AcceptInventory | event AcceptInventory(pawn PlayerPawn) |
AddDefaultInventory | event AddDefaultInventory(Pawn P) |
AddInactivePRI | function AddInactivePRI(PlayerReplicationInfo PRI, PlayerController PC) |
AddMutator | function AddMutator(string mutname, optional bool bUserAdded) |
AddObjectiveScore | function AddObjectiveScore(PlayerReplicationInfo Scorer, Int Score) |
AllowCheats | function bool AllowCheats(PlayerController P) |
AllowMutator | static function bool AllowMutator(string MutatorClassName) |
AllowPausing | function bool AllowPausing(optional PlayerController PC) |
ArbitrationRegistrationComplete | function ArbitrationRegistrationComplete(name SessionName, bool bWasSuccessful) |
AtCapacity | function bool AtCapacity(bool bSpectator) |
BeginBVT | simulated exec function BeginBVT(optional coerce string TagDesc) |
BestNextHostSort | function int BestNextHostSort(PlayerController A, PlayerController B) |
Broadcast | event Broadcast(Actor Sender, coerce string Msg, optional name Type) |
BroadcastDeathMessage | function BroadcastDeathMessage(Controller Killer, Controller Other, class<DamageType> damageType) |
BroadcastLocalized | event BroadcastLocalized(actor Sender, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject) |
BroadcastLocalizedTeam | event BroadcastLocalizedTeam(int TeamIndex, actor Sender, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject) |
BroadcastTeam | function BroadcastTeam(Controller Sender, coerce string Msg, optional name Type) |
CalculatedNetSpeed | function int CalculatedNetSpeed() |
CanLeaveVehicle | function bool CanLeaveVehicle(Vehicle V, Pawn P) |
CanSpectate | function bool CanSpectate(PlayerController Viewer, PlayerReplicationInfo ViewTarget) |
CanUnpause | delegate bool CanUnpause() |
ChangeName | function ChangeName(Controller Other, coerce string S, bool bNameChange) |
ChangeTeam | function bool ChangeTeam(Controller Other, int N, bool bNewTeam) |
CheckEndGame | function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason) |
CheckForSentinelRun | function bool CheckForSentinelRun() |
CheckModifiedEndGame | function bool CheckModifiedEndGame(PlayerReplicationInfo Winner, string Reason) |
CheckRelevance | function bool CheckRelevance(Actor Other) |
CheckScore | function bool CheckScore(PlayerReplicationInfo Scorer) |
ChoosePlayerStart | function PlayerStart ChoosePlayerStart(Controller Player, optional byte InTeam) |
ClearAutoLoginDelegates | function ClearAutoLoginDelegates() |
ClearOnlineDelegates | function ClearOnlineDelegates() |
ClearPause | event ClearPause() |
DebugPause | function DebugPause() |
DiscardInventory | function DiscardInventory(Pawn Other, optional controller Killer) |
DisplayDebug | simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) |
DoNavFearCostFallOff | final native function DoNavFearCostFallOff() |
DoTravelTheWorld | exec function DoTravelTheWorld() |
DriverEnteredVehicle | function DriverEnteredVehicle(Vehicle V, Pawn P) |
DriverLeftVehicle | function DriverLeftVehicle(Vehicle V, Pawn P) |
EnableStandbyCheatDetection | native function EnableStandbyCheatDetection(bool bIsEnabled) |
EndGame | function EndGame(PlayerReplicationInfo Winner, string Reason) |
EndLogging | function EndLogging(string Reason) |
EndOnlineGame | function EndOnlineGame() |
FindInactivePRI | function bool FindInactivePRI(PlayerController PC) |
FindPlayerStart | function NavigationPoint FindPlayerStart(Controller Player, optional byte InTeam, optional string IncomingName) |
ForceClearUnpauseDelegates | final native function ForceClearUnpauseDelegates(Actor PauseActor) |
ForceKickPlayer | event ForceKickPlayer(PlayerController PC, string KickReason) |
GameEnding | event GameEnding() |
GameEventsPoll | function GameEventsPoll() |
GenericPlayerInitialization | function GenericPlayerInitialization(Controller C) |
GetCoverReplicator | function CoverReplicator GetCoverReplicator() |
GetDefaultGameClassPath | static event string GetDefaultGameClassPath(string MapName, string Options, string Portal) |
GetDefaultPlayerClass | function class<Pawn> GetDefaultPlayerClass(Controller C) |
GetIntOption | static function int GetIntOption(string Options, string ParseString, int CurrentValue) |
GetKeyValue | static function GetKeyValue(string Pair, out string Key, out string Value) |
GetMapCommonPackageName | native function bool GetMapCommonPackageName(const out string InFilename, out string OutCommonPackageName) |
GetNetworkNumber | native function string GetNetworkNumber() |
GetNextMap | function string GetNextMap() |
GetNextPlayerID | final native function int GetNextPlayerID() |
GetNumPlayers | function int GetNumPlayers() |
GetSeamlessTravelActorList | event GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList) |
GetSupportedGameTypes | native function bool GetSupportedGameTypes(const out string InFilename, out GameTypePrefix OutGameType, optional bool bCheckExt = false) |
GetTravelType | function bool GetTravelType() |
GrabOption | static function bool GrabOption(out string Options, out string Result) |
HandleSeamlessTravelPlayer | event HandleSeamlessTravelPlayer(out Controller C) |
HasOption | static function bool HasOption(string Options, string InKey) |
InitCrowdPopulationManager | function InitCrowdPopulationManager() |
InitGame | event InitGame(string Options, out string ErrorMessage) |
InitGameReplicationInfo | function InitGameReplicationInfo() |
IsAutomatedPerfTesting | function bool IsAutomatedPerfTesting() |
IsCheckingForFragmentation | function bool IsCheckingForFragmentation() |
IsCheckingForMemLeaks | function bool IsCheckingForMemLeaks() |
IsDoingASentinelRun | function bool IsDoingASentinelRun() |
Kick | function Kick(string S) |
KickBan | function KickBan(string S) |
KickIdler | event KickIdler(PlayerController PC) |
Killed | function Killed(Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class<DamageType> damageType) |
Login | event PlayerController Login(string Portal, string Options, const UniqueNetID UniqueID, out string ErrorMessage) |
Logout | function Logout(Controller Exiting) |
MatchIsInProgress | function bool MatchIsInProgress() |
MatineeCancelled | event MatineeCancelled() |
ModifyScoreKill | function ModifyScoreKill(Controller Killer, Controller Other) |
Mutate | function Mutate(string MutateString, PlayerController Sender) |
NotifyArbitratedMatchEnd | function NotifyArbitratedMatchEnd() |
NotifyKilled | function NotifyKilled(Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType) |
NotifyNavigationChanged | function NotifyNavigationChanged(NavigationPoint N) |
NotifyPendingConnectionLost | event NotifyPendingConnectionLost() |
OnDestroyOnlineGameComplete | function OnDestroyOnlineGameComplete(name SessionName, bool bWasSuccessful) |
OnEngineHasLoaded | event OnEngineHasLoaded() |
OnLoginChange | function OnLoginChange(byte LocalUserNum) |
OnLoginFailed | function OnLoginFailed(byte LocalUserNum, EOnlineServerConnectionStatus ErrorCode) |
OnServerCreateComplete | function OnServerCreateComplete(name SessionName, bool bWasSuccessful) |
OnStartOnlineGameComplete | function OnStartOnlineGameComplete(name SessionName, bool bWasSuccessful) |
OverridePRI | function OverridePRI(PlayerController PC, PlayerReplicationInfo OldPRI) |
ParseOption | static function string ParseOption(string Options, string InKey) |
PauseLogin | static final native function Player PauseLogin() |
PerformEndGameHandling | function PerformEndGameHandling() |
PickTeam | function byte PickTeam(byte Current, Controller C) |
PickupQuery | function bool PickupQuery(Pawn Other, class<Inventory> ItemClass, Actor Pickup) |
PlayerCanRestart | function bool PlayerCanRestart(PlayerController aPlayer) |
PlayerCanRestartGame | function bool PlayerCanRestartGame(PlayerController aPlayer) |
PostBeginPlay | event PostBeginPlay() |
PostCommitMapChange | event PostCommitMapChange() |
PostLogin | event PostLogin(PlayerController NewPlayer) |
PostSeamlessTravel | event PostSeamlessTravel() |
PreBeginPlay | event PreBeginPlay() |
PreCommitMapChange | event PreCommitMapChange(string PreviousMapName, string NextMapName) |
PreExit | event PreExit() |
PreLogin | event PreLogin(string Options, string Address, const UniqueNetId UniqueId, bool bSupportsAuth, out string ErrorMessage) |
PreventDeath | function bool PreventDeath(Pawn KilledPawn, Controller Killer, class<DamageType> DamageType, vector HitLocation) |
ProcessClientRegistrationCompletion | function ProcessClientRegistrationCompletion(PlayerController PC, bool bWasSuccessful) |
ProcessClientTravel | function PlayerController ProcessClientTravel(out string URL, Guid NextMapGuid, bool bSeamless, bool bAbsolute) |
ProcessServerLogin | function bool ProcessServerLogin() |
ProcessServerTravel | function ProcessServerTravel(string URL, optional bool bAbsolute) |
RatePlayerStart | function float RatePlayerStart(PlayerStart P, byte Team, Controller Player) |
RecalculateSkillRating | function RecalculateSkillRating() |
ReduceDamage | function ReduceDamage(out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType, Actor DamageCauser) |
RegisterServer | function RegisterServer() |
RegisterServerForArbitration | function RegisterServerForArbitration() |
RejectLogin | static final native function RejectLogin(Player InPlayer, string Error) |
RemoveMutator | function RemoveMutator(Mutator MutatorToRemove) |
ReplicateStreamingStatus | function ReplicateStreamingStatus(PlayerController PC) |
RequiresPassword | function bool RequiresPassword() |
Reset | function Reset() |
ResetLevel | function ResetLevel() |
RestartGame | function RestartGame() |
RestartPlayer | function RestartPlayer(Controller NewPlayer) |
ResumeLogin | static final native function ResumeLogin(Player InPlayer) |
ScoreKill | function ScoreKill(Controller Killer, Controller Other) |
ScoreObjective | function ScoreObjective(PlayerReplicationInfo Scorer, Int Score) |
SendPlayer | function SendPlayer(PlayerController aPlayer, string URL) |
SetBandwidthLimit | native exec function SetBandwidthLimit(float AsyncIOBandwidthLimit) |
SetGameSpeed | function SetGameSpeed(Float T) |
SetGameType | static event class<GameInfo> SetGameType(string MapName, string Options, string Portal) |
SetPause | function bool SetPause(PlayerController PC) |
SetPlayerDefaults | function SetPlayerDefaults(Pawn PlayerPawn) |
SetSeamlessTravelViewTarget | function SetSeamlessTravelViewTarget(PlayerController PC) |
ShouldAutoContinueToNextRound | function bool ShouldAutoContinueToNextRound() |
ShouldReset | function bool ShouldReset(Actor ActorToReset) |
ShouldRespawn | function bool ShouldRespawn(PickupFactory Other) |
ShouldSpawnAtStartSpot | function bool ShouldSpawnAtStartSpot(Controller Player) |
ShouldStartInCinematicMode | final native function bool ShouldStartInCinematicMode(out int OutHidePlayer, out int OutHideHud, out int OutDisableMovement, out int OutDisableTurning, out int OutDisableInput) |
SpawnDefaultPawnFor | function Pawn SpawnDefaultPawnFor(Controller NewPlayer, NavigationPoint StartSpot) |
SpawnPlayerController | function PlayerController SpawnPlayerController(vector SpawnLocation, rotator SpawnRotation) |
StandbyCheatDetected | event StandbyCheatDetected(EStandbyType StandbyType) |
StartArbitratedMatch | function StartArbitratedMatch() |
StartArbitrationRegistration | function StartArbitrationRegistration() |
StartBots | function StartBots() |
StartHumans | function StartHumans() |
StartMatch | function StartMatch() |
StartOnlineGame | function StartOnlineGame() |
SwapPlayerControllers | final native function SwapPlayerControllers(PlayerController OldPC, PlayerController NewPC) |
TellClientsPartyHostIsLeaving | function TellClientsPartyHostIsLeaving(UniqueNetId PartyHostPlayerId) |
TellClientsToReturnToPartyHost | function TellClientsToReturnToPartyHost() |
TellClientsToTravelToSession | function TellClientsToTravelToSession(name SessionName, class<OnlineGameSearch> SearchClass, byte PlatformSpecificInfo[80]) |
Timer | event Timer() |
UnregisterPlayer | function UnregisterPlayer(PlayerController PC) |
UpdateBestNextHosts | function UpdateBestNextHosts() |
UpdateGameplayMuteList | function UpdateGameplayMuteList(PlayerController PC) |
UpdateGameSettings | function UpdateGameSettings() |
UpdateGameSettingsCounts | function UpdateGameSettingsCounts() |
UpdateNetSpeeds | function UpdateNetSpeeds() |
WriteOnlinePlayerScores | function WriteOnlinePlayerScores() |
WriteOnlineStats | function WriteOnlineStats() |