unreal.PlayerController
¶
- class unreal.PlayerController(outer=None, name='None')¶
Bases:
unreal.Controller
PlayerControllers are used by human players to control Pawns.
ControlRotation (accessed via GetControlRotation()), determines the aiming orientation of the controlled Pawn.
In networked games, PlayerControllers exist on the server for every player-controlled pawn, and also on the controlling client’s machine. They do NOT exist on a client’s machine for pawns controlled by remote players elsewhere on the network. see: https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Controller/PlayerController/
C++ Source:
Module: Engine
File: PlayerController.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid
(Guid): [Read-Only] The GUID for this actor.allow_tick_before_begin_play
(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.always_relevant
(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).attach_to_pawn
(bool): [Read-Write] If true, the controller location will match the possessed Pawn’s location. If false, it will not be updated. Rotation will match ControlRotation in either case. Since a Controller’s location is normally inaccessible, this is intended mainly for purposes of being able to attach an Actor that follows the possessed Pawn location, but that still has the full aim rotation (since a Pawn might update only some components of the rotation).auto_destroy_when_finished
(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.auto_manage_active_camera_target
(bool): [Read-Write] True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target. Set to false if you want to manually control the camera target.auto_receive_input
(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.block_input
(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredcan_be_damaged
(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()can_be_in_cluster
(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performancecheat_class
(type(Class)): [Read-Write] Class of my CheatManager. see: CheatManager for more information about when it will be instantiated.cheat_manager
(CheatManager): [Read-Write] Object that manages “cheat” commands.- By default:
Debug and Development builds will force it to be instantiated (
see: APlayerController::EnableCheats). - Test and Shipping builds will only instantiate it if the authoritative game mode allows cheats ( see: AGameModeBase::AllowCheats). This behavior can be changed either by overriding APlayerController::EnableCheats or AGameModeBase::AllowCheats.
click_event_keys
(Array(Key)): [Read-Write] List of keys that will cause click events to be forwarded, default to left clickcurrent_click_trace_channel
(CollisionChannel): [Read-Write] Trace channel currently being used for determining what world object was clicked on.current_mouse_cursor
(MouseCursor): [Read-Write] Currently visible mouse cursorcustom_time_dilation
(float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.default_click_trace_channel
(CollisionChannel): [Read-Write] Default trace channel used for determining what world object was clicked on.default_mouse_cursor
(MouseCursor): [Read-Write] Type of mouse cursor to show by defaultdefault_update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
enable_auto_lod_generation
(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actorenable_click_events
(bool): [Read-Write] Whether actor/component click events should be generated.enable_mouse_over_events
(bool): [Read-Write] Whether actor/component mouse over events should be generated.enable_touch_events
(bool): [Read-Write] Whether actor/component touch events should be generated.enable_touch_over_events
(bool): [Read-Write] Whether actor/component touch over events should be generated.find_camera_component_when_view_target
(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.force_feedback_enabled
(bool): [Read-Write] Force Feedback Enabledgenerate_overlap_events_during_level_streaming
(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaminghidden
(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()hit_result_trace_distance
(float): [Read-Write] Distance to trace when computing click eventsignores_origin_shifting
(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.initial_life_span
(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.input_pitch_scale
(float): [Read-Write] Pitch input speed scalinginput_priority
(int32): [Read-Write] The priority of this input component when pushed in to the stack.input_roll_scale
(float): [Read-Write] Roll input speed scalinginput_yaw_scale
(float): [Read-Write] Yaw input speed scalinginstigator
(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.is_editor_only_actor
(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked buildsmin_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlynet_cull_distance_squared
(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.net_dormancy
(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.net_load_on_client
(bool): [Read-Write] This actor will be loaded on network clients during map loadnet_priority
(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_actor_begin_overlap
(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_end_overlap
(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_hit
(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.on_begin_cursor_over
(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.on_clicked
(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.on_destroyed
(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.on_end_cursor_over
(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.on_end_play
(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.on_input_touch_begin
(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.on_input_touch_end
(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.on_input_touch_enter
(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.on_input_touch_leave
(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.on_instigated_any_damage
(InstigatedAnyDamageSignature): [Read-Write] Called when the controller has instigated damage in any wayon_released
(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.on_take_any_damage
(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.on_take_point_damage
(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.on_take_radial_damage
(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.only_relevant_to_owner
(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.optimize_bp_component_data
(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.pivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorplayer_camera_manager
(PlayerCameraManager): [Read-Write] Camera manager associated with this Player Controller.player_camera_manager_class
(type(Class)): [Read-Write] PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is usedplayer_is_waiting
(bool): [Read-Only] True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.player_state
(PlayerState): [Read-Write] PlayerState containing replicated information about the player using this controller (only exists for players, not NPCs).primary_actor_tick
(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()relevant_for_level_bounds
(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevantreplay_rewindable
(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.replicate_movement
(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/replicated_movement
(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocityreplicates
(bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()root_component
(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehowshould_perform_full_tick_when_paused
(bool): [Read-Write] Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.show_mouse_cursor
(bool): [Read-Write] Whether the mouse cursor should be displayed.smooth_target_view_rotation_speed
(float): [Read-Write] Interp speed for blending remote view rotation for smoother client updatesspawn_collision_handling_method
(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.sprite_scale
(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
- activate_touch_interface(new_touch_interface) → None¶
Activates a new touch interface for this player controller
- Parameters
new_touch_interface (TouchInterface) –
- add_look_up_input(val)¶
deprecated: ‘add_look_up_input’ was renamed to ‘add_pitch_input’.
