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  • UE5中APlayerController属性与方法列表(翻译中......)


    一、属性列表

    类型

    名称

    描述

    TObjectPtr< APa...

    AcknowledgedPawn

    用于网络游戏,使客户端可以承认它拥有一个特定的卒。

    TArray< FActive...

    ActiveForceFeedbackEffects

    TSharedPtr< str...

    ActiveHapticEffect_Gun

    TSharedPtr< str...

    ActiveHapticEffect_HMD

    TSharedPtr< str...

    ActiveHapticEffect_Left

    目前正在玩左手和右手的触觉效果

    TSharedPtr< str...

    ActiveHapticEffect_Right

    TWeakObjectPtr<...

    AudioListenerAttenuationComponent

    仅用于覆盖计算衰减计算的组件。

    FVector

    AudioListenerAttenuationOverride

    目前被覆盖的向量,用于做监听器的衰减计算。

    TWeakObjectPtr<...

    AudioListenerComponent

    当前正在驱动音频侦听器的位置/方向的组件

    FVector

    AudioListenerLocationOverride

    当前被覆盖的音频监听器的位置

    FRotator

    AudioListenerRotationOverride

    当前覆盖了音频侦听器的旋转

    bool

    bAutoManageActiveCameraTarget

    当值为真允许这个玩家控制器为你管理相机目标,通常通过使用被拥有的卒作为相机目标。

    uint32: 1

    bCinemaDisableInputLook

    uint32: 1

    bCinemaDisableInputMove

    从影院模式中输入的状态

    uint32: 1

    bCinematicMode

    这个播放器目前处于影院模式中吗?

    Prevents rotation/movement/firing/etc

    uint32: 1

    bEnableClickEvents

    是否应该生成参与者/组件的单击事件。

    uint32: 1

    bEnableMotionControls

    是否考虑来自运动源的输入(倾斜、加速度等)

    uint32: 1

    bEnableMouseOverEvents

    是否应该生成参与者/组件的鼠标来覆盖事件。

    uint32: 1

    bEnableStreamingSource

    播放器控制器是否应该作为世界部分流媒体源使用。

    uint32: 1

    bEnableTouchEvents

    是否应该生成参与者/组件的触摸事件。

    uint32: 1

    bEnableTouchOverEvents

    是否应生成参与者/组件触摸事件。

    uint32: 1

    bForceFeedbackEnabled

    uint32: 1

    bHidePawnInCinematicMode

    当影院模式为真时,表示该控制器的兵应该被隐藏

    uint32: 1

    bIsUsingStreamingVolumes

    此控制器是否正在使用流媒体卷。

    FRotator

    BlendedTargetViewRotation

    平滑版本的目标视图旋转,以消除间歇性复制更新中的抖动。

    uint32: 1

    bOverrideAudioAttenuationListener

    是否覆盖衰减侦听器的位置。

    uint32: 1

    bOverrideAudioListener

    是否覆盖正常的音频侦听器定位方法

    uint32: 1

    bPlayerIsWaiting

    如果播放器控制器当前正在等待匹配开始或重生,则为真。

    bool

    bRenderPrimitiveComponents

    是否渲染原始组件。

    uint32: 1

    bShortConnectTimeOut

    当为true时,将连接超时从初始连接超时减少到连接超时。

    uint32: 1

    bShouldPerformFullTickWhenPaused

    当游戏暂停时,我们是否完全滴答,如果我们的滴答函数被允许这样做。

    uint32: 1

    bShowMouseCursor

    是否应该显示鼠标光标。

    uint32: 1

    bStreamingSourceShouldActivate

    玩家控制器流媒体源是否应该在加载后激活单元格。

    uint32: 1

    bStreamingSourceShouldBlockOnSlowStreaming

    玩家控制器流源是否应该阻止慢流。

    TSubclassOf< UC...

    CheatClass

    我的作弊管理者类

    TObjectPtr< UCh...

    CheatManager

    管理欺骗命令的对象

    TArray< FKey >

    ClickEventKeys

    将导致单击事件被转发的键的列表,默认为左键单击

    int32

    ClientCap

    服务器对从客户端到服务器的带宽设置的上限,以字节/秒为单位(仅在>=2600时有影响)

    TWeakObjectPtr<...

    CurrentClickablePrimitive

    当前可单击鼠标光标下的对象。

    TEnumAsByte< EC...

    CurrentClickTraceChannel

    当前用于确定所单击的世界对象的跟踪通道。

    TArray< TWeakOb...

    CurrentInputStack

    输入组件的当前堆栈。

    TEnumAsByte< EM...

    CurrentMouseCursor

    当前可见的鼠标光标

    TWeakObjectPtr<...

    CurrentTouchablePrimitives

    当前处于手指下方的可触摸物体

    TObjectPtr< cla...

    CurrentTouchInterface

    当前设置的触摸界面

    TEnumAsByte< EC...

    DefaultClickTraceChannel

    用于确定所单击的世界对象的默认跟踪通道。

    TEnumAsByte< EM...

    DefaultMouseCursor

    默认情况下要显示的鼠标光标的类型

    TArray< FForceF...

    ForceFeedbackEffectHistoryEntries

    对于调试,将显示所播放的最后一个强制反馈效果

    float

    ForceFeedbackScale

    应用于力反馈值的比例

    FForceFeedbackV...

    ForceFeedbackValues

    当前主动力反馈权重

    TArray< TObject...

    HiddenActors

    摄像机不应该看到的演员,例如,用来隐藏摄像机穿透的演员

    TArray< TWeakOb...

    HiddenPrimitiveComponents

    相机不应该看到的显式组件(有助于外部系统对单个播放器隐藏组件)

    float

    HitResultTraceDistance

    计算单击事件时要跟踪的距离

    TObjectPtr< UIn...

