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API > API/Runtime > API/Runtime/Engine
| Name | UPlayer |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Player.h |
| Include Path | #include "Engine/Player.h" |
Syntax
UCLASS (MinimalAPI, Transient, Config=Engine)
class UPlayer :
public UObject ,
public FExec
Inheritance Hierarchy
- FExec → UPlayer
- UObjectBase → UObjectBaseUtility → UObject → UPlayer
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPlayer
(
const FObjectInitializer& ObjectInitializer |
Engine/Player.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ConfiguredInternetSpeed | int32 | Engine/Player.h |
|
|
| ConfiguredLanSpeed | int32 | Engine/Player.h |
|
|
| CurrentNetSpeed | int32 | Net variables. | Engine/Player.h | |
| PlayerController | TObjectPtr< class APlayerController > | The actor this player controls. | Engine/Player.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString ConsoleCommand
(
const FString& Cmd, |
Executes the Exec() command | Engine/Player.h | |
APlayerController * GetPlayerController
(
const UWorld*const InWorld |
Gets the player controller in the given world for this player. | Engine/Player.h | |
virtual void ReceivedPlayerController
(
APlayerController* NewController |
Called when this player has had it's outer Player Controller set for remote net connections | Engine/Player.h | |
virtual void SwitchController
(
APlayerController* PC |
Dynamically assign Controller to Player and set viewport. | Engine/Player.h |