UE2:Controller internal variables (UT2004)

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UT2004 Object >> Actor >> Controller (internal variables)

Contents

Internal variables

AcquisitionYawRate

Type: int


Default value: 20000

AdjustLoc

Type: Object.Vector

location to move to while adjusting around obstacle

Adrenaline

Type: float


AdrenalineMax

Type: float

maximum Adrenaline (combo energy)

Default value: 100.0

bAdjusting

Type: bool

adjusting around obstacle

bAdrenalineEnabled

Type: bool


Default value: True

bAdvancedTactics

Type: bool

serpentine movement between pathnodes

bAllowedToImpactJump

Type: bool


bAllowedToTranslocate

Type: bool


bAltFire

Type: byte

Modifiers: input


bCanDoSpecial

Type: bool


bCanOpenDoors

Type: bool


bControlAnimations

Type: bool

take control of animations from pawn (don't let pawn play animations based on notifications)

bDuck

Type: byte

Modifiers: input


bEnemyAcquired

Type: bool


bEnemyInfoValid

Type: bool

false when change enemy, true when LastSeenPos etc updated

bFire

Type: byte

Modifiers: input


bForceStrafe

Type: bool


bGodMode

Type: bool


bHuntPlayer

Type: bool

hunting player

bInDodgeMove

Type: bool


bIsPlayer

Type: bool

Pawn is a player or a player-bot.

bJumpOverWall

Type: bool

true when jumping to clear obstacle

bLOSflag

Type: bool

Modifiers: const

used for alternating LineOfSight traces

bNotifyApex

Type: bool

event NotifyJumpApex() when at apex of jump

bNotifyFallingHitWall

Type: bool


bNotifyPostLanded

Type: bool


bPreparingMove

Type: bool

set true while pawn sets up for a latent move

bRun

Type: byte

Modifiers: input


bSlowerZAcquire

Type: bool

acquire targets above or below more slowly than at same height

Default value: True

bSoaking

Type: bool

pause and focus on this bot if it encounters a problem

bUsePlayerHearing

Type: bool


bVehicleTransition

Type: bool


bVoiceTalk

Type: byte

Modifiers: input


CurrentPath

Type: ReachSpec


CurrentPathDir

Type: Object.Vector


Destination

Type: Object.Vector

location being moved toward

DirectionHint

Type: Object.Vector


DodgeLandZ

Type: float

expected min landing height of dodge

DodgeToGoalPct

Type: float

Frequency bot tries to dodge to reachable goal

Enemy

Type: Pawn


FailedReachLocation

Type: Object.Vector

Modifiers: const


FailedReachTime

Type: float

Modifiers: const


FearSpots

Type: AvoidMarker

Array size: 2

avoid these spots when moving

FocalPoint

Type: Object.Vector

location being looked at

Focus

Type: Actor

actor being looked at

FocusLead

Type: float

how much to lead view of focus

FovAngle

Type: float

X field of view angle in degrees, usually 90.

Default value: 90.0

GoalList

Type: Actor

Array size: 4

used by navigation AI - list of intermediate goals

GroundPitchTime

Type: float


Handedness

Type: float

Modifiers: globalconfig


home

Type: NavigationPoint

set when begin play, used for retreating and attitude checks

LastBlockingVehicle

Type: Vehicle


LastFailedReach

Type: Actor

Modifiers: const

cache to avoid trying failed actorreachable more than once per frame

LastPawnWeapon

Type: class<Weapon>

used by game stats

LastRouteFind

Type: float

time at which last route finding occured

LastSeeingPos

Type: Object.Vector

position where I last saw enemy (auto updated if EnemyNotVisible enabled)

LastSeenPos

Type: Object.Vector

enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)

LastSeenTime

Type: float


MinHitWall

Type: float

Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics

Default value: -1.0

MonitoredPawn

Type: Pawn

used by latent function MonitorPawn()

MonitorMaxDistSq

Type: float


MonitorStartLoc

Type: Object.Vector

used by latent function MonitorPawn()

MoveTarget

Type: Actor

actor being moved toward

MoveTimer

Type: float


nextController

Type: Controller

Modifiers: const

chained Controller list

NextRoutePath

Type: ReachSpec


OldMessageTime

Type: float


Pawn

Type: Pawn


PawnClass

Type: class<Pawn>

class of pawn to spawn (for players)

PendingMover

Type: Mover

mover pawn is waiting for to complete its move

PlayerNum

Type: int

Modifiers: const

The player number - per-match player number.

PlayerReplicationInfo

Type: PlayerReplicationInfo


PreviousPawnClass

Type: class<Pawn>

Holds the player's previous class

RespawnPredictionTime

Type: float

how far ahead to predict respawns when looking for inventory

RouteCache

Type: Actor

Array size: 16


RouteDist

Type: float

total distance for current route

RouteGoal

Type: Actor

final destination for current route

ShotTarget

Type: Pawn


SightCounter

Type: float

Used to keep track of when to check player visibility

StartSpot

Type: NavigationPoint


Stimulus

Type: float


Target

Type: Actor


ViewX

Type: Object.Vector


ViewY

Type: Object.Vector


ViewZ

Type: Object.Vector

Viewrotation encoding for PHYS_Spider

VoiceType

Type: string

OBSOLETE

WarningDelay

Type: float

delay before act on firing warning

WarningProjectile

Type: Projectile