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Controller

Class in Engine · Engine.Controller · native, abstract

Object › Actor › Controller

Implements: Interface_NavigationHandle

Subclasses: AIController, PlayerController

Using it from Lua
h7.find_all("Controller")            -- live instances
h7.find_class("Engine.Controller")   -- the class
h7.hook("Engine.Controller.ActorReachable", fn)

Constants

NameValue
LATENT_MOVETOWARD503

Structs

VisiblePortalInfo

FieldType
SourceActor
DestinationActor

Properties

NameTypeNotes
AdjustPositionBasedPosition
bAdjustingbool
bAdvancedTacticsbool
bAltFirebyte
bCanDoSpecialbool
bEarlyOutOfSighTestsForSameTypebool
bFirebyte
bForceStrafebool
bGodModebool
bIsPlayerbool
bLOSflagboolconst
bNotifyApexbool
bNotifyFallingHitWallbool
bNotifyPostLandedbool
bOverrideSearchStartbool
bPreciseDestinationbool
bPreparingMovebool
bSeeFriendlybool
bSkipExtraLOSChecksbool
bSlowerZAcquirebool
bSoakingbool
bUsingPathLanesbool
CurrentPathReachSpec
CurrentPathDirvector
DestinationPositionBasedPosition
EnemyPawn
FailedMoveTargetActor
FailedReachLocationvectorconst
FailedReachTimefloatconst
FocalPositionBasedPosition
FocusActor
GoalListActor[4]
GroundPitchTimefloat
HighJumpNodeCostModifierint
InUseNodeCostMultiplierfloat
LaneOffsetfloat
LastFailedReachActorconst
LastRouteFindfloat
MaxMoveTowardPawnTargetTimefloat
MinHitWallfloat
MoveFailureCountint
MoveTargetActor
MoveTimerfloat
NavigationHandleNavigationHandle
NavigationHandleClassclass<NavigationHandle>
NavMeshPath_SearchExtent_Modifiervector
NextControllerControllerconst, private
NextRoutePathReachSpec
OldBasedRotationrotatorconst
OverrideSearchStartVector
PawnPawnrepnotify
PendingMoverInterpActor
PlayerNumintconst
PlayerReplicationInfoPlayerReplicationInforepnotify
RouteCachearray<NavigationPoint>
RouteDistfloat
RouteGoalActor
ShotTargetPawn
SightCounterfloat
SightCounterIntervalfloat
StartSpotNavigationPoint
VisiblePortalsarray<VisiblePortalInfo>

Functions

NameDeclaration
ActorReachablefinal native function bool ActorReachable(actor anActor)
AllowDetourToevent bool AllowDetourTo(NavigationPoint N)
BeginAnimControlsimulated event BeginAnimControl(InterpGroup InInterpGroup)
BeyondFogDistancefinal native function bool BeyondFogDistance(vector ViewPoint, vector OtherPoint)
CanSeefinal native function bool CanSee(Pawn Other)
CanSeeByPointsfinal native function bool CanSeeByPoints(Vector ViewLocation, Vector TestLocation, Rotator ViewRotation)
CleanupPRIfunction CleanupPRI()
ClientSetLocationreliable client function ClientSetLocation(vector NewLocation, rotator NewRotation)
ClientSetRotationreliable client function ClientSetRotation(rotator NewRotation, optional bool bResetCamera)
ClientSwitchToBestWeaponreliable client function ClientSwitchToBestWeapon(optional bool bForceNewWeapon)
CurrentLevelUnloadedevent CurrentLevelUnloaded()
Destroyedevent Destroyed()
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
EndClimbLaddernative function EndClimbLadder()
EnemyJustTeleportedfunction EnemyJustTeleported()
EnemyNotVisibleevent EnemyNotVisible()
FindPathTofinal native function Actor FindPathTo(Vector aPoint, optional int MaxPathLength, optional bool bReturnPartial)
FindPathToInterceptfinal native function Actor FindPathToIntercept(Pawn P, Actor InRouteGoal, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)
FindPathTowardfinal native function Actor FindPathToward(Actor anActor, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)
FindPathTowardNearestfinal native function Actor FindPathTowardNearest(class<NavigationPoint> GoalClass, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial)
FindRandomDestfinal native function NavigationPoint FindRandomDest()
FinishAnimControlsimulated event FinishAnimControl(InterpGroup InInterpGroup)
FinishRotationfinal native latent function FinishRotation()
FireWeaponAtfunction bool FireWeaponAt(Actor inActor)
GameHasEndedfunction GameHasEnded(optional Actor EndGameFocus, optional bool bIsWinner)
GamePlayEndedStatefunction bool GamePlayEndedState()
GeneratePathToActorevent bool GeneratePathToActor(Actor Goal, optional float WithinDistance, optional bool bAllowPartialPath)
GeneratePathToLocationevent bool GeneratePathToLocation(Vector Goal, optional float WithinDistance, optional bool bAllowPartialPath)
GetActorEyesViewPointsimulated event GetActorEyesViewPoint(out vector out_Location, out Rotator out_Rotation)
GetAdjustedAimForfunction Rotator GetAdjustedAimFor(Weapon W, vector StartFireLoc)
GetAdjustLocationfinal native function Vector GetAdjustLocation()
GetDestinationPositionfinal native function Vector GetDestinationPosition()
GetFocalPointfinal native function Vector GetFocalPoint()
GetHumanReadableNamesimulated function String GetHumanReadableName()
GetPlayerViewPointsimulated event GetPlayerViewPoint(out vector out_Location, out Rotator out_rotation)
GetTeamNumnative simulated function byte GetTeamNum()
HandlePathObstructionevent bool HandlePathObstruction(Actor BlockedBy)
HandlePickupfunction HandlePickup(Inventory Inv)
HearNoiseevent HearNoise(float Loudness, Actor NoiseMaker, optional Name NoiseType)
InitNavigationHandlesimulated function InitNavigationHandle()
InitPlayerReplicationInfofunction InitPlayerReplicationInfo()
InLatentExecutionfinal native function bool InLatentExecution(int LatentActionNumber)
InstantWarnTargetfunction InstantWarnTarget(Actor InTarget, Weapon FiredWeapon, vector FireDir)
InterpolationFinishedsimulated event InterpolationFinished(SeqAct_Interp InterpAction)
InterpolationStartedsimulated event InterpolationStarted(SeqAct_Interp InterpAction, InterpGroupInst GroupInst)
IsAimingAtsimulated function bool IsAimingAt(Actor ATarget, float Epsilon)
IsDeadfunction bool IsDead()
IsInCombatevent bool IsInCombat(optional bool bForceCheck)
IsLocalControllernative function bool IsLocalController()
IsLocalPlayerControllernative function bool IsLocalPlayerController()
IsSpectatingevent bool IsSpectating()
LandingShakesimulated function bool LandingShake()
LineOfSightTofinal native function bool LineOfSightTo(Actor Other, optional vector chkLocation, optional bool bTryAlternateTargetLoc)
LongFallevent LongFall()
MayFallevent MayFall(bool bFloor, vector FloorNormal)
MoverFinishedevent bool MoverFinished()
MoveTofinal native latent function MoveTo(vector NewDestination, optional Actor ViewFocus, optional float DestinationOffset, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false)
MoveToDirectNonPathPosfinal native latent function MoveToDirectNonPathPos(vector NewDestination, optional Actor ViewFocus, optional float DestinationOffset, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false)
MoveTowardfinal native latent function MoveToward(Actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false)
MoveUnreachableevent MoveUnreachable(vector AttemptedDest, Actor AttemptedTarget)
NotifyAddInventoryfunction NotifyAddInventory(Inventory NewItem)
NotifyBumpevent bool NotifyBump(Actor Other, Vector HitNormal)
NotifyChangedWeaponfunction NotifyChangedWeapon(Weapon PrevWeapon, Weapon NewWeapon)
NotifyCoverAdjustedsimulated event NotifyCoverAdjusted()