    InactiveStateInputComponent

    当玩家处于非活动状态时,我们使用的输入组件。

    uint16

    LastCompletedSeamlessTravelCount

    无缝旅行计数的值,在最后一次调用到GameModeBase::HandleSeamlessTravelPlayer;用于检测无缝旅行

    float

    LastMovementHitch

    ​在检查强制客户端移动更新时,在TickActor()中检测到上次实时(未扩展)故障。

    float

    LastMovementUpdateTime

    在检查强制客户端移动更新时,在TickActor()中的最后一次实时记录(未扩展)。

    float

    LastSpectatorStateSynchTime

    用于确保客户端在处于观众状态时保持同步

    FVector

    LastSpectatorSyncLocation

    最后一个位置在服务器上同步的观众。

    FRotator

    LastSpectatorSyncRotation

    在服务器上对于一个观众最近一个旋转同步。

    float

    LocalPlayerCachedLODDistanceFactor

    当确定对象是否超过对象的剔除距离时,最后使用基于FOV的乘法器来表示与对象的距离

    FPlayerMuteList

    MuteList

    不同类别的静音玩家列表

    TObjectPtr< AHU...

    MyHUD

    Heads up display associated with this PlayerController.

    TObjectPtr< UNe...

    NetConnection

    The net connection this controller is communicating on, nullptr for local players on server

    uint8

    NetPlayerIndex

    Index identifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication

    TSubclassOf< UP...

    OverridePlayerInputClass

    If set, then this UPlayerInput class will be used instead of the Input Settings' DefaultPlayerInputClass

    TArray< FName >

    PendingMapChangeLevelNames

    List of names of levels the server is in the middle of sending us for a PrepareMapChange() call

    TObjectPtr< UNe...

    PendingSwapConnection

    This is set on the OLD PlayerController when performing a swap over a network connection so we know what connection we're waiting on acknowledgment from to finish destroying this PC (or when the connection is closed)

    TObjectPtr< UPl...

    Player

    UPlayer associated with this PlayerController.

    TObjectPtr< APl...

    PlayerCameraManager

    Camera/view related variables Camera manager associated with this Player Controller.

    TSubclassOf< AP...

    PlayerCameraManagerClass

    PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used

    TObjectPtr< UPl...

    PlayerInput

    Object that manages player input.

    FRotator

    RotationInput

    Input axes values, accumulated each tick.

    uint16

    SeamlessTravelCount

    Counter for this players seamless travels (used along with the below value, to restrict ServerNotifyLoadedWorld)

    float

    SmoothTargetViewRotationSpeed

    Interp speed for blending remote view rotation for smoother client updates

    FVector

    SpawnLocation

    The location used internally when there is no pawn or spectator, to know where to spawn the spectator or focus the camera on death.

    FColor

    StreamingSourceDebugColor

    Color used for debugging.

    EStreamingSourc...

    StreamingSourcePriority

    PlayerController streaming source priority.

    TArray< FStream...

    StreamingSourceShapes

    Optional aggregated shape list used to build a custom shape for the streaming source.

    FRotator

    TargetViewRotation

    用于复制此播放器控制器不拥有/拥有的目标视点旋转。

    FTimerHandle

    TimerHandle_UnFreeze

    高效管理解冻定时器句柄

    TSharedPtr< cla...

    VirtualJoystick

    虚拟触摸界面

    二、方法列表

    返回值名称描述

    void

    AcknowledgePossession

    (
        APawn* P
    )

    Called on the client to do local pawn setup after possession, before calling ServerAcknowledgePossession

    void

    ActivateTouchInterface

    (
        UTouchInterface* NewTouchInter...
    )

    Activates a new touch interface for this player controller

    void

    AddCheats

    (
        bool bForce
    )

    Called to try and enable cheats for this player, happens during initialization or from AllowCheats command

    void

    AddPitchInput

    (
        float Val
    )

    Add Pitch (look up) input. This value is multiplied by InputPitchScale.

    void

    AddRollInput

    (
        float Val
    )

    Add Roll input. This value is multiplied by InputRollScale.

    void

    AddYawInput

    (
        float Val
    )

    Add Yaw (turn) input. This value is multiplied by InputYawScale.

    void

    AutoManageActiveCameraTarget

    (
        AActor* SuggestedTarget
    )

    If bAutoManageActiveCameraTarget is true, then automatically manage the active camera target.

    void

    BeginPlayingState()

    Pawn has been possessed, so changing state to NAME_Playing.

    void

    BeginSpectatingState()

    Event when spectating begins.

    void

    BuildHiddenComponentList

    (
        const FVector& ViewLocation,
        TSet< FPrimitiveComponentId >& Hid...
    )

    Builds a list of components that are hidden based upon gameplay.

    void

    BuildInputStack

    (
        TArray< UInputComponent* >& I...
    )

    void

    Camera

    (
        FName NewMode
    )

    Change Camera mode

    bool

    CanRestartPlayer()

    Returns true if this controller thinks it's able to restart.

    void

    CleanUpAudioComponents()

    Clears out 'left-over' audio components.

    void

    CleanupGameViewport()

    Gives the PlayerController an opportunity to cleanup any changes it applied to the game viewport, primarily for the touch interface

    void

    ClearAudioListenerAttenuationOverride()

    void

    ClearAudioListenerOverride()

    Clear any overrides that have been applied to audio listener

    void

    ClientAckUpdateLevelVisibility

    (
        FName PackageName,
        FNetLevelVisibilityTransactionId Tr...,
        bool bClientAckCanMakeVisible
    )

    Acknowledge received LevelVisibilityTransactionId

    void

    ClientAddTextureStreamingLoc

    (
        FVector InLoc,
        float Duration,
        bool bOverrideLocation
    )

    Adds a location to the texture streaming system for the specified duration.

    void

    ClientCancelPendingMapChange()

    Tells client to cancel any pending map change.

    void

    ClientCapBandwidth

    (
        int32 Cap
    )

    Set CurrentNetSpeed to the lower of its current value and Cap.

    void

    ClientClearCameraLensEffects()

    Removes all Camera Lens Effects.

    void

    ClientCommitMapChange()

    Actually performs the level transition prepared by PrepareMapChange().

    void

    ClientEnableNetworkVoice

    (
        bool bEnable
    )

    Tell the client to enable or disable voice chat (not muting)

    void

    ClientEndOnlineSession()

    Notify client that the session is about to start

    void

    ClientFlushLevelStreaming()

    Tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time

    void

    ClientForceGarbageCollection()

    Forces GC at the end of the tick on the client

    void

    ClientGameEnded

    (
        AActor* EndGameFocus,
        bool bIsWinner
    )

    Replicated function called by GameHasEnded().

    void

    ClientGotoState

    (
        FName NewState
    )

    Server uses this to force client into NewState .

    void

    ClientIgnoreLookInput

    (
        bool bIgnore
    )

    Calls IgnoreLookInput on client

    void

    ClientIgnoreMoveInput

    (
        bool bIgnore
    )

    Calls IgnoreMoveInput on client

    void

    ClientMessage

    (
        const FString& S,
        FName Type,
        float MsgLifeTime
    )

    Outputs a message to HUD

    void

    ClientMutePlayer

    (
        FUniqueNetIdRepl PlayerId
    )

    Tell the client to mute a player for this controller

    void

    ClientPlayForceFeedback

    (
        UForceFeedbackEffect* ForceFee...,
        FForceFeedbackParameters Params
    )

    Play a force feedback pattern on the player's controller

    void

    ClientPlaySound

    (
        USoundBase* Sound,
        float VolumeMultiplier,
        float PitchMultiplier
    )

    Play sound client-side (so only the client will hear it)

    void

    ClientPlaySoundAtLocation

    (
        USoundBase* Sound,
        FVector Location,
        float VolumeMultiplier,
        float PitchMultiplier
    )

    Play sound client-side at the specified location

    void

    ClientPrepareMapChange

    (
        FName LevelName,
        bool bFirst,
        bool bLast
    )

    Asynchronously loads the given level in preparation for a streaming map transition.

    void

    ClientPrestreamTextures

    (
        AActor* ForcedActor,
        float ForceDuration,
        bool bEnableStreaming,
        int32 CinematicTextureGroups
    )

    Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified actor.

    void

    ClientReceiveLocalizedMessage

    (
        TSubclassOf< ULocalMessage > Messag...,
        int32 Switch,
        APlayerState* RelatedPlayerSta...,
        APlayerState* RelatedPlayerSta...,
        UObject* OptionalObject
    )

    Send client localized message id

    void

    ClientRecvServerAckFrame

    (
        int32 LastProcessedInputFrame,
        int32 RecvServerFrameNumber,
        int8 TimeDilation
    )

    We call this in ::SendClientAdjustment to tell the client what the last processed input frame was for it and on what local frame number it was processed.

    void

    ClientRecvServerAckFrameDebug

    (
        uint8 NumBuffered,
        float TargetNumBufferedCmds
    )

    void

    ClientRepObjRef

    (
        UObject* Object
    )

    Development RPC for testing object reference replication

    void

    ClientReset()

    Tell client to reset the PlayerController

    void

    ClientRestart

    (
        APawn* NewPawn
    )

    Tell client to restart the level

    void

    ClientRetryClientRestart

    (
        APawn* NewPawn
    )

    Assign Pawn to player, but avoid calling ClientRestart if we have already accepted this pawn

    void

    ClientReturnToMainMenuWithTextReason

    (
        const FText& ReturnReason
    )

    Return the client to the main menu gracefully

    void

    ClientSetBlockOnAsyncLoading()

    Tells the client to block until all pending level streaming actions are complete.

    void

    ClientSetCameraFade

    (
        bool bEnableFading,
        FColor FadeColor,
        FVector2D FadeAlpha,
        float FadeTime,
        bool bFadeAudio,
        bool bHoldWhenFinished
    )

    Tell client to fade camera bEnableFading - true if we should apply FadeColor/FadeAmount to the screen FadeColor - Color to fade to FadeAlpha - Contains the start fade (X) and end fade (Y) values to apply.

    void

    ClientSetCameraMode

    (
        FName NewCamMode
    )

    Replicated function to set camera style on client

    void

    ClientSetCinematicMode

    (
        bool bInCinematicMode,
        bool bAffectsMovement,
        bool bAffectsTurning,
        bool bAffectsHUD
    )

    Called by the server to synchronize cinematic transitions with the client

    void

    ClientSetForceMipLevelsToBeResident

    (
        UMaterialInterface* Material,
        float ForceDuration,
        int32 CinematicTextureGroups
    )

    Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.

    void

    ClientSetHUD

    (
        TSubclassOf< AHUD > NewHUDClass
    )

    Set the client's class of HUD and spawns a new instance of it.

    void

    ClientSetSpectatorWaiting

    (
        bool bWaiting
    )

    Indicate that the Spectator is waiting to join/respawn.

    void

    ClientSetViewTarget

    (
        AActor* A,
        FViewTargetTransitionParams Transit...
    )

    Set the view target

    void

    ClientSpawnCameraLensEffect

    (
        TSubclassOf< class AEmitterCameraLe...
    )

    void

    ClientSpawnGenericCameraLensEffect

    (
        TSubclassOf< class AActor > LensEff...
    )

    Spawn a camera lens effect (e.g. blood).

    void

    ClientStartCameraShake

    (
        TSubclassOf< class UCameraShakeBase...,
        float Scale,
        ECameraShakePlaySpace PlaySpace,
        FRotator UserPlaySpaceRot
    )

    Play Camera Shake

    void

    ClientStartCameraShakeFromSource

    (
        TSubclassOf< class UCameraShakeBase...,
        UCameraShakeSourceComponent* S...
    )

    Play Camera Shake localized to a given source

    void

    ClientStartOnlineSession()

    Notify client that the session is starting

    void

    ClientStopCameraShake

    (
        TSubclassOf< class UCameraShakeBase...,
        bool bImmediately
    )

    Stop camera shake on client.

    void

    ClientStopCameraShakesFromSource

    (
        UCameraShakeSourceComponent* S...,
        bool bImmediately
    )

    Stop camera shake on client.

    void

    ClientStopForceFeedback

    (
        UForceFeedbackEffect* ForceFee...,
        FName Tag
    )

    Stops a playing force feedback pattern

    void

    ClientTeamMessage

    (
        APlayerState* SenderPlayerStat...,
        const FString& S,
        FName Type,
        float MsgLifeTime
    )

    void

    ClientTravel

    (
        const FString& URL,
        enum ETravelType TravelType,
        bool bSeamless,
        FGuid MapPackageGuid
    )

    Travel to a different map or IP address.

    void

    ClientTravelInternal

    (
        const FString& URL,
        enum ETravelType TravelType,
        bool bSeamless,
        FGuid MapPackageGuid
    )

    Internal clientside implementation of ClientTravel - use ClientTravel to call this

    void

    ClientUnmutePlayer

    (
        FUniqueNetIdRepl PlayerId
    )

    Tell the client to unmute a player for this controller

    void

    ClientUnmutePlayers

    (
        const TArray< FUniqueNetIdRepl >& ...
    )

    Tell the client to unmute an array of players for this controller

    void

    ClientUpdateLevelStreamingStatus

    (
        FName PackageName,
        bool bNewShouldBeLoaded,
        bool bNewShouldBeVisible,
        bool bNewShouldBlockOnLoad,
        int32 LODIndex,
        FNetLevelVisibilityTransactionId Tr...,
        bool bNewShouldBlockOnUnload
    )

    Replicated Update streaming status

    void

    ClientUpdateMultipleLevelsStreamingStatus

    (
        const TArray< FUpdateLevelStreaming...
    )

    Replicated Update streaming status.

    void

    ClientVoiceHandshakeComplete()

    Tells the client that the server has all the information it needs and that it is ok to start sending voice packets.

    void

    ClientWasKicked

    (
        const FText& KickReason
    )

    Notify client they were kicked from the server

    FString

    ConsoleCommand

    (
        const FString& Command,
        bool bWriteToLog
    )

    Executes the Exec() command on the UPlayer object

    void

    ConsoleKey

    (
        FKey Key
    )

    Console control commands, useful when remote debugging so you can't touch the console the normal way

    void

    CreateTouchInterface()

    Create the touch interface, and activate an initial touch interface (if touch interface is desired)

    TSharedPtr< ...

    CreateVirtualJoystick()

    Create virtual touch interface

    bool

    DefaultCanUnpause()

    Default implementation of pausing check for 'CanUnpause' delegates

    void

    DelayedPrepareMapChange()

    Used to wait until a map change can be prepared when one was already in progress

    bool

    DeprojectMousePositionToWorld

    (
        FVector& WorldLocation,
        FVector& WorldDirection
    )

    Convert current mouse 2D position to World Space 3D position and direction.

    bool

    DeprojectScreenPositionToWorld

    (
        float ScreenX,
        float ScreenY,
        FVector& WorldLocation,
        FVector& WorldDirection
    )

    Convert 2D screen position to World Space 3D position and direction.

    void

    DestroySpectatorPawn()

    Destroys the SpectatorPawn and sets it to nullptr.

    void

    EnableCheats()

    Run from the console to try and manually enable cheats which are disabled by default in multiplayer, games can override this

    void

    EndPlayingState()

    Leave playing state.

    void

    EndSpectatingState()

    Event when no longer spectating.

    void

    ExecuteAsyncPhysicsCommand

    (
        const FAsyncPhysicsTimestamp& Asyn...,
        UObject* OwningObject,
        const TFunction< void()>& Command,
        const bool bEnableResim
    )

    Enqueues a command to run at the time specified by AsyncPhysicsTimestamp.

    void

    FlushPressedKeys()

    Flushes the current key state.

    void

    FOV

    (
        float NewFOV
    )

    Set the field of view to NewFOV

    void

    GameplayMutePlayer

    (
        const FUniqueNetIdRepl& PlayerNetI...
    )

    Mutes a remote player on the server and then tells the client to mute

    void

    GameplayUnmuteAllPlayers()

    Unmutes all remote players muted due to gameplay rules on the server and then tells the client to unmute

    void

    GameplayUnmutePlayer

    (
        const FUniqueNetIdRepl& PlayerNetI...
    )

    Unmutes a remote player on the server and then tells the client to unmute

    FAsyncPhysic...

    GetAsyncPhysicsTimestamp

    (
        float DeltaSeconds
    )

    Generates a timestamp for the upcoming physics step (plus any pending time).

    bool

    GetAudioListenerAttenuationOverridePosition

    (
        FVector& OutLocation
    )

    Gets the attenuation position override.

    void

    GetAudioListenerPosition

    (
        FVector& OutLocation,
        FVector& OutFrontDir,
        FVector& OutRightDir
    )

    Get audio listener position and orientation

    ACameraActor...

    GetAutoActivateCameraForPlayer()

    FClientFrame...

    GetClientFrameInfo()

    const FClien...

    GetClientFrameInfo()

    const FStrin...

    GetCurrentInputModeDebugString()

    Keep track of the current input mode debug string here.

    FVector

    GetFocalLocation()

    Returns the location the PlayerController is focused on.

    bool

    GetHitResultAtScreenPosition

    (
        const FVector2D ScreenPosition,
        const TArray< TEnumAsByte< EObjectT...,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    Returns hit results from doing a collision query at a certain location on the screen

    bool

    GetHitResultAtScreenPosition

    (
        const FVector2D ScreenPosition,
        const ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    Returns hit results from doing a collision query at a certain location on the screen

    bool

    GetHitResultAtScreenPosition

    (
        const FVector2D ScreenPosition,
        const ECollisionChannel TraceChanne...,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    Returns hit results from doing a collision query at a certain location on the screen

    bool

    GetHitResultAtScreenPosition

    (
        const FVector2D ScreenPosition,
        const ECollisionChannel TraceChanne...,
        const FCollisionQueryParams& Colli...,
        FHitResult& HitResult
    )

    Returns hit results from doing a collision query at a certain location on the screen

    bool

    GetHitResultUnderCursor

    (
        ECollisionChannel TraceChannel,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    bool

    GetHitResultUnderCursorByChannel

    (
        ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    Performs a collision query under the mouse cursor, looking on a trace channel

    bool

    GetHitResultUnderCursorForObjects

    (
        const TArray< TEnumAsByte< EObjectT...,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    Performs a collision query under the mouse cursor, looking for object types

    bool

    GetHitResultUnderFinger

    (
        ETouchIndex::Type FingerIndex,
        ECollisionChannel TraceChannel,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    bool

    GetHitResultUnderFingerByChannel

    (
        ETouchIndex::Type FingerIndex,
        ETraceTypeQuery TraceChannel,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    Performs a collision query under the finger, looking on a trace channel

    bool

    GetHitResultUnderFingerForObjects

    (
        ETouchIndex::Type FingerIndex,
        const TArray< TEnumAsByte< EObjectT...,
        bool bTraceComplex,
        FHitResult& HitResult
    )

    Performs a collision query under the finger, looking for object types

    T *

    GetHUD()

    Templated version of GetHUD, will return nullptr if cast fails

    AHUD *

    GetHUD()

    Gets the HUD currently being used by this player controller

    float

    GetInputAnalogKeyState

    (
        FKey Key
    )

    Returns the analog value for the given key/button.

    void

    GetInputAnalogStickState

    (
        EControllerAnalogStick::Type WhichS...,
        double& StickX,
        double& StickY
    )

    void

    GetInputAnalogStickState

    (
        EControllerAnalogStick::Type WhichS...,
        float& StickX,
        float& StickY
    )

    Retrieves the X and Y displacement of the given analog stick.

    FInputCmdBuf...

    GetInputBuffer()

    int32

    GetInputIndex()

    float

    GetInputKeyTimeDown

    (
        FKey Key
    )

    Returns how long the given key/button has been down.

    void

    GetInputMotionState

    (
        FVector& Tilt,
        FVector& RotationRate,
        FVector& Gravity,
        FVector& Acceleration
    )

    Retrieves the current motion state of the player's input device

    void

    GetInputMouseDelta

    (
        double& DeltaX,
        double& DeltaY
    )

    void

    GetInputMouseDelta

    (
        float& DeltaX,
        float& DeltaY
    )

    Retrieves how far the mouse moved this frame.

    void

    GetInputTouchState

    (
        ETouchIndex::Type FingerIndex,
        double& LocationX,
        double& LocationY,
        bool& bIsCurrentlyPressed
    )

    void

    GetInputTouchState

    (
        ETouchIndex::Type FingerIndex,
        float& LocationX,
        float& LocationY,
        bool& bIsCurrentlyPressed
    )

    Retrieves the X and Y screen coordinates of the specified touch key.

    FVector

    GetInputVectorKeyState

    (
        FKey Key
    )

    Returns the vector value for the given key/button.

    ULocalPlayer...

    GetLocalPlayer()

    Returns the ULocalPlayer for this controller if it exists, or null otherwise

    int32

    GetLocalToServerAsyncPhysicsTickOffset()

    Returns the current estimated offset between the local async physics step and the server.

    float

    GetMinRespawnDelay()

    Calculate minimal respawn delay

    EMouseCursor...

    GetMouseCursor()

    Returns the current mouse cursor, or None

    bool

    GetMousePosition

    (
        double& LocationX,
        double& LocationY
    )

    bool

    GetMousePosition

    (
        float& LocationX,
        float& LocationY
    )

    Retrieves the X and Y screen coordinates of the mouse cursor.

    const TArray...

    GetNetConditionGroups()

    Returns the list of netcondition groups we are part of.

    APlayerState...

    GetNextViewablePlayer

    (
        int32 dir
    )

    Get next active viewable player in PlayerArray.

    TSubclassOf<...

    GetOverridePlayerInputClass()

    APawn *

    GetPawnOrSpectator()

    Returns the first of GetPawn() or GetSpectatorPawn() that is not nullptr, or nullptr otherwise.

    FPlatformUse...

    GetPlatformUserId()

    Returns the platform user that is assigned to this Player Controller's Local Player.

    APlayerContr...

    GetPlayerControllerForMuting

    (
        const FUniqueNetIdRepl& PlayerNetI...
    )

    Get a remote player controller on the server for muting

    FString

    GetPlayerNetworkAddress()

    Get the local players network address

    void

    GetSeamlessTravelActorList

    (
        bool bToEntry,
        TArray< class AActor* >& Acto...
    )

    Called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all automatically moved regardless of whether they're included here only dynamic actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)

    FServerFrame...

    GetServerFrameInfo()

    FString

    GetServerNetworkAddress()

    Get the server network address

    int32

    GetServerToLocalAsyncPhysicsTickOffset()

    Returns the current estimated offset between the server async physics step and the local one.

    FVector

    GetSpawnLocation()

    Get the location used when initially created, or when changing states when there is no pawn or spectator.

    ASpectatorPa...

    GetSpectatorPawn()

    Get the Pawn used when spectating. nullptr when not spectating.

    APlayerState...

    GetSplitscreenPlayerByIndex

    (
        int32 PlayerIndex
    )

    Returns the PlayerState associated with the player at the specified index.

    int32

    GetSplitscreenPlayerCount()

    Returns the number of split-screen players playing on this player's machine.

    void

    GetStreamingSourceLocationAndRotation

    (
        FVector& OutLocation,
        FRotator& OutRotation
    )

    Gets the streaming source location and rotation.

    EStreamingSo...

    GetStreamingSourcePriority()

    Gets the streaming source priority.

    void

    GetStreamingSourceShapes

    (
        TArray< FStreamingSourceShape >& O...
    )

    Gets the streaming source priority.

    bool

    GetStreamingSourcesInternal

    (
        TArray< FWorldPartitionStreamingSou...
    )

    void

    GetViewportSize

    (
        int32& SizeX,
        int32& SizeY
    )

    Helper to get the size of the HUD canvas for this player controller. Returns 0 if there is no HUD

    bool

    HasClientLoadedCurrentWorld()

    Returns whether the client has completely loaded the server's current world (valid on server only)

    void

    IncludeInNetConditionGroup

    (
        FName NetGroup
    )

    Make this player a member of a netcondition group.

    void

    InitInputSystem()

    Spawn the appropriate class of PlayerInput.

    bool

    InputEnabled()

    bool

    InputKey

    (
        const FInputKeyParams& Params
    )

    Handles a key press

    bool

    InputMotion

    (
        const FVector& Tilt,
        const FVector& RotationRate,
        const FVector& Gravity,
        const FVector& Acceleration
    )

    Handles motion control

    bool

    InputTouch

    (
        uint32 Handle,
        ETouchType::Type Type,
        const FVector2D& TouchLocation,
        float Force,
        FDateTime DeviceTimestamp,
        uint32 TouchpadIndex
    )

    Handles a touch screen action

    bool

    IsFrozen()

    Returns true if input should be frozen (whether UnFreeze timer is active)

    bool

    IsInputComponentInStack

    (
        const UInputComponent* Input
    )

    Returns true if the given input component is in this PlayerController's CurrentInputStack

    bool

    IsInputKeyDown

    (
        FKey Key
    )

    Returns true if the given key/button is pressed on the input of the controller (if present)

    bool

    IsInViewportClient

    (
        UGameViewportClient* ViewportC...
    )

    bool

    IsMemberOfNetConditionGroup

    (
        FName NetGroup
    )

    Returns true if the player controller is a member of the netcondition group

    bool

    IsPaused()

    Returns true if game is currently paused.

    bool

    IsPlayerMuted

    (
        const FUniqueNetId& PlayerId
    )

    Is the specified player muted by this controlling player for any reason (gameplay, system, etc), check voice interface IsMuted() for system mutes

    bool

    IsPrimaryPlayer()

    Wrapper for determining whether this player is the first player on their console.

    bool

    IsSplitscreenPlayer

    (
        int32* OutSplitscreenPlayerInd...
    )

    Determines whether this player is playing split-screen.

    bool

    IsStreamingSourceEnabled()

    Whether the PlayerController should be used as a World Partiton streaming source.

    void

    K2_ClientPlayForceFeedback

    (
        UForceFeedbackEffect* ForceFee...,
        FName Tag,
        bool bLooping,
        bool bIgnoreTimeDilation,
        bool bPlayWhilePaused
    )

    Play a force feedback pattern on the player's controller

    void

    LevelStreamingStatusChanged

    (
        ULevelStreaming* LevelObject,
        bool bNewShouldBeLoaded,
        bool bNewShouldBeVisible,
        bool bNewShouldBlockOnLoad,
        bool bNewShouldBlockOnUnload,
        int32 LODIndex
    )

    Notify player of change to level

    void

    LevelStreamingStatusChanged

    (
        ULevelStreaming* LevelObject,
        bool bNewShouldBeLoaded,
        bool bNewShouldBeVisible,
        bool bNewShouldBlockOnLoad,
        int32 LODIndex
    )

    Notify player of change to level

    void

    LocalTravel

    (
        const FString& URL
    )

    Causes the client to travel to the given URL

    FName

    NetworkRemapPath

    (
        FName InPackageName,
        bool bReading
    )

    Handles remapping a package name for networking, call on both the client and server when sending package names manually for RPCs

    void

    NotifyActorChannelFailure

    (
        UActorChannel* ActorChan
    )

    Called on the server when the client sends a message indicating it was unable to initialize an Actor channel, most commonly because the desired Actor's archetype couldn't be serialized the default is to do nothing (Actor simply won't exist on the client), but this function gives the game code an opportunity to try to correct the problem

    void

    NotifyLoadedWorld

    (
        FName WorldPackageName,
        bool bFinalDest
    )

    Called to notify the server when the client has loaded a new world via seamless traveling

    bool

    NotifyServerReceivedClientData

    (
        APawn* InPawn,
        float TimeStamp
    )

    Notify the server that client data was received on the Pawn.

    void

    OnAddedToPlayerControllerList()

    Called when player controller gets added to its owning world player controller list.

    void

    OnRemovedFromPlayerControllerList()

    Called when player controller gets removed from its owning world player controller list.

    void

    OnServerStartedVisualLogger

    (
        bool bIsLogging
    )

    Notify from server that Visual Logger is recording, to show that information on client about possible performance issues

    void

    Pause()

    Command to try to pause the game.

    void

    PawnLeavingGame()

    Clean up when a Pawn's player is leaving a game. Base implementation destroys the pawn.

    FDynamicForc...

    PlayDynamicForceFeedback

    (
        float Intensity,
        float Duration,
        bool bAffectsLeftLarge,
        bool bAffectsLeftSmall,
        bool bAffectsRightLarge,
        bool bAffectsRightSmall,
        EDynamicForceFeedbackAction::Type A...,
        FDynamicForceFeedbackHandle ActionH...
    )

    Allows playing of a dynamic force feedback event from native code Begins playing when Start is called.

    void

    PlayerTick

    (
        float DeltaTime
    )

    Processes player input (immediately after PlayerInput gets ticked) and calls UpdateRotation().

    void

    PlayHapticEffect

    (
        UHapticFeedbackEffect_Base* Ha...,
        EControllerHand Hand,
        float Scale,
        bool bLoop
    )

    Play a haptic feedback curve on the player's controller

    bool

    PopInputComponent

    (
        UInputComponent* Input
    )

    Removes given inputcomponent from the input stack (regardless of if it's the top, actually).

    void

    PostProcessInput

    (
        const float DeltaTime,
        const bool bGamePaused
    )

    Method called after processing input

    bool

    PostProcessWorldToScreen

    (
        FVector WorldLocation,
        FVector2D& ScreenLocation,
        bool bPlayerViewportRelative
    )

    After successful world to screen projection, allows custom post-processing of the resulting ScreenLocation.

    void

    PostSeamlessTravel()

    Called after this player controller has transitioned through seamless travel, but before that player is initialized This is called both when a new player controller is created, and when it is maintained

    void

    PreClientTravel

    (
        const FString& PendingURL,
        ETravelType TravelType,
        bool bIsSeamlessTravel
    )

    Called when the local player is about to travel to a new map or IP address.

    void

    PreProcessInput

    (
        const float DeltaTime,
        const bool bGamePaused
    )

    Method called prior to processing input

    void

    ProcessForceFeedbackAndHaptics

    (
        const float DeltaTime,
        const bool bGamePaused
    )

    void

    ProcessPlayerInput

    (
        const float DeltaTime,
        const bool bGamePaused
    )

    bool

    ProjectWorldLocationToScreen

    (
        FVector WorldLocation,
        FVector2D& ScreenLocation,
        bool bPlayerViewportRelative
    )

    Convert a World Space 3D position into a 2D Screen Space position.

    bool

    ProjectWorldLocationToScreenWithDistance

    (
        FVector WorldLocation,
        FVector& ScreenLocation,
        bool bPlayerViewportRelative
    )

    Convert a World Space 3D position into a 3D Screen Space position.

    void

    PushClientInput

    (
        int32 ClientInputFrame,
        TArray< uint8 >& Data
    )

    Client pushes input data locally. RPC is sent here but also includes redundant data.

    void

    PushInputComponent

    (
        UInputComponent* Input
    )

    Adds an inputcomponent to the top of the input stack.

    void

    ReceivedGameModeClass

    (
        TSubclassOf< class AGameModeBase > ...
    )

    This function will be called to notify the player controller that the world has received its game class.

    void

    ReceivedPlayer()

