Controller¶
Class in Engine · Engine.Controller · native, abstract
Implements: Interface_NavigationHandle
Subclasses: AIController, PlayerController
Using it from Lua
Constants¶
| Name | Value |
|---|---|
LATENT_MOVETOWARD | 503 |
Structs¶
VisiblePortalInfo
| Field | Type |
|---|---|
Source | Actor |
Destination | Actor |
Properties¶
| Name | Type | Notes |
|---|---|---|
AdjustPosition | BasedPosition | |
bAdjusting | bool | |
bAdvancedTactics | bool | |
bAltFire | byte | |
bCanDoSpecial | bool | |
bEarlyOutOfSighTestsForSameType | bool | |
bFire | byte | |
bForceStrafe | bool | |
bGodMode | bool | |
bIsPlayer | bool | |
bLOSflag | bool | const |
bNotifyApex | bool | |
bNotifyFallingHitWall | bool | |
bNotifyPostLanded | bool | |
bOverrideSearchStart | bool | |
bPreciseDestination | bool | |
bPreparingMove | bool | |
bSeeFriendly | bool | |
bSkipExtraLOSChecks | bool | |
bSlowerZAcquire | bool | |
bSoaking | bool | |
bUsingPathLanes | bool | |
CurrentPath | ReachSpec | |
CurrentPathDir | vector | |
DestinationPosition | BasedPosition | |
Enemy | Pawn | |
FailedMoveTarget | Actor | |
FailedReachLocation | vector | const |
FailedReachTime | float | const |
FocalPosition | BasedPosition | |
Focus | Actor | |
GoalList | Actor[4] | |
GroundPitchTime | float | |
HighJumpNodeCostModifier | int | |
InUseNodeCostMultiplier | float | |
LaneOffset | float | |
LastFailedReach | Actor | const |
LastRouteFind | float | |
MaxMoveTowardPawnTargetTime | float | |
MinHitWall | float | |
MoveFailureCount | int | |
MoveTarget | Actor | |
MoveTimer | float | |
NavigationHandle | NavigationHandle | |
NavigationHandleClass | class<NavigationHandle> | |
NavMeshPath_SearchExtent_Modifier | vector | |
NextController | Controller | const, private |
NextRoutePath | ReachSpec | |
OldBasedRotation | rotator | const |
OverrideSearchStart | Vector | |
Pawn | Pawn | repnotify |
PendingMover | InterpActor | |
PlayerNum | int | const |
PlayerReplicationInfo | PlayerReplicationInfo | repnotify |
RouteCache | array<NavigationPoint> | |
RouteDist | float | |
RouteGoal | Actor | |
ShotTarget | Pawn | |
SightCounter | float | |
SightCounterInterval | float | |
StartSpot | NavigationPoint | |
VisiblePortals | array<VisiblePortalInfo> |
Functions¶
| Name | Declaration |
|---|---|
ActorReachable | final native function bool ActorReachable(actor anActor) |
AllowDetourTo | event bool AllowDetourTo(NavigationPoint N) |
BeginAnimControl | simulated event BeginAnimControl(InterpGroup InInterpGroup) |
BeyondFogDistance | final native function bool BeyondFogDistance(vector ViewPoint, vector OtherPoint) |
CanSee | final native function bool CanSee(Pawn Other) |
CanSeeByPoints | final native function bool CanSeeByPoints(Vector ViewLocation, Vector TestLocation, Rotator ViewRotation) |
CleanupPRI | function CleanupPRI() |
ClientSetLocation | reliable client function ClientSetLocation(vector NewLocation, rotator NewRotation) |
ClientSetRotation | reliable client function ClientSetRotation(rotator NewRotation, optional bool bResetCamera) |
ClientSwitchToBestWeapon | reliable client function ClientSwitchToBestWeapon(optional bool bForceNewWeapon) |
CurrentLevelUnloaded | event CurrentLevelUnloaded() |
Destroyed | event Destroyed() |
DisplayDebug | simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) |
EndClimbLadder | native function EndClimbLadder() |
EnemyJustTeleported | function EnemyJustTeleported() |
EnemyNotVisible | event EnemyNotVisible() |
FindPathTo | final native function Actor FindPathTo(Vector aPoint, optional int MaxPathLength, optional bool bReturnPartial) |
FindPathToIntercept | final native function Actor FindPathToIntercept(Pawn P, Actor InRouteGoal, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial) |
FindPathToward | final native function Actor FindPathToward(Actor anActor, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial) |
FindPathTowardNearest | final native function Actor FindPathTowardNearest(class<NavigationPoint> GoalClass, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial) |
FindRandomDest | final native function NavigationPoint FindRandomDest() |
FinishAnimControl | simulated event FinishAnimControl(InterpGroup InInterpGroup) |
FinishRotation | final native latent function FinishRotation() |
FireWeaponAt | function bool FireWeaponAt(Actor inActor) |
GameHasEnded | function GameHasEnded(optional Actor EndGameFocus, optional bool bIsWinner) |
GamePlayEndedState | function bool GamePlayEndedState() |
GeneratePathToActor | event bool GeneratePathToActor(Actor Goal, optional float WithinDistance, optional bool bAllowPartialPath) |
GeneratePathToLocation | event bool GeneratePathToLocation(Vector Goal, optional float WithinDistance, optional bool bAllowPartialPath) |
GetActorEyesViewPoint | simulated event GetActorEyesViewPoint(out vector out_Location, out Rotator out_Rotation) |
GetAdjustedAimFor | function Rotator GetAdjustedAimFor(Weapon W, vector StartFireLoc) |
GetAdjustLocation | final native function Vector GetAdjustLocation() |
GetDestinationPosition | final native function Vector GetDestinationPosition() |
GetFocalPoint | final native function Vector GetFocalPoint() |
GetHumanReadableName | simulated function String GetHumanReadableName() |
GetPlayerViewPoint | simulated event GetPlayerViewPoint(out vector out_Location, out Rotator out_rotation) |
GetTeamNum | native simulated function byte GetTeamNum() |
HandlePathObstruction | event bool HandlePathObstruction(Actor BlockedBy) |
HandlePickup | function HandlePickup(Inventory Inv) |
HearNoise | event HearNoise(float Loudness, Actor NoiseMaker, optional Name NoiseType) |
InitNavigationHandle | simulated function InitNavigationHandle() |
InitPlayerReplicationInfo | function InitPlayerReplicationInfo() |
InLatentExecution | final native function bool InLatentExecution(int LatentActionNumber) |
InstantWarnTarget | function InstantWarnTarget(Actor InTarget, Weapon FiredWeapon, vector FireDir) |
InterpolationFinished | simulated event InterpolationFinished(SeqAct_Interp InterpAction) |
InterpolationStarted | simulated event InterpolationStarted(SeqAct_Interp InterpAction, InterpGroupInst GroupInst) |
IsAimingAt | simulated function bool IsAimingAt(Actor ATarget, float Epsilon) |
IsDead | function bool IsDead() |
IsInCombat | event bool IsInCombat(optional bool bForceCheck) |
IsLocalController | native function bool IsLocalController() |
IsLocalPlayerController | native function bool IsLocalPlayerController() |
IsSpectating | event bool IsSpectating() |
LandingShake | simulated function bool LandingShake() |
LineOfSightTo | final native function bool LineOfSightTo(Actor Other, optional vector chkLocation, optional bool bTryAlternateTargetLoc) |
LongFall | event LongFall() |
MayFall | event MayFall(bool bFloor, vector FloorNormal) |
MoverFinished | event bool MoverFinished() |
MoveTo | final native latent function MoveTo(vector NewDestination, optional Actor ViewFocus, optional float DestinationOffset, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false) |
MoveToDirectNonPathPos | final native latent function MoveToDirectNonPathPos(vector NewDestination, optional Actor ViewFocus, optional float DestinationOffset, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false) |
MoveToward | final native latent function MoveToward(Actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false) |
MoveUnreachable | event MoveUnreachable(vector AttemptedDest, Actor AttemptedTarget) |
NotifyAddInventory | function NotifyAddInventory(Inventory NewItem) |
NotifyBump | event bool NotifyBump(Actor Other, Vector HitNormal) |
NotifyChangedWeapon | function NotifyChangedWeapon(Weapon PrevWeapon, Weapon NewWeapon) |
NotifyCoverAdjusted | simulated event NotifyCoverAdjusted() |
NotifyCoverClaimViolation | simulated function bool NotifyCoverClaimViolation(Controller NewClaim, CoverLink Link, int SlotIdx) |
NotifyCoverDisabled | simulated function NotifyCoverDisabled(CoverLink Link, int SlotIdx, optional bool bAdjacentIdx) |
NotifyFallingHitWall | event NotifyFallingHitWall(vector HitNormal, actor Wall) |
NotifyHeadVolumeChange | event bool NotifyHeadVolumeChange(PhysicsVolume NewVolume) |
NotifyHitWall | event bool NotifyHitWall(vector HitNormal, actor Wall) |
NotifyJumpApex | event NotifyJumpApex() |
NotifyKilled | function NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn, class<DamageType> damageTyp) |
NotifyLanded | event bool NotifyLanded(vector HitNormal, Actor FloorActor) |
NotifyMissedJump | event NotifyMissedJump() |
NotifyPathChanged | event NotifyPathChanged() |
NotifyPhysicsVolumeChange | event NotifyPhysicsVolumeChange(PhysicsVolume NewVolume) |
NotifyPostLanded | event NotifyPostLanded() |
NotifyProjLanded | function NotifyProjLanded(Projectile Proj) |
NotifyTakeHit | function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) |
OnAttachToActor | function OnAttachToActor(SeqAct_AttachToActor Action) |
OnModifyHealth | simulated function OnModifyHealth(SeqAct_ModifyHealth Action) |
OnPossess | function OnPossess(SeqAct_Possess inAction) |
OnSetPhysics | simulated function OnSetPhysics(SeqAct_SetPhysics Action) |
OnSetVelocity | simulated function OnSetVelocity(SeqAct_SetVelocity Action) |
OnTeleport | simulated function OnTeleport(SeqAct_Teleport Action) |
OnToggleGodMode | function OnToggleGodMode(SeqAct_ToggleGodMode inAction) |
OnToggleHidden | simulated function OnToggleHidden(SeqAct_ToggleHidden Action) |
PawnDied | function PawnDied(Pawn inPawn) |
PickTarget | final native function Pawn PickTarget(class<Pawn> TargetClass, out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange) |
PickWallAdjust | final native function bool PickWallAdjust(vector HitNormal) |
PlayActorFaceFXAnim | event bool PlayActorFaceFXAnim(FaceFXAnimSet AnimSet, String GroupName, String SeqName, SoundCue SoundCueToPlay) |
PointReachable | final native function bool PointReachable(vector aPoint) |
Possess | event Possess(Pawn inPawn, bool bVehicleTransition) |
PostBeginPlay | event PostBeginPlay() |
RatePickup | event float RatePickup(Actor PickupHolder, class<Inventory> inPickup) |
ReachedPreciseDestination | event ReachedPreciseDestination() |
ReadyForLift | function ReadyForLift() |
ReceiveProjectileWarning | function ReceiveProjectileWarning(Projectile Proj) |
ReceiveWarning | function ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir) |
ReplicatedEvent | simulated event ReplicatedEvent(name VarName) |
Reset | function Reset() |
Restart | function Restart(bool bVehicleTransition) |
RoundHasEnded | function RoundHasEnded(optional Actor EndRoundFocus) |
RouteCache_AddItem | native function RouteCache_AddItem(NavigationPoint Nav) |
RouteCache_Empty | native function RouteCache_Empty() |
RouteCache_InsertItem | native function RouteCache_InsertItem(NavigationPoint Nav, int Idx = 0) |
RouteCache_RemoveIndex | native function RouteCache_RemoveIndex(int InIndex, int Count = 1) |
RouteCache_RemoveItem | native function RouteCache_RemoveItem(NavigationPoint Nav) |
SeeMonster | event SeeMonster(Pawn Seen) |
SeePlayer | event SeePlayer(Pawn Seen) |
SendMessage | function SendMessage(PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType) |
ServerGivePawn | function ServerGivePawn() |
ServerRestartPlayer | reliable server function ServerRestartPlayer() |
SetAdjustLocation | final native function SetAdjustLocation(Vector NewLoc, bool bAdjust, optional bool bOffsetFromBase) |
SetAnimPosition | simulated event SetAnimPosition(name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping, bool bEnableRootMotion) |
SetCharacter | function SetCharacter(string inCharacter) |
SetDestinationPosition | final native function SetDestinationPosition(Vector Dest, optional bool bOffsetFromBase) |
SetFocalPoint | final native function SetFocalPoint(Vector FP, optional bool bOffsetFromBase) |
SetMorphWeight | event SetMorphWeight(name MorphNodeName, float MorphWeight) |
SetSkelControlScale | event SetSkelControlScale(name SkelControlName, float Scale) |
SetupSpecialPathAbilities | event SetupSpecialPathAbilities() |
StopActorFaceFXAnim | event StopActorFaceFXAnim() |
StopFiring | event StopFiring() |
StopLatentExecution | final native function StopLatentExecution() |
SwitchToBestWeapon | exec function SwitchToBestWeapon(optional bool bForceNewWeapon) |
UnderLift | function UnderLift(LiftCenter Lift) |
UnPossess | event UnPossess() |
WaitForLanding | final native latent function WaitForLanding(optional float waitDuration) |
WaitForMover | function WaitForMover(InterpActor M) |
WarnProjExplode | function 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>.
| State | Functions |
|---|---|
| Dead | IsDead, PawnDied, ServerReStartPlayerignores SeePlayer, HearNoise, KilledBy |
| RoundEnded | BeginState, GamePlayEndedStateignores 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¶
| From | Members |
|---|---|
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |