UE3:GamePlayerController (UDK)

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UDK Object >> Actor >> Controller >> PlayerController >> GamePlayerController
Package: 
GameFramework
Implemented interfaces
Interface_NavigationHandle

GamePlayerController

Properties

Property group 'Debug'

bDebugCrowdAwareness

Type: bool

If TRUE, draw debug info for crowd awareness checks

Internal variables

AgentAwareRadius

Type: float

Controls how far around a player to warn agents.

Default value: 200.0

bIsWarmupPaused

Type: bool

Modifiers: transient

If true we are in 'warmup paused' state to allow textures to stream in, and should not allow unpausing.

bWarnCrowdMembers

Type: bool

If true, warn GameCrowdAgents to avoid pawn controlled by this player. Used when player will move through crowds

CurrentSoundMode

Type: name

Modifiers: transient, protected

Name of the current sound mode that is active for the audio system *

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: PlayerController.CollisionCylinder

Property Value
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Inherits from: PlayerController.Sprite

Property Value
ReplacementPrimitive None

Functions

Static native functions

KeepPlayingLoadingMovie

native static final function KeepPlayingLoadingMovie ()

Keep playing the loading movie if it's currently playing and abort any StopMovie calls that may be pending through the FDelayedUnpauser.

ShowLoadingMovie

native static final function ShowLoadingMovie (bool bShowMovie, optional bool bPauseAfterHide, optional float PauseDuration, optional float KeepPlayingDuration, optional bool bOverridePreviousDelays)

Starts/stops the loading movie

Parameters:

  • bShowMovie - true to show the movie, false to stop it
  • bPauseAfterHide - optional) If TRUE, this will pause the game/delay movie stop to let textures stream in
  • PauseDuration - optional) allows overriding the default pause duration specified in .ini (only used if bPauseAfterHide is true)
  • KeepPlayingDuration - optional) keeps playing the movie for a specified more seconds after it's supposed to stop
  • bOverridePreviousDelays - optional) whether to cancel previous delayed StopMovie or not (defaults to FALSE)

Exec functions

CrowdDebug

exec function CrowdDebug (bool bEnabled)


CrowdFocus

exec function CrowdFocus ()


Native functions

ClientPlayMovie

native final reliable client event ClientPlayMovie (string MovieName, int InStartOfRenderingMovieFrame, int InEndOfRenderingMovieFrame)

starts playing the specified movie

ClientStopMovie

native final reliable client event ClientStopMovie (float DelayInSeconds, bool bAllowMovieToFinish, bool bForceStopNonSkippable, bool bForceStopLoadingMovie)

Stops the currently playing movie

Parameters:

  • DelayInSeconds - number of seconds to delay before stopping the movie.
  • bAllowMovieToFinish - indicates whether the movie should be stopped immediately or wait until it's finished.
  • bForceStopNonSkippable - indicates whether a movie marked as non-skippable should be stopped anyway; only relevant if the specified movie is marked non-skippable (like startup movies).
  • bForceStopLoadingMovie - If false then don't stop the movie if it's the loading movie.

GetCurrentMovie

native final function GetCurrentMovie (out string MovieName)

returns the name of the currently playing movie, or an empty string if no movie is currently playing

Todo: add an out param for current time in playback for synchronizing clients that join in the middle

Events

NotifyCrowdAgentInRadius

event NotifyCrowdAgentInRadius (GameCrowdAgent Agent)

Hook to let player know crowd member is in range

NotifyCrowdAgentRefresh

event NotifyCrowdAgentRefresh ()

Hook to let player know a refresh of crowd agent info is coming

WarmupPause

event WarmupPause (bool bDesiredPauseState)

Function used by loading code to pause and unpause the game during texture-streaming warm-up.

Other instance functions

CanUnpauseWarmup

function bool CanUnpauseWarmup ()

Delegate used to control whether we can unpause during warmup. We never allow this.

ClientColorFade

reliable client function ClientColorFade (Object.Color FadeColor, byte FromAlpha, byte ToAlpha, float FadeTime)


DoForceFeedbackForScreenShake

simulated protected function DoForceFeedbackForScreenShake (CameraShake ShakeData, float Scale)

Overrides: PlayerController.DoForceFeedbackForScreenShake

Play forcefeedback to match the given screenshake.

GetCurrentSoundMode

simulated final function name GetCurrentSoundMode ()

Returns the CurrentSoundMode *

SetSoundMode

simulated function SetSoundMode (name InSoundModeName)

Set the sound mode of the audio system for special EQing *