    Called after this PlayerController's viewport/net connection is associated with this player controller.

    void

    ReceivedSpectatorClass

    (
        TSubclassOf< ASpectatorPawn > Spect...
    )

    Called to notify the controller that the spectator class has been received.

    void

    RemoveFromNetConditionGroup

    (
        FName NetGroup
    )

    Remove this player from a netcondition group.

    void

    ResetCameraMode()

    Reset Camera Mode to default.

    void

    ResetControllerLightColor()

    Resets the light color of the player's controller to default

    void

    RestartLevel()

    Restarts the current level

    void

    SafeRetryClientRestart()

    Call ClientRetryClientRestart, but only if the current pawn is not the currently acknowledged pawn (and throttled to avoid saturating the network).

    void

    SafeServerCheckClientPossession()

    Call ServerCheckClientPossession on the server, but only if the current pawn is not the acknowledged pawn (and throttled to avoid saturating the network).

    void

    SafeServerUpdateSpectatorState()

    Calls ServerSetSpectatorLocation but throttles it to reduce bandwidth and only calls it when necessary.

    void

    SeamlessTravelFrom

    (
        APlayerController* OldPC
    )

    Called when seamless traveling and the specified PC is being replaced by this one copy over data that should persist (not called if PlayerController is the same for the from and to GameModes)

    void

    SeamlessTravelTo

    (
        APlayerController* NewPC
    )

    Called when seamless traveling and we are being replaced by the specified PC clean up any persistent state (post process chains on LocalPlayers, for example) (not called if PlayerController is the same for the from and to GameModes)

    void

    SendClientAdjustment()

    Called on server at end of tick, to let client Pawns handle updates from the server.

    void

    SendToConsole

    (
        const FString& Command
    )

    Sends a command to the console to execute if not shipping version

    void

    ServerAcknowledgePossession

    (
        APawn* P
    )

    Acknowledge possession of pawn

    void

    ServerBlockPlayer

    (
        FUniqueNetIdRepl PlayerId
    )

    Tell the client to block a player for this controller

    void

    ServerCamera

    (
        FName NewMode
    )

    Change mode of camera

    void

    ServerChangeName

    (
        const FString& S
    )

    Change name of server

    void

    ServerCheckClientPossession()

    Tells the server to make sure the possessed pawn is in sync with the client.

    void

    ServerCheckClientPossessionReliable()

    Reliable version of ServerCheckClientPossession to be used when there is no likely danger of spamming the network.

    void

    ServerExec

    (
        const FString& Msg
    )

    Executes command on server (non shipping builds only)

    void

    ServerExecRPC

    (
        const FString& Msg
    )

    RPC used by ServerExec. Not intended to be called directly

    void

    ServerMutePlayer

    (
        FUniqueNetIdRepl PlayerId
    )

    Tell the server to mute a player for this controller

    void

    ServerNotifyLoadedWorld

    (
        FName WorldPackageName
    )

    Called to notify the server when the client has loaded a new world via seamless traveling

    void

    ServerPause()

    Replicate pause request to the server

    void

    ServerRecvClientInputFrame

    (
        int32 RecvClientInputFrame,
        const TArray< uint8 >& Data
    )

    Client says "Here is input frame number X" (and then calls other RPCs to deliver InputCmd payload)

    void

    ServerRestartPlayer()

    Attempts to restart this player, generally called from the client upon respawn request.

    void

    ServerSetSpectatorLocation

    (
        FVector NewLoc,
        FRotator NewRot
    )

    When spectating, updates spectator location/rotation and pings the server to make sure spectating should continue.

    void

    ServerSetSpectatorWaiting

    (
        bool bWaiting
    )

    Indicate that the Spectator is waiting to join/respawn.

    void

    ServerShortTimeout()

    Notifies the server that the client has ticked gameplay code, and should no longer get the extended "still loading" timeout grace period

    void

    ServerToggleAILogging()

    Used by UGameplayDebuggingControllerComponent to replicate messages for AI debugging in network games.

    void

    ServerUnblockPlayer

    (
        FUniqueNetIdRepl PlayerId
    )

    Tell the client to unblock a player for this controller

    void

    ServerUnmutePlayer

    (
        FUniqueNetIdRepl PlayerId
    )

    Tell the server to unmute a player for this controller

    void

    ServerUpdateCamera

    (
        FVector_NetQuantize CamLoc,
        int32 CamPitchAndYaw
    )

    • combine pitch/yaw into one int, maybe also send location compressed

    void

    ServerUpdateLevelVisibility

    (
        const FUpdateLevelVisibilityLevelIn...
    )

    Called when the client adds/removes a streamed level.

    void

    ServerUpdateMultipleLevelsVisibility

    (
        const TArray< FUpdateLevelVisibilit...
    )

    Called when the client adds/removes a streamed level.

    void

    ServerVerifyViewTarget()

    Used by client to request server to confirm current viewtarget (server will respond with ClientSetViewTarget() ).

    void

    ServerViewNextPlayer()

    Move camera to next player on round ended or spectating

    void

    ServerViewPrevPlayer()

    Move camera to previous player on round ended or spectating

    void

    ServerViewSelf

    (
        FViewTargetTransitionParams Transit...
    )

    Move camera to current user

    void

    SetAsLocalPlayerController()

    Designate this player controller as local (public for GameModeBase to use, not expected to be called anywhere else)

    void

    SetAudioListenerAttenuationOverride

    (
        USceneComponent* AttachToCompo...,
        FVector AttenuationLocationOVerride
    )

    void

    SetAudioListenerOverride

    (
        USceneComponent* AttachToCompo...,
        FVector Location,
        FRotator Rotation
    )

    Used to override the default positioning of the audio listener

    void

    SetCameraMode

    (
        FName NewCamMode
    )

    Set new camera mode

    void

    SetCinematicMode

    (
        bool bInCinematicMode,
        bool bAffectsMovement,
        bool bAffectsTurning
    )

    Adjust input based on cinematic mode

    void

    SetCinematicMode

    (
        bool bInCinematicMode,
        bool bHidePlayer,
        bool bAffectsHUD,
        bool bAffectsMovement,
        bool bAffectsTurning
    )

    Server/SP only function for changing whether the player is in cinematic mode.

    void

    SetControllerLightColor

    (
        FColor Color
    )