NotifyCoverClaimViolationsimulated function bool NotifyCoverClaimViolation(Controller NewClaim, CoverLink Link, int SlotIdx)
NotifyCoverDisabledsimulated function NotifyCoverDisabled(CoverLink Link, int SlotIdx, optional bool bAdjacentIdx)
NotifyFallingHitWallevent NotifyFallingHitWall(vector HitNormal, actor Wall)
NotifyHeadVolumeChangeevent bool NotifyHeadVolumeChange(PhysicsVolume NewVolume)
NotifyHitWallevent bool NotifyHitWall(vector HitNormal, actor Wall)
NotifyJumpApexevent NotifyJumpApex()
NotifyKilledfunction NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn, class<DamageType> damageTyp)
NotifyLandedevent bool NotifyLanded(vector HitNormal, Actor FloorActor)
NotifyMissedJumpevent NotifyMissedJump()
NotifyPathChangedevent NotifyPathChanged()
NotifyPhysicsVolumeChangeevent NotifyPhysicsVolumeChange(PhysicsVolume NewVolume)
NotifyPostLandedevent NotifyPostLanded()
NotifyProjLandedfunction NotifyProjLanded(Projectile Proj)
NotifyTakeHitfunction NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
OnAttachToActorfunction OnAttachToActor(SeqAct_AttachToActor Action)
OnModifyHealthsimulated function OnModifyHealth(SeqAct_ModifyHealth Action)
OnPossessfunction OnPossess(SeqAct_Possess inAction)
OnSetPhysicssimulated function OnSetPhysics(SeqAct_SetPhysics Action)
OnSetVelocitysimulated function OnSetVelocity(SeqAct_SetVelocity Action)
OnTeleportsimulated function OnTeleport(SeqAct_Teleport Action)
OnToggleGodModefunction OnToggleGodMode(SeqAct_ToggleGodMode inAction)
OnToggleHiddensimulated function OnToggleHidden(SeqAct_ToggleHidden Action)
PawnDiedfunction PawnDied(Pawn inPawn)
PickTargetfinal native function Pawn PickTarget(class<Pawn> TargetClass, out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange)
PickWallAdjustfinal native function bool PickWallAdjust(vector HitNormal)
PlayActorFaceFXAnimevent bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay)
PointReachablefinal native function bool PointReachable(vector aPoint)
Possessevent Possess(Pawn inPawn, bool bVehicleTransition)
PostBeginPlayevent PostBeginPlay()
RatePickupevent float RatePickup(Actor PickupHolder, class<Inventory> inPickup)
ReachedPreciseDestinationevent ReachedPreciseDestination()
ReadyForLiftfunction ReadyForLift()
ReceiveProjectileWarningfunction ReceiveProjectileWarning(Projectile Proj)
ReceiveWarningfunction ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir)
ReplicatedEventsimulated event ReplicatedEvent(name VarName)
Resetfunction Reset()
Restartfunction Restart(bool bVehicleTransition)
RoundHasEndedfunction RoundHasEnded(optional Actor EndRoundFocus)
RouteCache_AddItemnative function RouteCache_AddItem(NavigationPoint Nav)
RouteCache_Emptynative function RouteCache_Empty()
RouteCache_InsertItemnative function RouteCache_InsertItem(NavigationPoint Nav, int Idx = 0)
RouteCache_RemoveIndexnative function RouteCache_RemoveIndex(int InIndex, int Count = 1)
RouteCache_RemoveItemnative function RouteCache_RemoveItem(NavigationPoint Nav)
SeeMonsterevent SeeMonster(Pawn Seen)
SeePlayerevent SeePlayer(Pawn Seen)
SendMessagefunction SendMessage(PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType)
ServerGivePawnfunction ServerGivePawn()
ServerRestartPlayerreliable server function ServerRestartPlayer()
SetAdjustLocationfinal native function SetAdjustLocation(Vector NewLoc, bool bAdjust, optional bool bOffsetFromBase)
SetAnimPositionsimulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion)
SetCharacterfunction SetCharacter(string inCharacter)
SetDestinationPositionfinal native function SetDestinationPosition(Vector Dest, optional bool bOffsetFromBase)
SetFocalPointfinal native function SetFocalPoint(Vector FP, optional bool bOffsetFromBase)
SetMorphWeightevent SetMorphWeight(name MorphNodeName, float MorphWeight)
SetSkelControlScaleevent SetSkelControlScale(name SkelControlName, float Scale)
SetupSpecialPathAbilitiesevent SetupSpecialPathAbilities()
StopActorFaceFXAnimevent StopActorFaceFXAnim()
StopFiringevent StopFiring()
StopLatentExecutionfinal native function StopLatentExecution()
SwitchToBestWeaponexec function SwitchToBestWeapon(optional bool bForceNewWeapon)
UnderLiftfunction UnderLift(LiftCenter Lift)
UnPossessevent UnPossess()
WaitForLandingfinal native latent function WaitForLanding(optional float waitDuration)
WaitForMoverfunction WaitForMover(InterpActor M)
WarnProjExplodefunction WarnProjExplode(Projectile Proj)

States

State code replaces the class's functions while the object is in that state. Hook a state's version as Engine.Controller.<State>.<Function>.

StateFunctions
DeadIsDead, PawnDied, ServerReStartPlayer
ignores SeePlayer, HearNoise, KilledBy
RoundEndedBeginState, GamePlayEndedState
ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, TakeDamage, ReceiveWarning

Default values

RotationRate=(Pitch=30000,Yaw=30000,Roll=2048)
bHidden=TRUE
bHiddenEd=TRUE
MinHitWall=-1.f
bSlowerZAcquire=TRUE
RemoteRole=ROLE_None
bOnlyRelevantToOwner=TRUE
SightCounterInterval=0.2
MaxMoveTowardPawnTargetTime=1.2
NavigationHandleClass=class'NavigationHandle'

Inherited

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions