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

一、属性列表

类型

名称

描述

TObjectPtrAPa...

AcknowledgedPawn

用于网络游戏,使客户端可以承认它拥有一个特定的卒。

TArrayFActive...

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。

TSubclassOfUC...

CheatClass

我的作弊管理者类

TObjectPtrUCh...

CheatManager

管理欺骗命令的对象

TArrayFKey >

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。

TArrayTWeakOb...

CurrentInputStack

输入组件的当前堆栈。

TEnumAsByteEM...

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。

TEnumAsByteEM...

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

TArrayTObject...

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

TArrayTWeakOb...

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

TObjectPtrUIn...

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

TObjectPtrAHU...

MyHUD

打开与此播放器控制器相关联的显示。

TObjectPtrUNe...

NetConnection

此控制器正在通信的网络连接,对于服务器上的本地播放器为nullptr

uint8

NetPlayerIndex

识别使用相同的基本连接(分屏客户端)的玩家索引,用来将复制的玩家控制器匹配到正确的分屏视口和通过特殊的内部代码复制的子连接,而不是通过普通的变量复制

TSubclassOfUP...

OverridePlayerInputClass

如果设置,则将使用这个UPlayerInput类,而不是输入设置的DefaultPlayerInput类

TArrayFName >

PendingMapChangeLevelNames

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

TObjectPtrUNe...

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)

TObjectPtrUPl...

Player

UPlayer associated with this PlayerController.

TObjectPtrAPl...

PlayerCameraManager

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

TSubclassOfAP...

PlayerCameraManagerClass

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

TObjectPtrUPl...

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.

TArrayFStream...

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,
    TSetFPrimitiveComponentId >& Hid...
)

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

void

BuildInputStack

(
    TArrayUInputComponent* >& 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

(
    TSubclassOfULocalMessage > 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

(
    TSubclassOfAHUD > 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 TArrayFUniqueNetIdRepl >& ...
)

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 TArrayFUpdateLevelStreaming...
)

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 TArrayTEnumAsByte< 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 TArrayTEnumAsByte< 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 TArrayTEnumAsByte< 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

(
    TArrayFStreamingSourceShape >& O...
)

Gets the streaming source priority.

bool

GetStreamingSourcesInternal

(
    TArrayFWorldPartitionStreamingSou...
)

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

(
    TSubclassOfASpectatorPawn > 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 TArrayFUpdateLevelVisibilit...
)

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
)

设置输入模式。

蓝图中为三个节点,分别是SetInputModeGameAndUI、SetInputModeGameOnly、

SetInputModeUIOnly

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,
    TSetFPrimitiveComponentId >&
)

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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