    Sets the light color of the player's controller

    void

    SetDisableHaptics

    (
        bool bNewDisabled
    )

    Allows the player controller to disable all haptic requests from being fired, e.g. in the case of a level loading

    void

    SetHapticsByValue

    (
        const float Frequency,
        const float Amplitude,
        EControllerHand Hand
    )

    Sets the value of the haptics for the specified hand directly, using frequency and amplitude.

    void

    SetInputMode

    (
        const FInputModeDataBase& InData
    )

    Setup an input mode.

    void

    SetMotionControlsEnabled

    (
        bool bEnabled
    )

    void

    SetMouseCursorWidget

    (
        EMouseCursor::Type Cursor,
        UUserWidget* CursorWidget
    )

    Sets the Widget for the Mouse Cursor to display

    void

    SetMouseLocation

    (
        const int X,
        const int Y
    )

    Positions the mouse cursor in screen space, in pixels.

    void

    SetName

    (
        const FString& S
    )

    Tries to set the player's name to the given name.

    void

    SetNetSpeed

    (
        int32 NewSpeed
    )

    Store the net speed

    bool

    SetPause

    (
        bool bPause,
        FCanUnpause CanUnpauseDelegate
    )

    Locally try to pause game (call serverpause to pause network game); returns success indicator.

    void

    SetPlayer

    (
        UPlayer* InPlayer
    )

    Associate a new UPlayer with this PlayerController.

    void

    SetServerToLocalAsyncPhysicsTickOffset

    (
        const int32 AsyncPhysicsTickOffset
    )

    Set the offset between the server async physics step and the local one.

    void

    SetShowMouseCursor

    (
        bool bShow
    )

    void

    SetSpawnLocation

    (
        const FVector& NewLocation
    )

    Set the SpawnLocation for use when changing states or when there is no pawn or spectator.

    void

    SetSpectatorPawn

    (
        ASpectatorPawn* NewSpectatorPa...
    )

    Set the spectator pawn.

    void

    SetupInactiveStateInputComponent

    (
        UInputComponent* InComponent
    )

    Sets up input bindings for the input component pushed on the stack in the inactive state.

    void

    SetupInputComponent()

    Allows the PlayerController to set up custom input bindings.

    void

    SetViewTarget

    (
        AActor* NewViewTarget,
        FViewTargetTransitionParams Transit...
    )

    Set the view target

    void

    SetViewTargetWithBlend

    (
        AActor* NewViewTarget,
        float BlendTime,
        enum EViewTargetBlendFunction Blend...,
        float BlendExp,
        bool bLockOutgoing
    )

    Set the view target blending with variable control

    void

    SetVirtualJoystickVisibility

    (
        bool bVisible
    )

    Set the virtual joystick visibility.

    bool

    ShouldFlushKeysWhenViewportFocusChanges()

    If true, then the GameViewportClient should call FlushPressedKeys on this controller when it loses focus.

    bool

    ShouldKeepCurrentPawnUponSpectating()

    Useful to spectate other pawn without un-possessing the current pawn

    bool

    ShouldPerformFullTickWhenPaused()

    Returns true if we fully tick when paused (and if our tick function is enabled when paused).

    bool

    ShouldShowMouseCursor()

    Returns true if the mouse cursor should be shown

    void

    SmoothTargetViewRotation

    (
        APawn* TargetPawn,
        float DeltaSeconds
    )

    Called client-side to smoothly interpolate received TargetViewRotation (result is in BlendedTargetViewRotation)

    void

    SpawnDefaultHUD()

    Spawn a HUD (make sure that PlayerController always has valid HUD, even if ClientSetHUD() hasn't been called

    void

    SpawnPlayerCameraManager()

    Spawn cameras for servers and owning players

    ASpectatorPa...

    SpawnSpectatorPawn()

    Spawn a SpectatorPawn to use as a spectator and initialize it.

    void

    StartFire

    (
        uint8 FireModeNum
    )

    Fire the player's currently selected weapon with the optional firemode.

    void

    StartSpectatingOnly()

    Start spectating mode, as the only mode allowed.

    void

    StartTalking()

    Enable voice chat transmission

    void

    StopHapticEffect

    (
        EControllerHand Hand
    )

    Stops a playing haptic feedback curve

    void

    StopTalking()

    Disable voice chat transmission

    bool

    StreamingSourceShouldActivate()

    Whether the PlayerController streaming source should activate cells after loading.

    bool

    StreamingSourceShouldBlockOnSlowStreaming()

    Whether the PlayerController streaming source should block on slow streaming.

    void

    SwitchLevel

    (
        const FString& URL
    )

    SwitchLevel to the given MapURL.

    void

    TickPlayerInput

    (
        const float DeltaSeconds,
        const bool bGamePaused
    )

    Internal.

    void

    ToggleSpeaking

    (
        bool bInSpeaking
    )

    Toggle voice chat on and off

    void

    UnFreeze()

    Timer used by RoundEnded and Inactive states to accept player input again

    void

    UpdateCameraManager

    (
        float DeltaSeconds
    )

    Update the camera manager; this is called after all actors have been ticked.

    void

    UpdateForceFeedback

    (
        IInputInterface* InputInterfac...,
        const int32 ControllerId
    )

    void

    UpdateHiddenActors

    (
        const FVector& ViewLocation
    )

    Builds a list of actors that are hidden based upon gameplay

    void

    UpdateHiddenComponents

    (
        const FVector& ViewLocation,
        TSet< FPrimitiveComponentId >&
    )

    Builds a list of components that are hidden based upon gameplay

    void

    UpdatePing

    (
        float InPing
    )

    Takes ping updates from the net driver (both clientside and serverside), and passes them on to PlayerState::UpdatePing

    void

    UpdateRotation

    (
        float DeltaTime
    )

    Updates the rotation of player, based on ControlRotation after RotationInput has been applied.

    void

    UpdateStateInputComponents()

    Refresh state specific input components

    void

    ViewAPlayer

    (
        int32 dir
    )

    View next active player in PlayerArray.

    bool

    WasInputKeyJustPressed

    (
        FKey Key
    )

    Returns true if the given key/button was up last frame and down this frame.

    bool

    WasInputKeyJustReleased

    (
        FKey Key
    )

    Returns true if the given key/button was down last frame and up this frame.

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