ServerChangeMap (string URL))
function ServerChangeTeam (int N))
function ServerDropFlag ()))
function ServerEndMapListPublish ()))
function ServerForceTextMute (string TargetPlayer))
function ServerForceTextUnMute (string TargetPlayer))
function ServerForceVoiceMute (string TargetPlayer))
function ServerForceVoiceUnMute (string TargetPlayer))
function ServerKickBan (string PlayerToKick, bool bBan))
function ServerPlayerPreferences (EWeaponHand NewWeaponHand, bool bNewAutoTaunt, bool bNewCenteredWeaponFire, EAutoObjectivePreference NewAutoObjectivePreference))
function ServerPlayVehicleHorn ()))
function ServerProcessSpeechRecognition (SpeechRecognizedWord ReplicatedWords[3]))
function ServerReceiveNextMap (int MapIndex, string MapName))
function ServerReStartGame ()))
RoundEnded
function ServerRestartMap ()))
function ServerRestartPlayer ()))
PlayerWaiting
function ServerSetAlias (string NewAlias))
function ServerSetAutoTaunt (bool Value))
function ServerSetCharacterData (CustomCharData CharData))
function ServerSetClanTag (string InClanTag))
function ServerSetHand (EWeaponHand NewWeaponHand))
function ServerSetProcessingComplete ()))
function ServerShowPathToBase (byte TeamNum))
function ServerSpectate ()))
function ServerStartMapListPublish (name GameClassName))
function ServerThrowWeapon ()))
function ServerUse ()))
function ServerViewingMap (bool bNewValue))
function ServerViewObjective ()))
function ServerViewObjective ()))
Spectating
function ServerViewPlayerByName (string PlayerName))
function ServerViewSelf ()))
function SetAutoObjective (Actor ObjectiveActor, bool bOnlyNotifyDifferent))
function SetAutoTaunt (bool Value))
function SetBehindView (bool bNewBehindView))
function SetCameraAnimStrength (float NewStrength))
function SetCameraMode (name NewCamMode ))
function SetFrontEndErrorMessage (string Title, string Message))
function SetGamma (float GammaValue)
function SetHand (EWeaponHand NewWeaponHand))
function SetHardwarePhysicsEnabled (bool bEnabled)
function SetPawnConstructionScene (bool bShow))
function SetServerViewNextPlayer ()))
Spectating
function SetViewTarget (Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams))
function ShortServerMove (float TimeStamp, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ))
function ShowCommandMenu ()))
function ShowHudMap ()))
function ShowMap ()))
function ShowMenu ()))
functionUTUIScene_MidGameMenu ShowMidGameMenu (optional name TabTag, ptional bool bEnableInput))
function ShowQuickPick ()))
function ShowQuickPick ()
Dead
function ShowQuickPick ()
PlayerWaiting
function ShowQuickPick ()
RoundEnded
function ShowQuickPick ()
Spectating
function ShowQuickPick ()
WaitingForPawn
function ShowScoreboard ()
function ShowScoreboard ()))
RoundEnded
event SoakPause (Pawn P))
function SpawnCamera ()))
function SpeakTTS (coerce string S, optional PlayerReplicationInfo PRI))
function SpeechRecognitionComplete ()))
function StartAltFire (optional byte FireModeNum ))
Spectating
function StartFire (optional byte FireModeNum ))
Dead
function StartFire (optional byte FireModeNum ))
PlayerWaiting
function StartFire (optional byte FireModeNum ))
Spectating
function StartZoom (float NewDesiredFOV, float NewZoomRate))
function StartZoomNonlinear (float NewDesiredFOV, float NewZoomInterpSpeed))
function StopCameraAnim (optional bool bImmediate))
function StopViewShaking ()))
function StopZoom ()))
function SwitchWeapon (byte T))
function SwitchWeapon (byte T)
Dead
function SwitchWeapon (byte F)
PlayerWaiting
function SwitchWeapon (byte T))
RoundEnded
function SwitchWeapon (byte F)
Spectating
function SwitchWeapon (byte F)
WaitingForPawn
function Talk ()))
function Taunt (int TauntIndex))
event TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime ))
function TeamTalk ()))
function TestMenu (string NewMenu))
function Timer ()))
Dead
function ToggleMelee ()))
function ToggleMelee ()))
Dead
function ToggleMelee ()))
RoundEnded
function ToggleMinimap ()))
function ToggleQuickPickOff ()))
function ToggleScreenShotMode ()))
function ToggleSpeaking (bool bNowOn))
function ToggleTranslocator ()))
functionbool TriggerInteracted ()))
function Typing (bool bTyping ))
function UnregisterPlayerDataStores ()))
function UpdateAchievement (int AchievementId, optional EUTUnlockType UnlockType = EUnlockType_Count, optional int Value = 1))
function UpdateRotation (float DeltaTime ))
function UpdateSex ()))
function UpdateVolumeAndBrightness ()))
function Use ()))
function UseModifierCard (name Card))
functionbool UsingFirstPersonCamera ()))
function ViewNextBot ()))
function ViewObjective ()))
function ViewPlayerByName (string PlayerName)
function ViewPlayerByName (string PlayerName))
Spectating
function ViewShake (float DeltaTime))
Inherited Functions from GameFramework.GamePlayerController
ClientDisplayChapterTitle, DisplayChapterTitle, GetChapterStrings
Inherited Functions from Engine.PlayerController
AcknowledgePossession, AddCheats, AddDebugText, AdjustFOV, AimHelpDot, AimingHelp, AllowTextMessage, AskForPawn, BeginState, CallServerMove, Camera, CameraLookAtFinished, CameraShake, CanAllPlayersPlayOnline, CanRestartPlayer, CanUnpauseControllerConnected, CanUnpauseExternalUI, CanViewUserCreatedContent, CauseEvent, CE, ChangeTeam, CheckJumpOrDuck, CheckSpeedHack, CleanOutSavedMoves, CleanupPRI, ClearAckedMoves, ClearDoubleClick, ClearInviteDelegates, ClearOnlineDelegates, ClearProgressMessages, ClientAckGoodMove, ClientAdjustMusicTrackVolume, ClientAdjustPosition, ClientArbitratedMatchEnded, ClientCapBandwidth, ClientClearProgressMessages, ClientCommitMapChange, ClientConvolve, ClientCrossFadeMusicTrack_PlayTrack, ClientDrawCoordinateSystem, ClientFadeOutMusicTrack, ClientFlushLevelStreaming, ClientForceGarbageCollection, ClientGameEnded, ClientGotoState, ClientHearSound, ClientIgnoreLookInput, ClientIgnoreMoveInput, ClientInitializeDataStores, ClientMessage, ClientMutePlayer, ClientPlayActorFaceFXAnim, ClientPlayForceFeedbackWaveform, ClientPlaySound, ClientPrepareMapChange, ClientRegisterForArbitration, ClientRegisterHostStatGuid, ClientReset, ClientRestart, ClientSetBlockOnAsyncLoading, ClientSetCameraMode, ClientSetCinematicMode, ClientSetHostUniqueId, ClientSetHUD, ClientSetOnlineStatus, ClientSetProgressMessage, ClientSetProgressTime, ClientSetTravelGuid, ClientSetViewTarget, ClientStartNetworkedVoice, ClientStopForceFeedbackWaveform, ClientStopNetworkedVoice, ClientTravel, ClientUnmutePlayer, ClientUpdateLevelStreamingStatus, ClientUpdatePosition, ClientVoiceMessage, ClientWasKicked, ClientWriteArbitrationEndGameData, ClientWriteOnlinePlayerScores, CompressAccel, ConditionalPause, ConsoleCommand, ConsoleKey, CopyToClipboard, DebugPause, DelayedPrepareMapChange, Destroyed, Disconnect, DisplayDebug, DrawDebugTextList, DrawHUD, DualServerMove, EnableCheats, EnableDebugCamera, EndState, EnterStartState, FellOutOfWorld, FindGoodView, FindStairRotation, FindVehicleToDrive, FixFOV, ForceDeathUpdate, FOV, GameHasEnded, GameplayMutePlayer, GameplayUnmutePlayer, GetAdjustedAimFor, GetDefaultURL, GetFOVAngle, GetFreeMove, GetPlayerControllerFromNetId, GetPlayerNetworkAddress, GetPlayerViewPoint, GetPooledAudioComponent, GetRumbleScale, GetSeamlessTravelActorList, GetServerNetworkAddress, GetTriggerUseList, GetUIController, GetViewTarget, GivePawn, HandlePickup, HandleWalking, HasClientLoadedCurrentWorld, HearSoundFinished, IgnoreLookInput, IgnoreMoveInput, IncrementNumberOfMatchesPlayed, InitInputSystem, InitUniquePlayerId, InviteHasEnoughSpace, IsControllerTiltActive, IsDead, IsKeyboardAvailable, IsLocalPlayerController, IsLookInputIgnored, IsMouseAvailable, IsMoveInputIgnored, IsPaused, IsPlayerMuted, IsShowingSubtitles, IsSpectating, Jump, KickWarning, Kismet_ClientPlaySound, Kismet_ClientStopSound, LevelStreamingStatusChanged, LimitSpectatorVelocity, LimitViewRotation, ListCE, ListConsoleEvents, LocalTravel, LongClientAdjustPosition, MoveAutonomous, Mutate, NextWeapon, NotifyChangedWeapon, NotifyConnectionError, NotifyDirectorControl, NotifyInviteFailed, NotifyLanded, NotifyLoadedWorld, NotifyNotAllPlayersCanJoinInvite, NotifyNotEnoughSpaceInInvite, NotifyPhysicsVolumeChange, NotifyTakeHit, OldServerMove, OnArbitrationRegisterComplete, OnConsoleCommand, OnControllerChanged, OnDestroy, OnDestroyForInviteComplete, OnEndForInviteComplete, OnExternalUIChanged, OnForceFeedback, OnGameInviteAccepted, OnInviteJoinComplete, OnRegisterHostStatGuidComplete, OnSetCameraTarget, OnToggleCinematicMode, OnToggleHUD, OnToggleInput, PasteFromClipboard, Pause, PawnDied, PerformedUseAction, PlayBeepSound, PlayerMove, PlayerTick, Possess, PostBeginPlay, PreClientTravel, PreRender, PrevWeapon, ProcessDrive, ProcessMove, ProcessViewRotation, QuickLoad, QuickSave, ReceivedPlayer, ReceiveLocalizedMessage, RegisterPlayerDataStores, RegisterPlayerRanking, RemoveDebugText, ReplicatedEvent, ReplicateMove, Reset, ResetCameraMode, ResetFOV, ResetPlayerMovementInput, ResetTimeMargin, Restart, RestartLevel, SaveActorConfig, SaveClassConfig, Say, SeamlessTravelFrom, SeamlessTravelTo, SendClientAdjustment, SendToConsole, ServerAcknowledgePossession, ServerCamera, ServerCauseEvent, ServerChangeName, ServerChangeTeam, ServerDestroy, ServerDrive, ServerGivePawn, ServerMove, ServerMutate, ServerMutePlayer, ServerNotifyLoadedWorld, ServerPause, ServerProcessConvolve, ServerRegisterClientStatGuid, ServerRegisteredForArbitration, ServerRegisterPlayerRanking, ServerRestartGame, ServerReStartPlayer, ServerSay, ServerSendMusicInfo, ServerSetNetSpeed, ServerSetSpectatorLocation, ServerSetUniquePlayerId, ServerShortTimeout, ServerSpeech, ServerSuicide, ServerTeamSay, ServerThrowWeapon, ServerUnmutePlayer, ServerUpdateLevelVisibility, ServerUpdatePing, ServerUse, ServerUTrace, ServerVerifyViewTarget, ServerViewNextPlayer, ServerViewPrevPlayer, ServerViewSelf, ServerWritenArbitrationEndGameData, SetAllowMatureLanguage, SetAudioGroupVolume, SetCameraMode, SetCinematicMode, SetControllerTiltActive, SetControllerTiltDesiredIfAvailable, SetFOV, SetName, SetNetSpeed, SetOnlyUseControllerTiltInput, SetPause, SetPlayerDataProvider, SetProgressMessage, SetProgressTime, SetRumbleScale, SetShowSubtitles, SetUseTiltForwardAndBack, SetViewTarget, ShortClientAdjustPosition, ShowMenu, SoakPause, SpawnCoverReplicator, SpawnDefaultHUD, SpawnPlayerCamera, Speech, StartAltFire, StartFire, StopAltFire, StopFire, Suicide, SwitchLevel, SwitchTeam, TeamMessage, TeamSay, ThrowWeapon, Timer, TriggerInteracted, UnPossess, UnregisterPlayerDataStores, UpdatePing, UpdateRotation, UpdateStateFromAdjustment, UpdateURL, Use, UsingFirstPersonCamera, UTrace, VeryShortClientAdjustPosition, ViewAPlayer, ViewShake

States Summary
Dead Source code
state Dead
BeginState, ClientSetViewTarget, DoForcedRespawn, EndState, FindGoodView, PopupMap, ShowQuickPick, StartFire, SwitchWeapon, Timer, ToggleMelee
InQueue Source code
state InQueue extends Spectating
/** * This state is used when the player is out of the match waiting to be brought back in */
BeginState, EndState
PlayerWaiting Source code
auto state PlayerWaiting
FellOutOfWorld, ProcessMove, ServerRestartPlayer, ShowQuickPick, StartFire, SwitchWeapon
PlayerWalking Source code
state PlayerWalking
NotifyLanded, PlayerMove, ProcessMove
RoundEnded Source code
state RoundEnded
AutoContinueToNextRound, BeginState, EndState, LimitViewRotation, LongClientAdjustPosition, NextWeapon, PlayerMove, PrevWeapon, ServerReStartGame, ShowQuickPick, ShowScoreboard, SwitchWeapon, ToggleMelee
Spectating Source code
state Spectating
BeginState, BehindView, EndState, FellOutOfWorld, GetPlayerViewPoint, NextWeapon, PrevWeapon, ProcessMove, ServerViewObjective, SetServerViewNextPlayer, ShowQuickPick, StartAltFire, StartFire, SwitchWeapon, ViewPlayerByName
WaitingForPawn Source code
state WaitingForPawn
FellOutOfWorld, GetPlayerViewPoint, ProcessMove, ShowQuickPick, SwitchWeapon


Constants Detail

CONTEXT_ALLOWKEYBOARD Source code

const CONTEXT_ALLOWKEYBOARD = 11;

CONTEXT_ALLOWKEYBOARD_ANY Source code

const CONTEXT_ALLOWKEYBOARD_ANY = 2;

CONTEXT_ALLOWKEYBOARD_NO Source code

const CONTEXT_ALLOWKEYBOARD_NO = 0;

CONTEXT_ALLOWKEYBOARD_YES Source code

const CONTEXT_ALLOWKEYBOARD_YES = 1;

CONTEXT_BOTSKILL Source code

const CONTEXT_BOTSKILL = 0;

CONTEXT_BOTSKILL_ADEPT Source code

const CONTEXT_BOTSKILL_ADEPT = 5;

CONTEXT_BOTSKILL_AUTOADJUSTSKILL Source code

const CONTEXT_BOTSKILL_AUTOADJUSTSKILL = 0;

CONTEXT_BOTSKILL_AVERAGE Source code

const CONTEXT_BOTSKILL_AVERAGE = 2;

CONTEXT_BOTSKILL_EXPERIENCED Source code

const CONTEXT_BOTSKILL_EXPERIENCED = 3;

CONTEXT_BOTSKILL_GODLIKE Source code

const CONTEXT_BOTSKILL_GODLIKE = 8;

CONTEXT_BOTSKILL_INHUMAN Source code

const CONTEXT_BOTSKILL_INHUMAN = 7;

CONTEXT_BOTSKILL_MASTERFUL Source code

const CONTEXT_BOTSKILL_MASTERFUL = 6;

CONTEXT_BOTSKILL_NOVICE Source code

const CONTEXT_BOTSKILL_NOVICE = 1;

CONTEXT_BOTSKILL_SKILLED Source code

const CONTEXT_BOTSKILL_SKILLED = 4;

CONTEXT_CAMPAIGN Source code

const CONTEXT_CAMPAIGN = 9;

CONTEXT_CAMPAIGN_NO Source code

const CONTEXT_CAMPAIGN_NO = 0;

CONTEXT_CAMPAIGN_YES Source code

const CONTEXT_CAMPAIGN_YES = 1;

CONTEXT_DEDICATEDSERVER Source code

const CONTEXT_DEDICATEDSERVER = 14;

CONTEXT_DEDICATEDSERVER_NO Source code

const CONTEXT_DEDICATEDSERVER_NO = 0;

CONTEXT_DEDICATEDSERVER_YES Source code

const CONTEXT_DEDICATEDSERVER_YES = 1;

CONTEXT_EMPTYSERVER Source code

const CONTEXT_EMPTYSERVER = 13;

CONTEXT_EMPTYSERVER_NO Source code

const CONTEXT_EMPTYSERVER_NO = 0;

CONTEXT_EMPTYSERVER_YES Source code

const CONTEXT_EMPTYSERVER_YES = 1;

CONTEXT_FORCERESPAWN Source code

const CONTEXT_FORCERESPAWN = 10;

CONTEXT_FORCERESPAWN_NO Source code

const CONTEXT_FORCERESPAWN_NO = 0;

CONTEXT_FORCERESPAWN_YES Source code

const CONTEXT_FORCERESPAWN_YES = 1;

CONTEXT_FULLSERVER Source code

const CONTEXT_FULLSERVER = 12;

CONTEXT_FULLSERVER_NO Source code

const CONTEXT_FULLSERVER_NO = 0;

CONTEXT_FULLSERVER_YES Source code

const CONTEXT_FULLSERVER_YES = 1;

CONTEXT_GAME_MODE Source code

const CONTEXT_GAME_MODE = 0x0000800B;

CONTEXT_GAME_MODE_CAMPAIGN Source code

const CONTEXT_GAME_MODE_CAMPAIGN = 7;

CONTEXT_GAME_MODE_CTF Source code

const CONTEXT_GAME_MODE_CTF = 1;

CONTEXT_GAME_MODE_CUSTOM Source code

const CONTEXT_GAME_MODE_CUSTOM = 6;

CONTEXT_GAME_MODE_DM Source code

const CONTEXT_GAME_MODE_DM = 0;

CONTEXT_GAME_MODE_DUEL Source code

const CONTEXT_GAME_MODE_DUEL = 5;

CONTEXT_GAME_MODE_TDM Source code

const CONTEXT_GAME_MODE_TDM = 4;

CONTEXT_GAME_MODE_VCTF Source code

const CONTEXT_GAME_MODE_VCTF = 3;

CONTEXT_GAME_MODE_WAR Source code

const CONTEXT_GAME_MODE_WAR = 2;

CONTEXT_GOALSCORE_10 Source code

const CONTEXT_GOALSCORE_10 = 1;

CONTEXT_GOALSCORE_15 Source code

const CONTEXT_GOALSCORE_15 = 2;

CONTEXT_GOALSCORE_20 Source code

const CONTEXT_GOALSCORE_20 = 3;

CONTEXT_GOALSCORE_30 Source code

const CONTEXT_GOALSCORE_30 = 4;

CONTEXT_GOALSCORE_5 Source code

const CONTEXT_GOALSCORE_5 = 0;

CONTEXT_LOCKEDSERVER Source code

const CONTEXT_LOCKEDSERVER = 7;

CONTEXT_LOCKEDSERVER_NO Source code

const CONTEXT_LOCKEDSERVER_NO = 0;

CONTEXT_LOCKEDSERVER_YES Source code

const CONTEXT_LOCKEDSERVER_YES = 1;

CONTEXT_MAPNAME Source code

const CONTEXT_MAPNAME = 1;

CONTEXT_MAPNAME_CUSTOM Source code

const CONTEXT_MAPNAME_CUSTOM = 0;

CONTEXT_NUMBOTS_0 Source code

const CONTEXT_NUMBOTS_0 = 0;

CONTEXT_NUMBOTS_1 Source code

const CONTEXT_NUMBOTS_1 = 1;

CONTEXT_NUMBOTS_2 Source code

const CONTEXT_NUMBOTS_2 = 2;

CONTEXT_NUMBOTS_3 Source code

const CONTEXT_NUMBOTS_3 = 3;

CONTEXT_NUMBOTS_4 Source code

const CONTEXT_NUMBOTS_4 = 4;

CONTEXT_NUMBOTS_5 Source code

const CONTEXT_NUMBOTS_5 = 5;

CONTEXT_NUMBOTS_6 Source code

const CONTEXT_NUMBOTS_6 = 6;

CONTEXT_NUMBOTS_7 Source code

const CONTEXT_NUMBOTS_7 = 7;

CONTEXT_NUMBOTS_8 Source code

const CONTEXT_NUMBOTS_8 = 8;

CONTEXT_PRESENCE_MENUPRESENCE Source code

const CONTEXT_PRESENCE_MENUPRESENCE = 0;

CONTEXT_PURESERVER Source code

const CONTEXT_PURESERVER = 6;

CONTEXT_PURESERVER_ANY Source code

const CONTEXT_PURESERVER_ANY = 2;

CONTEXT_PURESERVER_NO Source code

const CONTEXT_PURESERVER_NO = 0;

CONTEXT_PURESERVER_YES Source code

const CONTEXT_PURESERVER_YES = 1;

CONTEXT_TIMELIMIT_10 Source code

const CONTEXT_TIMELIMIT_10 = 1;

CONTEXT_TIMELIMIT_15 Source code

const CONTEXT_TIMELIMIT_15 = 2;

CONTEXT_TIMELIMIT_20 Source code

const CONTEXT_TIMELIMIT_20 = 3;

CONTEXT_TIMELIMIT_30 Source code

const CONTEXT_TIMELIMIT_30 = 4;

CONTEXT_TIMELIMIT_5 Source code

const CONTEXT_TIMELIMIT_5 = 0;

CONTEXT_VSBOTS Source code

const CONTEXT_VSBOTS = 8;

CONTEXT_VSBOTS_1_TO_1 Source code

const CONTEXT_VSBOTS_1_TO_1 = 2;

CONTEXT_VSBOTS_1_TO_2 Source code

const CONTEXT_VSBOTS_1_TO_2 = 1;

CONTEXT_VSBOTS_2_TO_1 Source code

const CONTEXT_VSBOTS_2_TO_1 = 4;

CONTEXT_VSBOTS_3_TO_1 Source code

const CONTEXT_VSBOTS_3_TO_1 = 5;

CONTEXT_VSBOTS_3_TO_2 Source code

const CONTEXT_VSBOTS_3_TO_2 = 3;

CONTEXT_VSBOTS_4_TO_1 Source code

const CONTEXT_VSBOTS_4_TO_1 = 6;

CONTEXT_VSBOTS_NONE Source code

const CONTEXT_VSBOTS_NONE = 0;

GS_CDKEY_PART_MAXLENGTH Source code

const GS_CDKEY_PART_MAXLENGTH = 4;

GS_EMAIL_MAXLENGTH Source code

const GS_EMAIL_MAXLENGTH = 50;

GS_MESSAGE_MAXLENGTH Source code

const GS_MESSAGE_MAXLENGTH = 255;

GS_PASSWORD_MAXLENGTH Source code

const GS_PASSWORD_MAXLENGTH = 30;

GS_USERNAME_MAXLENGTH Source code

const GS_USERNAME_MAXLENGTH = 15;

PROPERTY_CUSTOMGAMEMODE Source code

const PROPERTY_CUSTOMGAMEMODE = 0x40000002;

PROPERTY_CUSTOMMAPNAME Source code

const PROPERTY_CUSTOMMAPNAME = 0x40000001;

PROPERTY_CUSTOMMUTATORS Source code

const PROPERTY_CUSTOMMUTATORS = 0x40000004;

PROPERTY_EPICMUTATORS Source code

const PROPERTY_EPICMUTATORS = 0x10000105;

PROPERTY_GOALSCORE Source code

const PROPERTY_GOALSCORE = 0x100000F8;

PROPERTY_LEADERBOARDRATING Source code

const PROPERTY_LEADERBOARDRATING = 0x20000004;

PROPERTY_NUMBOTS Source code

const PROPERTY_NUMBOTS = 0x100000F7;

PROPERTY_SERVERDESCRIPTION Source code

const PROPERTY_SERVERDESCRIPTION = 0x40000003;

PROPERTY_TIMELIMIT Source code

const PROPERTY_TIMELIMIT = 0x100000F9;

QUERY_CAMPAIGN Source code

const QUERY_CAMPAIGN = 6;

QUERY_CTF Source code

const QUERY_CTF = 2;

QUERY_DM Source code

const QUERY_DM = 0;

QUERY_DUEL Source code

const QUERY_DUEL = 5;

QUERY_TDM Source code

const QUERY_TDM = 1;

QUERY_VCTF Source code

const QUERY_VCTF = 3;

QUERY_WAR Source code

const QUERY_WAR = 4;

STATS_VIEW_DM_PLAYER_ALLTIME Source code

const STATS_VIEW_DM_PLAYER_ALLTIME = 1;

STATS_VIEW_DM_RANKED_ALLTIME Source code

const STATS_VIEW_DM_RANKED_ALLTIME = 2;

STATS_VIEW_DM_VEHICLES_ALLTIME Source code

const STATS_VIEW_DM_VEHICLES_ALLTIME = 4;

STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME Source code

const STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME = 6;

STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME Source code

const STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME = 5;

STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME Source code

const STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME = 7;

STATS_VIEW_DM_WEAPONS_ALLTIME Source code

const STATS_VIEW_DM_WEAPONS_ALLTIME = 3;

STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME Source code

const STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME = 8;


Variables Detail

ActiveTTSSoundCues Source code

var private array<SoundCue> ActiveTTSSoundCues;
Currently playing text-to-speech generated sounds.

Announcer Source code

var UTAnnouncer Announcer;

AutoObjectivePreference Source code

var globalconfig EAutoObjectivePreference AutoObjectivePreference;

bAcuteHearing Source code

var bool bAcuteHearing;

bAlreadyReset Source code

var bool bAlreadyReset;

bAlwaysLevel Source code

var globalconfig bool bAlwaysLevel;

bAlwaysMouseLook Source code

var globalconfig bool bAlwaysMouseLook;

bAutoTaunt Source code

var globalconfig bool bAutoTaunt;

bBeaconPulseDir Source code

var bool bBeaconPulseDir;

bBehindView Source code

var bool bBehindView;

bCameraOutOfWorld Source code

var bool bCameraOutOfWorld;
Used to keep spectator cameras from going out of world boundaries

bCenteredWeaponFire Source code

var config bool bCenteredWeaponFire;

bCenterView Source code

var bool bCenterView;

bConstructioningMeshes Source code

var bool bConstructioningMeshes;

bCurrentCamAnimAffectsFOV Source code

var bool bCurrentCamAnimAffectsFOV;
set if camera anim modifies FOV - don't do any FOV interpolation while camera anim is playing

bCurrentCamAnimIsDamageShake Source code

var bool bCurrentCamAnimIsDamageShake;
set when the last camera anim we played was caused by damage - we only let damage shakes override other damage shakes

bDebugFreeCam Source code

var transient bool bDebugFreeCam;
vars for debug freecam, which allows camera to view player from all angles

bDontUpdate Source code

var bool bDontUpdate;

BeaconPulseMax Source code

var float BeaconPulseMax;

BeaconPulseRate Source code

var float BeaconPulseRate;

BeaconPulseScale Source code

var float BeaconPulseScale;
Used for pulsing critical objective beacon

bEnableDodging Source code

var globalconfig bool bEnableDodging;

bFirstPersonWeaponsSelfShadow Source code

var globalconfig bool bFirstPersonWeaponsSelfShadow;

bForceBehindView Source code

var bool bForceBehindView;
if true, while in the spectating state, behindview will be forced on a player

bFreeCamera Source code

var bool bFreeCamera;

bInitialProcessingComplete Source code

var bool bInitialProcessingComplete;
set when any initial clientside processing required before allowing the player to join the game has completed

bIsTyping Source code

var bool bIsTyping;

bJustFoundVehicle Source code

var bool bJustFoundVehicle;
Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard)

bKeyboardLook Source code

var globalconfig bool bKeyboardLook;

bLandingShake Source code

var globalconfig bool bLandingShake;

bLateComer Source code

var bool bLateComer;

bLookUpStairs Source code

var globalconfig bool bLookUpStairs;

bNoAutoTaunts Source code

var globalconfig bool bNoAutoTaunts;

bNoCrosshair Source code

var config bool bNoCrosshair;

bNoMatureLanguage Source code

var globalconfig bool bNoMatureLanguage;

bNonlinearZoomInterpolation Source code

var transient bool bNonlinearZoomInterpolation;
If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo. If FALSE, use linear interp.

bNoTextToSpeechVoiceMessages Source code

var globalconfig bool bNoTextToSpeechVoiceMessages;

bNotUsingOrb Source code

var bool bNotUsingOrb;
set if player isn't using orb, to adjust orders given

bNoVoiceMessages Source code

var globalconfig bool bNoVoiceMessages;
makes playercontroller hear much better (used to magnify hit sounds caused by player)

bNoVoiceTaunts Source code

var globalconfig bool bNoVoiceTaunts;

BoundEventsStringDataStore Source code

var UTUIDataStore_StringAliasBindingsMap BoundEventsStringDataStore;
The data store that holds data needed to translate bound input events to strings for UI

bPopupMapOnDeath Source code

var bool bPopupMapOnDeath;
If true, we will popup the map page when the player dies so they can select their spanw point

bPulseTeamColor Source code

var bool bPulseTeamColor;

bQuittingToMainMenu Source code

var transient bool bQuittingToMainMenu;
Whether or not we are quitting to the main menu.

bRetrieveSettingsFromProfileOnNextTick Source code

var transient bool bRetrieveSettingsFromProfileOnNextTick;
Whether or not we should retrieve settings from the profile on next tick.

bRotateMinimap Source code

var bool bRotateMinimap;
If true, HUD minimap is zoomed and rotates around player

bServerMutedText Source code

var bool bServerMutedText;
If true, the server has muted all text chat from this player

bSimpleCrosshair Source code

var config bool bSimpleCrosshair;

bSnapToLevel Source code

var globalconfig bool bSnapToLevel;

bTextToSpeechTeamMessagesOnly Source code

var globalconfig bool bTextToSpeechTeamMessagesOnly;

bUsePhysicsRotation Source code

var bool bUsePhysicsRotation;
if true, rotate smoothly to desiredrotation

bUseVehicleRotationOnPossess Source code

var globalconfig bool bUseVehicleRotationOnPossess;
If true, switch to vehicle's rotation when possessing it (except for roll)

bViewingMap Source code

var bool bViewingMap;

bWasDefendingObjective Source code

var bool bWasDefendingObjective;
true if was defending last autoobjective

CalcEyeHeight Source code

var float CalcEyeHeight;

CalcViewActor Source code

var Actor CalcViewActor;
cached result of GetPlayerViewPoint()

CalcViewActorLocation Source code

var vector CalcViewActorLocation;

CalcViewActorRotation Source code

var rotator CalcViewActorRotation;

CalcViewLocation Source code

var vector CalcViewLocation;

CalcViewRotation Source code

var rotator CalcViewRotation;

CalcWalkBob Source code

var vector CalcWalkBob;

CameraAnimPlayer Source code

var CameraAnimInst CameraAnimPlayer;
plays camera animations (mostly used for viewshakes)

CameraEffect Source code

var UTEmitCameraEffect CameraEffect;
The effect to play on the camera

CamOverridePostProcess Source code

var PostProcessSettings CamOverridePostProcess;
stores post processing settings applied by the camera animation applied additively to the default post processing whenever a camera anim is playing

CommandMenu Source code

var UTUIScene_CommandMenu CommandMenu;

CommandMenuTemplate Source code

var UTUIScene_CommandMenu CommandMenuTemplate;
Holds the template for the command menu

ConstructioningProgress Source code

var float ConstructioningProgress;

ConstructioningStatus Source code

var string ConstructioningStatus;

CurrentMapScene Source code

var UTUIScene CurrentMapScene;
Holds the current Map Scene

DamageCameraAnim Source code

var CameraAnim DamageCameraAnim;
camera anim played when hit (blend strength depends on damage taken)

DebugFreeCamRot Source code

var transient rotator DebugFreeCamRot;

DesiredLocation Source code

var vector DesiredLocation;

FOVLinearZoomRate Source code

var float FOVLinearZoomRate;
How fast (degrees/sec) should a zoom occur

FOVNonlinearZoomInterpSpeed Source code

var transient float FOVNonlinearZoomInterpSpeed;
Interp speed (as used in FInterpTo) for nonlinear FOV interpolation.

IdentifiedTeam Source code

var byte IdentifiedTeam;

LastAutoObjective Source code

var Actor LastAutoObjective;
last objective CheckAutoObjective() sent a notification about

LastBullseyeTime Source code

var float LastBullseyeTime;
Last bullseye announcement (hacky - don't want multiple close together)

LastCameraTimeStamp Source code

var float LastCameraTimeStamp;

LastCombatUpdateTime Source code

var float LastCombatUpdateTime;
Last time combat update message was received by this player

LastFriendlyFireTime Source code

var float LastFriendlyFireTime;
To limit frequency of received "friendly fire" voice messages

LastIncomingMessageTime Source code

var float LastIncomingMessageTime;
Last time "incoming" message was received by this player

LastKickWarningTime Source code

var float LastKickWarningTime;

LastShowPathTime Source code

var float LastShowPathTime;
last time ServerShowPathToBase() was executed, to avoid spamming the world with path effects

LastTauntAnimTime Source code

var float LastTauntAnimTime;

LastTeamChangeTime Source code

var float LastTeamChangeTime;
Used to prevent too frequent team changes

LastUseTime Source code

var float LastUseTime;
Last "use" time - used to limit "use" frequency

LastWarningTime Source code

var float LastWarningTime;

MapListPublishGameClassName Source code

var name MapListPublishGameClassName;
this is set when admin is sending local maplist to the server, so that game class changes due to travelling don't disrupt it

MatineeCameraClass Source code

var class<Camera> MatineeCameraClass;
Used during matinee sequences

MsgPlayerNotFound Source code

var localized string MsgPlayerNotFound;

MusicManager Source code

var UTMusicManager MusicManager;

NextAdminCmdTime Source code

var float NextAdminCmdTime;

OldMessageTime Source code

var float OldMessageTime;
to limit frequency of voice messages

OnFootDefaultFOV Source code

var globalconfig float OnFootDefaultFOV;

PawnShadowMode Source code

var EPawnShadowMode PawnShadowMode;

PopupWaitTime Source code

var float PopupWaitTime;
How long after death should we wait to popup the map

PostProcessModifier Source code

var PostProcessSettings PostProcessModifier;
additional post processing settings modifier that can be applied @note: defaultproperties for this are hardcoded to zeroes in C++

PostProcessPresets Source code

var transient array<PostProcessInfo> PostProcessPresets;
Array of possible preset values for post process.

PotentiallyHiddenActors Source code

var array<Actor> PotentiallyHiddenActors;
Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array)

ProgressMessageSceneClassName Source code

var string ProgressMessageSceneClassName;
class to use for displaying progress messages

PulseTimer Source code

var float PulseTimer;

ShakeOffset Source code

var vector ShakeOffset;
current offsets applied to the camera due to camera anims, etc

ShakeRot Source code

var rotator ShakeRot;

StartObjective Source code

var UTGameObjective StartObjective;
This variable stores the objective that the player wishes to spawn closest to

TestSceneTemplate Source code

var UTUIScene_MapVote TestSceneTemplate;

VehicleCheckRadiusScaling Source code

var float VehicleCheckRadiusScaling;
Custom scaling for vehicle check radius. Used by UTConsolePlayerController

VehicleControlType Source code

var EUTVehicleControls VehicleControlType;
Indicates what control mode is desired for vehicles.

VoteRI Source code

var UTVoteReplicationInfo VoteRI;
This player's Voter Registration Card

WeaponHand Source code

var EWeaponHand WeaponHand;

WeaponHandPreference Source code

var globalconfig EWeaponHand WeaponHandPreference;

ZoomRotationModifier Source code

var float ZoomRotationModifier;
Used to scale changes in rotation when the FOV is zoomed

UTPlayerController

bDisableQuickPick Source code

var(UTPlayerController) bool bDisableQuickPick;
If true, the quick pick menu will be disable and the key will act like PrevWeapon


Enumerations Detail

EAutoObjectivePreference Source code

enum EAutoObjectivePreference
{
AOP_Disabled, AOP_NoPreference, AOP_Attack, AOP_Defend, AOP_OrbRunner, AOP_SpecialOps,
};
enum for the various options for the game telling the player what to do next

EPawnShadowMode Source code

enum EPawnShadowMode
{
SHADOW_None, SHADOW_Self, SHADOW_All
};

EWeaponHand Source code

enum EWeaponHand
{
HAND_Right, HAND_Left, HAND_Centered, HAND_Hidden,
};


Structures Detail

ObjectiveAnnouncementInfo Source code

struct ObjectiveAnnouncementInfo
{
var(UTPlayerController) SoundNodeWave AnnouncementSound;
var(UTPlayerController) localized string AnnouncementText;
};

AnnouncementSound:
the default announcement sound to play (can be None)
AnnouncementText:
text displayed onscreen for this announcement

PostProcessInfo Source code

struct PostProcessInfo
{
var float Desaturation;
var float HighLights;
var float MidTones;
var float Shadows;
};
Struct to define values for different post processing presets.


Functions Detail

AchievementDone Source code

function AchievementDone ( bool bWasSuccessful) )
Shows the achievement UI so you can enjoy the new shiny achievement

AcknowledgePossession Source code

function AcknowledgePossession ( Pawn P) )

AddModifierCard Source code

function AddModifierCard ( name Card) )
Add Modifier Card @Param Card The Modifier Card to Add

AddOnlineDelegates Source code

function AddOnlineDelegates ( bool bRegisterVoice) )
Sets online delegates to respond to for this PC.

AdjustCameraScale Source code

exec function AdjustCameraScale ( bool bIn) )
moves the camera in or out

AdjustFOV Source code

function AdjustFOV ( float DeltaTime) )
Called each frame from PlayerTick this function is used to transition towards the DesiredFOV if not already at it. @Param DeltaTime - Time since last update

AdjustPersistentKey Source code

function AdjustPersistentKey ( UTSeqAct_AdjustPersistentKey InAction) )

Admin Source code

exec function Admin ( string CommandLine ) )

AdminChangeMap Source code

exec function AdminChangeMap ( string URL ) )

AdminChangeOption Source code

exec function AdminChangeOption ( string Option, string Value) )
changes an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin

AdminCmdOk Source code

function bool AdminCmdOk ( ) )
Admin functions

AdminForceTextMute Source code

exec function AdminForceTextMute ( string TargetPlayer) )

AdminForceTextUnMute Source code

exec function AdminForceTextUnMute ( string TargetPlayer) )

AdminForceVoiceMute Source code

exec function AdminForceVoiceMute ( string TargetPlayer) )

AdminForceVoiceUnMute Source code

exec function AdminForceVoiceUnMute ( string TargetPlayer) )

AdminKick Source code

exec function AdminKick ( string S ) )

AdminKickBan Source code

exec function AdminKickBan ( string S ) )

AdminLogin Source code

exec function AdminLogin ( string Password) )

AdminLogOut Source code

exec function AdminLogOut ( ) )

AdminPlayerList Source code

exec function AdminPlayerList ( ) )

AdminPublishMapList Source code

exec function AdminPublishMapList ( ) )
sends the client's maplist for the current gametype to the server - must be admin

AdminRestartMap Source code

exec function AdminRestartMap ( ) )

AimHelpModifier Source code

function float AimHelpModifier ( ) )

@returns the a scaling factor for the distance from the collision box of the target to accept aiming help (for instant hit shots)

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) )

AlreadyInActionMusic Source code

function bool AlreadyInActionMusic ( ) )
return true if music manager is already playing action track return true if no music manager (no need to tell non-existent music manager to change tracks

AtuallyShowQuickPickMenu Source code

function AtuallyShowQuickPickMenu ( ) )
This will show the QuickPick Menu!

AutoContinueToNextRound RoundEnded Source code

function AutoContinueToNextRound ( ) )
This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level

BasePath Source code

exec function BasePath ( byte Num) )
shows the path to the specified team's base or other main objective

BeginState Dead Source code

function BeginState ( Name PreviousStateName) )

BeginState InQueue Source code

function BeginState ( Name PreviousStateName) )

BeginState RoundEnded Source code

function BeginState ( Name PreviousStateName) )

BeginState Spectating Source code

function BeginState ( Name PreviousStateName) )

BehindView Source code

exec function BehindView ( ) )

BehindView Spectating Source code

exec function BehindView ( ) )

BullseyeMessage Source code

function BullseyeMessage ( ) )

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 - only in single player
@param New camera mode to set

CancelPendingConnection Source code

function CancelPendingConnection ( UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex) )
Handler for the ProgressMessageScene's OnSelection delegate. Kills any existing online game sessions.

CanCommunicate Source code

simulated private function bool CanCommunicate ( ) )
Internal. Returns FALSE if we're restricted from commincating, TRUE otherwise.

CanRestartPlayer Source code

function bool CanRestartPlayer ( ) )

CharacterProcessingComplete Source code

function CharacterProcessingComplete ( ) )
called when the GRI finishes processing custom character meshes

CharPolyCount Source code

native exec function CharPolyCount ( )
Used in the Character Editor - outputs total poly count for character setup on screen.

CheckAutoObjective Source code

function CheckAutoObjective ( bool bOnlyNotifyDifferent) )
attempts to find an objective for the player to complete depending on their settings and tells the player about it
@note: needs to be called on the server, not the client (because that's where the AI is)
@param bOnlyNotifyDifferent - if true, only send messages to the player if the selected objective is different from the previous one

CheckBulletWhip Source code

function CheckBulletWhip ( soundcue BulletWhip, vector FireLocation, vector FireDir, vector HitLocation) )

CheckJumpOrDuck Source code

function CheckJumpOrDuck ( ) )

CheckPickedVehicle Source code

function UTVehicle CheckPickedVehicle ( UTVehicle V, bool bEnterVehicle) )
returns the Vehicle passed in if it can be driven

CheckVehicleToDrive Source code

function UTVehicle CheckVehicleToDrive ( bool bEnterVehicle) )
Returns vehicle which can be driven @PARAM bEnterVehicle if true then player enters the found vehicle

CleanupOnlineSubsystemSession Source code

function bool CleanupOnlineSubsystemSession ( bool bWasFromMenu) )
Cleans up online subsystem game sessions and posts stats if the match is arbitrated.

ClearCameraEffect Source code

function ClearCameraEffect ( ) )

ClearOnlineDelegates Source code

event ClearOnlineDelegates ( ) )
Clears previously set online delegates.

ClearStringAliasBindingMapCache Source code

simulated function ClearStringAliasBindingMapCache ( ) )
Clear the contents of the command to bind key cache

ClientBecameActivePlayer Source code

reliable client function ClientBecameActivePlayer ( ) )

ClientEndZoom Source code

reliable simulated client function ClientEndZoom ( ) )
Allows the server to tell the client to end zoom

ClientGameEnded Source code

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

ClientHearSound Source code

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

ClientMusicEvent Source code

unreliable client function ClientMusicEvent ( int EventIndex) )

ClientPawnDied Source code

reliable client simulated function ClientPawnDied ( ) )
Client-side notification that the pawn has died.

ClientPlayAnnouncement Source code

reliable client function ClientPlayAnnouncement ( class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject) )

ClientPlayCameraAnim Source code

reliable client function ClientPlayCameraAnim ( CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop) )

ClientPlayTakeHit Source code

unreliable client function ClientPlayTakeHit ( vector HitLoc, byte Damage, class<DamageType> DamageType) )

ClientReset Source code

reliable client function ClientReset ( ) )

ClientRestart Source code

reliable client function ClientRestart ( Pawn NewPawn) )

ClientRoundEnded Source code

reliable client function ClientRoundEnded ( Actor EndRoundFocus) )

ClientSendNextMap Source code

reliable client function ClientSendNextMap ( int MapIndex) )
sends a single map in the current gametype's maplist to the server for updating

ClientSetAutoObjective Source code

reliable client function ClientSetAutoObjective ( Actor NewAutoObjective) )
client-side notification of the current auto objective

ClientSetBehindView Source code

reliable client function ClientSetBehindView ( bool bNewBehindView) )

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

ClientSetProcessingComplete Source code

reliable client function ClientSetProcessingComplete ( ) )
this is used in seamless travel when the PlayerController class got replaced to force bInitialProcessingComplete to true

ClientSetProgressMessage Source code

reliable client function ClientSetProgressMessage ( EProgressMessageType MessageType, string Message, optional string Title ) )
Sets or updates the any current progress message being displayed.
@param MessageType the type of progress message
@param Message the message to display
@param Title the title to use for the progress message.

ClientSetRequestedEntryWithFlag Source code

reliable client function ClientSetRequestedEntryWithFlag ( UTVehicle V, bool bNewValue, int MessageIndex) )
sets bRequestedEntryWithFlag on the given vehicle to update the HUD

ClientSetSpeechRecognitionObject Source code

reliable client function ClientSetSpeechRecognitionObject ( SpeechRecognition NewRecognitionData) )

ClientSetViewTarget Dead Source code

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

ClientSpawnCameraEffect Source code

unreliable client function ClientSpawnCameraEffect ( class<UTEmitCameraEffect> CameraEffectClass) )
Spawn ClientSide Camera Effects

ClientStopCameraAnim Source code

reliable client function ClientStopCameraAnim ( bool bImmediate) )

ClientUpdateAchievement Source code

reliable client function ClientUpdateAchievement ( int AchievementId, optional int Count=1) )
Unlocks the achievement on the client (can only be done clientside)
@param AchievementId the achievement to unlock

ClientWasKicked Source code

reliable client function ClientWasKicked ( ) )

ClipChar Source code

native exec function ClipChar ( )
Used in the Character Editor - outputs current character setup as concise text form.

CommandMenuDeactivated Source code

function CommandMenuDeactivated ( UIScene DeactivatedScene ) )

CreateTTSSoundCue Source code

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

DamageShake Source code

function DamageShake ( int Damage, class<DamageType> DamageType) )
Causes a view shake based on the amount of damage

DebugMission Source code

exec function DebugMission ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

Disconnect Source code

exec function Disconnect ( ) )

DisplayDebug Source code

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

DoForcedRespawn Dead Source code

function DoForcedRespawn ( ) )
forces player to respawn if it is enabled

DrawHUD Source code

function DrawHUD ( HUD H ) )

DropFlag Source code

exec function DropFlag ( ) )

EndState Dead Source code

function EndState ( name NextStateName) )

EndState InQueue Source code

function EndState ( Name NextStateName) )

EndState RoundEnded Source code

function EndState ( name NextStateName) )

EndState Spectating Source code

function EndState ( Name NextStateName) )

EndZoom Source code

simulated function EndZoom ( ) )
This function will end a zoom and reset the FOV to the default value

EndZoomNonlinear Source code

simulated function EndZoomNonlinear ( float ZoomInterpSpeed) )
Ends a zoom, but interpolates nonlinearly back to the default value.

FellOutOfWorld PlayerWaiting Source code

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

FellOutOfWorld Spectating Source code

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

FellOutOfWorld WaitingForPawn Source code

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

FindGoodView Dead Source code

function FindGoodView ( ) )

FindProgressMessageScene Source code

function UTUIScene_ConnectionStatus FindProgressMessageScene ( ) )

@return a reference to the progress message scene, if it's already open.

FindVehicleToDrive Source code

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

FinishQuitToMainMenu Source code

function FinishQuitToMainMenu ( ) )
Called after onlinesubsystem game cleanup has completed.

FixFOV Source code

function FixFOV ( ) )

FlushDebug Source code

exec function FlushDebug ( ) )

ForceCloseProgressMessageScene Source code

function ForceCloseProgressMessageScene ( optional bool bSimulateCancel=true ) )
Manually closes the progress message scene, if open. Normally the progress message scene would be closed when the user clicks one of its buttons.
@param bSimulateCancel if TRUE, will set the message box's selection to the index of the Cancel button; otherwise, just closes the scene without touching the selection value.

FOV Source code

exec function FOV ( float F) )

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. UTPlayerController implementation doesn't adjust aim, but sets the shottarget (for warning enemies)
@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.

GetPlayerCustomCharData Source code

native function CustomCharData GetPlayerCustomCharData ( string CharDataString )
Get the preferred custom character setup for this player (from player profile store).

GetPlayerLoc Source code

exec function GetPlayerLoc ( ) )
debug command for bug reports

GetPlayerViewPoint Source code

simulated event GetPlayerViewPoint ( out vector POVLocation, out Rotator POVRotation ) )

GetPlayerViewPoint Spectating Source code

simulated event GetPlayerViewPoint ( out vector out_Location, out Rotator out_Rotation ) )
Handle forcing behindview/etc

GetPlayerViewPoint WaitingForPawn Source code

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

GetSeamlessTravelActorList Source code

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

GetUIPlayerIndex Source code

native function int GetUIPlayerIndex ( )

@return Returns the index of this PC in the GamePlayers array.

HasModifierCard Source code

function bool HasModifierCard ( name Card) )
@Returns true if the player has any of these cards

HasPersistentKey Source code

function bool HasPersistentKey ( ESinglePlayerPersistentKeys SearchKey) )

HideQuickPick Source code

exec function HideQuickPick ( ) )
Hide the Quick Pick Scene

InitInputSystem Source code

event InitInputSystem ( ) )

IsEpicInternal Source code

native function bool IsEpicInternal ( )

@return Returns whether or not we're in a epic internal build.

IsKeyboardAvailable Source code

native simulated const function bool IsKeyboardAvailable ( ) con )

@return Whether or not the user has a keyboard plugged-in.

IsMouseAvailable Source code

native simulated const function bool IsMouseAvailable ( ) con )

@return Whether or not the user has a mouse plugged-in.

KickWarning Source code

event KickWarning ( ) )

LandingShake Source code

simulated function bool LandingShake ( ) )
LandingShake() returns true if controller wants landing view shake

LimitViewRotation RoundEnded Source code

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

LoadCharacterFromProfile Source code

function LoadCharacterFromProfile ( UTProfileSettings Profile) )
Loads the player's custom character from their profile.

LoadSettingsFromProfile Source code

function LoadSettingsFromProfile ( bool bLoadCharacter) )

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 ) )

Music Source code

exec function Music ( int EventIndex) )

NextWeapon Source code

exec function NextWeapon ( ) )

NextWeapon RoundEnded Source code

exec function NextWeapon ( ) )

NextWeapon Spectating Source code

exec function NextWeapon ( ) )

NotifyConnectionError Source code

function NotifyConnectionError ( string Message, optional string Title ) )
Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.
@param Message a description of why the connection was lost
@param Title the title to use in the connection failure message.

NotifyInviteFailed Source code

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

NotifyLanded PlayerWalking Source code

event bool NotifyLanded ( vector HitNormal, Actor FloorActor) )

NotifyLoadedWorld Source code

event NotifyLoadedWorld ( name WorldPackageName, bool bFinalDest) )

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

NotifyTakeHit Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

OnCharacterUnlocked Source code

event OnCharacterUnlocked ( ) )
Callback for when a character has been unlocked.

OnConnectionStatusChange Source code

exec function OnConnectionStatusChange ( EOnlineServerConnectionStatus ConnectionStatus) )
Called when a system level connection change notification occurs. If we are playing a Live match, we may need to notify and go back to the menu. Otherwise silently ignore this.
@param ConnectionStatus the new connection status.

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

OnDestroyOnlineGameComplete Source code

function OnDestroyOnlineGameComplete ( bool bWasSuccessful) )
Called when the destroy online game has completed. At this point it is safe to travel back to the menus
@param bWasSuccessful whether it worked ok or not

OnEndOnlineGameComplete Source code

function OnEndOnlineGameComplete ( bool bWasSuccessful) )
Called when the online game has finished ending.

OnFriendInviteReceived Source code

function OnFriendInviteReceived ( byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message) )
Callback for when a friend request has been received.

OnFriendMessageReceived Source code

function OnFriendMessageReceived ( byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message) )
Called when a friend invite arrives for a local player
@param LocalUserNum the user that is receiving the invite
@param SendingPlayer the player sending the friend request
@param SendingNick the nick of the player sending the friend request
@param Message the message to display to the recipient
@return true if successful, false otherwise

OnGameInviteReceived Source code

function OnGameInviteReceived ( byte LocalUserNum,string RequestingNick) )
Callback for when a game invite has been received.

OnLinkStatusChanged Source code

exec function OnLinkStatusChanged ( bool bConnected ) )
Called when the platform's network link status changes. If we are playing a match on a remote server, we need to go back to the front end menus and notify the player.

OnPlayCameraAnim Source code

function OnPlayCameraAnim ( UTSeqAct_PlayCameraAnim InAction) )

OnReadProfileSettingsComplete Source code

function OnReadProfileSettingsComplete ( bool bWasSuccessful) )
Callback for when the profile finishes reading for this PC.

OnStopCameraAnim Source code

function OnStopCameraAnim ( UTSeqAct_StopCameraAnim InAction) )

OnTTSAudioFinished Source code

simulated private function OnTTSAudioFinished ( AudioComponent AC) )

OnUnlockAchievement Source code

function OnUnlockAchievement ( UTSeqAct_UnlockAchievement Action) )
Handles the Kismet action to unlock an achievement
@param Action the action containing which achievement to unlock

OnUpdatePropertyFOVAngle Source code

function OnUpdatePropertyFOVAngle ( ) )
called through camera anim code when it modifies FOVAngle

OpenProgressMessageScene Source code

function UTUIScene_ConnectionStatus OpenProgressMessageScene ( ) )
Opens the scene which is used to display connection/download progress & error messages. If the scene is already open, will return a reference to the existing scene rather than creating another one.
@return a reference to an instance of UTUIScene_ConnectionStatus which is fully initialized and ready to be used.

OpenUIScene Source code

simulated function UIScene OpenUIScene ( UIScene Template) )
Attempts to open a UI Scene. @Param Template The Template of the scene to open. @Returns the opened scene

PawnDied Source code

function PawnDied ( Pawn P) )

PerformedUseAction Source code

simulated function bool PerformedUseAction ( ) )

PlayAnnouncement Source code

function PlayAnnouncement ( class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject) )

PlayBeepSound Source code

simulated function PlayBeepSound ( ) )

PlayCameraAnim Source code

function PlayCameraAnim ( CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bIsDamageShake ) )
plays the specified camera animation with the specified weight (0 to 1) local client only

PlayerMove PlayerWalking Source code

function PlayerMove ( float DeltaTime ) )

PlayerMove RoundEnded Source code

function PlayerMove ( float DeltaTime) )

PlayerTick Source code

event PlayerTick ( float DeltaTime ) )

PlayStartupMessage Source code

reliable client function PlayStartupMessage ( byte StartupStage) )

PlayVehicleHorn Source code

exec function PlayVehicleHorn ( ) )

PlayWinMessage Source code

function PlayWinMessage ( bool bWinner) )

PopupMap Dead Source code

simulated function PopupMap ( ) )

Possess Source code

event Possess ( Pawn inPawn, bool bVehicleTransition) )

PrevWeapon Source code

exec function PrevWeapon ( ) )

PrevWeapon RoundEnded Source code

exec function PrevWeapon ( ) )

PrevWeapon Spectating Source code

exec function PrevWeapon ( ) )
The Prev/Next weapon functions are used to move forward and backwards through the player list

ProcessMove PlayerWaiting 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) )

ProcessMove Spectating Source code

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

ProcessMove WaitingForPawn Source code

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

ProjectileWarningTimer Source code

function ProjectileWarningTimer ( ) )

PulseTeamColor Source code

function PulseTeamColor ( ) )
Called from the UTTeamGameMessage, this will cause all TeamColored Images on the hud to pulse.

QuitToMainMenu Source code

function QuitToMainMenu ( ) )
Called when returning to the main menu.

ReceiveBotVoiceMessage Source code

unreliable client function ReceiveBotVoiceMessage ( UTPlayerReplicationInfo SenderPRI, int MessageIndex, object LocationObject) )
Receive a voice message from a bot - process locally, since character may be different on client

ReceivedPlayer Source code

simulated event ReceivedPlayer ( ) )

ReceiveProjectileWarning Source code

function ReceiveProjectileWarning ( Projectile proj) )

ReceiveTauntMessage Source code

unreliable client function ReceiveTauntMessage ( UTPlayerReplicationInfo SenderPRI, Name EmoteTag, Int Seed) )
Receive a taunt from a player - process locally, since character may be different on client

ReceiveWarning Source code

event ReceiveWarning ( Pawn shooter, float projSpeed, vector FireDir) )

RegisterPlayerDataStores Source code

simulated function RegisterPlayerDataStores ( ) )
Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered. Overloaded so we can initialize game specific player data stores.

RemoveCameraEffect Source code

function RemoveCameraEffect ( UTEmitCameraEffect CamEmitter ) )

@param CamEmitter Clear the CameraEffect if it is the one passed in

Reset Source code

function Reset ( ) )

ResetCameraMode Source code

event ResetCameraMode ( ) )

ResetProfileToDefault Source code

native function ResetProfileToDefault ( OnlineProfileSettings Profile )
Resets the profile to its default state.

Restart Source code

function Restart ( bool bVehicleTransition) )

RetrieveSettingsFromProfile Source code

exec function RetrieveSettingsFromProfile ( ) )
Gathers player settings from the client's profile.

RoundHasEnded Source code

function RoundHasEnded ( optional Actor EndRoundFocus) )

SaveProfile Source code

function SaveProfile ( optional Int PlayerIndex) )
Saves the current profile complete with UI scene

SaveServerToHistory Source code

function SaveServerToHistory ( ) )
Saves the UniqueNetId for the current server to the player's list of recently visited servers (server history).

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType) )

ServerAdmin Source code

reliable server function ServerAdmin ( string CommandLine ) )

ServerAdminChangeOption Source code

reliable server native function ServerAdminChangeOption ( string Option, string Value )
changes an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin

ServerAdminLogin Source code

reliable server function ServerAdminLogin ( string Password) )

ServerAdminLogOut Source code

reliable server function ServerAdminLogOut ( ) )

ServerBecomeActivePlayer Source code

reliable server function ServerBecomeActivePlayer ( ) )

ServerChangeMap Source code

reliable server function ServerChangeMap ( string URL) )

ServerChangeTeam Source code

reliable server function ServerChangeTeam ( int N) )
Don't allow team changes if we are in single player, or too frequently

ServerDropFlag Source code

reliable server function ServerDropFlag ( ) )

ServerEndMapListPublish Source code

reliable server function ServerEndMapListPublish ( ) )
indicates server has received all maps in the client's list

ServerForceTextMute Source code

reliable server function ServerForceTextMute ( string TargetPlayer) )

ServerForceTextUnMute Source code

reliable server function ServerForceTextUnMute ( string TargetPlayer) )

ServerForceVoiceMute Source code

reliable server function ServerForceVoiceMute ( string TargetPlayer) )

ServerForceVoiceUnMute Source code

reliable server function ServerForceVoiceUnMute ( string TargetPlayer) )

ServerKickBan Source code

reliable server function ServerKickBan ( string PlayerToKick, bool bBan) )
Allows the local player or admin to kick a player

ServerPlayerPreferences Source code

reliable server function ServerPlayerPreferences ( EWeaponHand NewWeaponHand, bool bNewAutoTaunt, bool bNewCenteredWeaponFire, EAutoObjectivePreference NewAutoObjectivePreference) )

ServerPlayVehicleHorn Source code

unreliable server function ServerPlayVehicleHorn ( ) )

ServerProcessSpeechRecognition Source code

reliable server function ServerProcessSpeechRecognition ( SpeechRecognizedWord ReplicatedWords[3]) )

ServerReceiveNextMap Source code

reliable server function ServerReceiveNextMap ( int MapIndex, string MapName) )
server receives a single map list entry and asks client for the next one

ServerReStartGame RoundEnded Source code

reliable server function ServerReStartGame ( ) )

ServerRestartMap Source code

reliable server function ServerRestartMap ( ) )

ServerRestartPlayer PlayerWaiting Source code

reliable server function ServerRestartPlayer ( ) )

ServerSetAlias Source code

reliable server function ServerSetAlias ( string NewAlias) )

ServerSetAutoTaunt Source code

reliable server function ServerSetAutoTaunt ( bool Value) )

ServerSetCharacterData Source code

reliable server function ServerSetCharacterData ( CustomCharData CharData) )
tells the server about the character this player is using

ServerSetClanTag Source code

reliable server function ServerSetClanTag ( string InClanTag) )
Sets the ClanTag for this player.
@param InClanTag New clan tag for the player.

ServerSetHand Source code

reliable server function ServerSetHand ( EWeaponHand NewWeaponHand) )

ServerSetProcessingComplete Source code

reliable server function ServerSetProcessingComplete ( ) )
called after any initial clientside processing is complete to allow the client to spawn in

ServerShowPathToBase Source code

reliable server function ServerShowPathToBase ( byte TeamNum) )

ServerSpectate Source code

function ServerSpectate ( ) )

ServerStartMapListPublish Source code

reliable server function ServerStartMapListPublish ( name GameClassName) )
gets the server started for receiving a map list

ServerThrowWeapon Source code

reliable server function ServerThrowWeapon ( ) )

ServerUse Source code

unreliable server function ServerUse ( ) )
Limit use frequency

ServerViewingMap Source code

server reliable function ServerViewingMap ( bool bNewValue) )

ServerViewObjective Source code

unreliable server function ServerViewObjective ( ) )

ServerViewObjective Spectating Source code

unreliable server function ServerViewObjective ( ) )

ServerViewPlayerByName Source code

unreliable server function ServerViewPlayerByName ( string PlayerName) )

ServerViewSelf Source code

unreliable server function ServerViewSelf ( ) )

SetAutoObjective Source code

function SetAutoObjective ( Actor ObjectiveActor, bool bOnlyNotifyDifferent) )

SetAutoTaunt Source code

exec function SetAutoTaunt ( bool Value) )

SetBehindView Source code

function SetBehindView ( bool bNewBehindView) )

SetCameraAnimStrength Source code

function SetCameraAnimStrength ( float NewStrength) )
Allows changing camera anim strength on the fly

SetCameraMode Source code

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

SetFrontEndErrorMessage Source code

function SetFrontEndErrorMessage ( string Title, string Message) )
Sets a error message in the registry datastore that will display to the user the next time they are in the frontend.
@param Title Title of the messagebox.
@param Message Message of the messagebox.

SetGamma Source code

native function SetGamma ( float GammaValue )
Sets the current gamma value.
@param New Gamma Value, must be between 0.0 and 1.0

SetHand Source code

function SetHand ( EWeaponHand NewWeaponHand) )

SetHardwarePhysicsEnabled Source code

native function SetHardwarePhysicsEnabled ( bool bEnabled )
Sets whether or not hardware physics are enabled.
@param bEnabled Whether to enable the physics or not.

SetPawnConstructionScene Source code

function SetPawnConstructionScene ( bool bShow) )

SetServerViewNextPlayer Spectating Source code

function SetServerViewNextPlayer ( ) )

SetViewTarget Source code

function SetViewTarget ( Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams) )

ShortServerMove Source code

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

ShowCommandMenu Source code

exec function ShowCommandMenu ( ) )

ShowHudMap Source code

client reliable function ShowHudMap ( ) )

ShowMap Source code

exec function ShowMap ( ) )

ShowMenu Source code

exec function ShowMenu ( ) )

ShowMidGameMenu Source code

function UTUIScene_MidGameMenu ShowMidGameMenu ( optional name TabTag,optional bool bEnableInput) )

ShowQuickPick Source code

exec function ShowQuickPick ( ) )
Show the Quick Pick Scene

ShowQuickPick Dead Source code

exec function ShowQuickPick ( )

ShowQuickPick PlayerWaiting Source code

exec function ShowQuickPick ( )

ShowQuickPick RoundEnded Source code

exec function ShowQuickPick ( )

ShowQuickPick Spectating Source code

exec function ShowQuickPick ( )

ShowQuickPick WaitingForPawn Source code

exec function ShowQuickPick ( )

ShowScoreboard Source code

function ShowScoreboard ( )

ShowScoreboard RoundEnded Source code

function ShowScoreboard ( ) )

SoakPause Source code

event SoakPause ( Pawn P) )

SpawnCamera Source code

function SpawnCamera ( ) )

SpeakTTS Source code

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

SpeechRecognitionComplete Source code

function SpeechRecognitionComplete ( ) )
set to VoiceInterface's speech recognition delegate; called when words are recognized

StartAltFire Spectating Source code

exec function StartAltFire ( optional byte FireModeNum ) )
AltFire - Resets to Free Camera Mode

StartFire Dead Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire PlayerWaiting Source code

exec function StartFire ( optional byte FireModeNum ) )

StartFire Spectating Source code

exec function StartFire ( optional byte FireModeNum ) )
Fire will select the next/prev objective

StartZoom Source code

simulated function StartZoom ( float NewDesiredFOV, float NewZoomRate) )
This function will cause the PlayerController to begin zooming to a new FOV Level. @Param NewDesiredFOV - The new FOV Value to head towards @Param NewZoomRate - The rate of transition in degrees per second

StartZoomNonlinear Source code

simulated function StartZoomNonlinear ( float NewDesiredFOV, float NewZoomInterpSpeed) )

StopCameraAnim Source code

function StopCameraAnim ( optional bool bImmediate) )
Stops the currently playing camera animation.

StopViewShaking Source code

function StopViewShaking ( ) )
Turns off any view shaking

StopZoom Source code

simulated function StopZoom ( ) )
This function will stop the zooming process keeping the current FOV Angle

SwitchWeapon Source code

exec function SwitchWeapon ( byte T) )

SwitchWeapon Dead Source code

exec function SwitchWeapon ( byte T )

SwitchWeapon PlayerWaiting Source code

exec function SwitchWeapon ( byte F )

SwitchWeapon RoundEnded Source code

exec function SwitchWeapon ( byte T) )

SwitchWeapon Spectating Source code

exec function SwitchWeapon ( byte F )

SwitchWeapon WaitingForPawn Source code

exec function SwitchWeapon ( byte F )

Talk Source code

exec function Talk ( ) )

Taunt Source code

exec function Taunt ( int TauntIndex) )

TeamMessage Source code

reliable client event TeamMessage ( PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime ) )
Overloaded to implement TTS.

TeamTalk Source code

exec function TeamTalk ( ) )

TestMenu Source code

exec function TestMenu ( string NewMenu) )

Timer Dead Source code

function Timer ( ) )

ToggleMelee Source code

simulated exec function ToggleMelee ( ) )

ToggleMelee Dead Source code

exec function ToggleMelee ( ) )

ToggleMelee RoundEnded Source code

exec function ToggleMelee ( ) )

ToggleMinimap Source code

exec function ToggleMinimap ( ) )

ToggleQuickPickOff Source code

exec function ToggleQuickPickOff ( ) )
Turn the QuickPick System off

ToggleScreenShotMode Source code

exec function ToggleScreenShotMode ( ) )

ToggleSpeaking Source code

exec function ToggleSpeaking ( bool bNowOn) )
turns on/off voice chat/recognition

ToggleTranslocator Source code

simulated exec function ToggleTranslocator ( ) )

TriggerInteracted Source code

simulated function bool TriggerInteracted ( ) )

Typing Source code

function Typing ( bool bTyping ) )

UnregisterPlayerDataStores Source code

simulated function UnregisterPlayerDataStores ( ) )
Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed. Overloaded so we can unregister game specific player data stores.

UpdateAchievement Source code

simulated function UpdateAchievement ( int AchievementId, optional EUTUnlockType UnlockType = EUnlockType_Count, optional int Value = 1) )

UpdateRotation Source code

function UpdateRotation ( float DeltaTime ) )

UpdateSex Source code

function UpdateSex ( ) )
Sex is set when mesh is set for pawn

UpdateVolumeAndBrightness Source code

function UpdateVolumeAndBrightness ( ) )
Updates sound volumes and screen brightness. Done in a seperate function so it can be called by the sliders to update these values in real time without doing a lot of extra work.

Use Source code

exec function Use ( ) )

UseModifierCard Source code

function UseModifierCard ( name Card) )
Use Modifier Card @Param Card The Modifier Card use

UsingFirstPersonCamera Source code

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

ViewNextBot Source code

function ViewNextBot ( ) )

ViewObjective Source code

exec function ViewObjective ( ) )

ViewPlayerByName Source code

exec function ViewPlayerByName ( string PlayerName )

ViewPlayerByName Spectating Source code

exec function ViewPlayerByName ( string PlayerName) )

ViewShake Source code

function ViewShake ( float DeltaTime) )
Sets ShakeOffset and ShakeRot to the current view shake that should be applied to the camera


Defaultproperties

defaultproperties
{
   bNoTextToSpeechVoiceMessages=True
   bAutoTaunt=True
   bEnableDodging=True
   bAlwaysMouseLook=True
   bUseVehicleRotationOnPossess=True
   bFirstPersonWeaponsSelfShadow=True
   bForceBehindView=True
   bLandingShake=True
   IdentifiedTeam=255
   PawnShadowMode=SHADOW_All
   AutoObjectivePreference=AOP_OrbRunner
   LastKickWarningTime=-1000.000000
   MsgPlayerNotFound="Player not Found!"
   CamOverridePostProcess=(bEnableBloom=True,bEnableSceneEffect=True,Bloom_Scale=1.000000,Bloom_InterpolationDuration=1.000000,DOF_FalloffExponent=4.000000,DOF_BlurKernelSize=16.000000,DOF_MaxNearBlurAmount=1.000000,DOF_MaxFarBlurAmount=1.000000,DOF_ModulateBlurColor=(B=255,G=255,R=255,A=255),DOF_FocusInnerRadius=2000.000000,DOF_InterpolationDuration=1.000000,MotionBlur_MaxVelocity=1.000000,MotionBlur_Amount=0.500000,MotionBlur_FullMotionBlur=True,MotionBlur_CameraRotationThreshold=45.000000,MotionBlur_CameraTranslationThreshold=10000.000000,MotionBlur_InterpolationDuration=1.000000,Scene_HighLights=(X=1.000000,Y=1.000000,Z=1.000000),Scene_MidTones=(X=1.000000,Y=1.000000,Z=1.000000),Scene_InterpolationDuration=1.000000)
   DamageCameraAnim=CameraAnim'FX_HitEffects.DamageViewShake'
   MatineeCameraClass=Class'Engine.AnimatedCamera'
   ZoomRotationModifier=0.500000
   VehicleCheckRadiusScaling=1.000000
   BeaconPulseMax=1.100000
   BeaconPulseRate=0.500000
   PulseTimer=5.000000
   CommandMenuTemplate=UTUIScene_CommandMenu'UI_InGameHud.Menus.CommandMenu'
   ProgressMessageSceneClassName="UTGame.UTUIScene_ConnectionStatus"
   OldMessageTime=-100.000000
   PopupWaitTime=5.000000
   LastTeamChangeTime=-1000.000000
   CameraClass=None
   bCheckSoundOcclusion=True
   FOVAngle=90.000000
   DesiredFOV=90.000000
   DefaultFOV=90.000000
   CheatClass=Class'UTGame.UTCheatManager'
   InputClass=Class'UTGame.UTPlayerInput'
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'GameFramework.Default__GamePlayerController:CollisionCylinder'
      ObjectArchetype=CylinderComponent'GameFramework.Default__GamePlayerController:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   MinRespawnDelay=1.500000
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'GameFramework.Default__GamePlayerController:Sprite'
      ObjectArchetype=SpriteComponent'GameFramework.Default__GamePlayerController:Sprite'
   End Object
   Components(0)=Sprite
   Components(1)=CollisionCylinder
   CollisionComponent=CollisionCylinder
   Name="Default__UTPlayerController"
   ObjectArchetype=GamePlayerController'GameFramework.Default__GamePlayerController'
}

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Creation time: Mon 26/11/2007 17:41:27.546 - Created with UnCodeX