- add_pitch_input(val) → None¶
Add Pitch (look up) input. This value is multiplied by InputPitchScale.
- Parameters
val (float) – Amount to add to Pitch. This value is multiplied by InputPitchScale.
- add_roll_input(val) → None¶
Add Roll input. This value is multiplied by InputRollScale.
- Parameters
val (float) – Amount to add to Roll. This value is multiplied by InputRollScale.
- add_turn_input(val)¶
deprecated: ‘add_turn_input’ was renamed to ‘add_yaw_input’.
- add_yaw_input(val) → None¶
Add Yaw (turn) input. This value is multiplied by InputYawScale.
- Parameters
val (float) – Amount to add to Yaw. This value is multiplied by InputYawScale.
- can_restart_player() → bool¶
Returns true if this controller thinks it’s able to restart. Called from GameModeBase::PlayerCanRestart
- Returns
- Return type
- property cheat_class¶
[Read-Only] Class of my CheatManager. see: CheatManager for more information about when it will be instantiated.
- property cheat_manager¶
[Read-Only] Object that manages “cheat” commands.
- By default:
Debug and Development builds will force it to be instantiated (
see: APlayerController::EnableCheats). - Test and Shipping builds will only instantiate it if the authoritative game mode allows cheats ( see: AGameModeBase::AllowCheats). This behavior can be changed either by overriding APlayerController::EnableCheats or AGameModeBase::AllowCheats.
- Type
- clear_audio_listener_override() → None¶
Clear any overrides that have been applied to audio listener
- property click_event_keys¶
[Read-Write] List of keys that will cause click events to be forwarded, default to left click
- client_play_camera_anim(anim_to_play, scale=1.0, rate=1.0, blend_in_time=0.0, blend_out_time=0.0, loop=False, random_start_time=False, space=CameraShakePlaySpace.CAMERA_LOCAL, custom_play_space=[0.0, 0.0, 0.0]) → None¶
Play the indicated CameraAnim on this camera.
- Parameters
anim_to_play (CameraAnim) – Camera animation to play
scale (float) – “Intensity” scalar. This is the scale at which the anim was first played.
rate (float) – Multiplier for playback rate. 1.0 = normal.
blend_in_time (float) – Time to interpolate in from zero, for smooth starts
blend_out_time (float) – Time to interpolate out to zero, for smooth finishes
loop (bool) – True if the animation should loop, false otherwise
random_start_time (bool) – Whether or not to choose a random time to start playing. Only really makes sense for bLoop = true
space (CameraShakePlaySpace) – Animation play area
custom_play_space (Rotator) – Matrix used when Space = CAPS_UserDefined
- client_play_camera_shake(shake, scale=1.0, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.0, 0.0, 0.0])¶
deprecated: ‘client_play_camera_shake’ was renamed to ‘client_start_camera_shake’.
- client_play_camera_shake_from_source(shake, source_component)¶
deprecated: ‘client_play_camera_shake_from_source’ was renamed to ‘client_start_camera_shake_from_source’.
- client_play_force_feedback(force_feedback_effect, tag, looping, ignore_time_dilation, play_while_paused)¶
deprecated: ‘client_play_force_feedback’ was renamed to ‘k2_client_play_force_feedback’.
- client_set_hud(new_hud_class) → None¶
Set the client’s class of HUD and spawns a new instance of it. If there was already a HUD active, it is destroyed.
- client_spawn_camera_lens_effect(lens_effect_emitter_class) → None¶
Spawn a camera lens effect (e.g. blood).
- client_start_camera_shake(shake, scale=1.0, play_space=CameraShakePlaySpace.CAMERA_LOCAL, user_play_space_rot=[0.0, 0.0, 0.0]) → None¶
Play Camera Shake
- Parameters
scale (float) – Scalar defining how “intense” to play the anim
play_space (CameraShakePlaySpace) – Which coordinate system to play the shake in (used for CameraAnims within the shake).
user_play_space_rot (Rotator) – Matrix used when PlaySpace = CAPS_UserDefined
- client_start_camera_shake_from_source(shake, source_component) → None¶
Play Camera Shake localized to a given source
- Parameters
source_component (CameraShakeSourceComponent) – The source from which the camera shakes originates
- client_stop_camera_shakes_from_source(source_component, immediately=True) → None¶
Stop camera shake on client.
- Parameters
source_component (CameraShakeSourceComponent) –
immediately (bool) –
- client_stop_force_feedback(force_feedback_effect, tag) → None¶
Stops a playing force feedback pattern
- Parameters
force_feedback_effect (ForceFeedbackEffect) – If set only patterns from that effect will be stopped
tag (Name) – If not none only the pattern with this tag will be stopped
- property current_click_trace_channel¶
[Read-Write] Trace channel currently being used for determining what world object was clicked on.
- Type
- property current_mouse_cursor¶
[Read-Write] Currently visible mouse cursor
- Type
- property default_click_trace_channel¶
[Read-Only] Default trace channel used for determining what world object was clicked on.
- Type
- property default_mouse_cursor¶
[Read-Only] Type of mouse cursor to show by default
- Type
- deproject_mouse_position_to_world() → (world_location=Vector, world_direction=Vector) or None¶
Convert current mouse 2D position to World Space 3D position and direction. Returns false if unable to determine value. *
- Returns
world_location (Vector):
world_direction (Vector):
- Return type
tuple or None
- deproject_screen_position_to_world(screen_x, screen_y) → (world_location=Vector, world_direction=Vector) or None¶
Convert 2D screen position to World Space 3D position and direction. Returns false if unable to determine value. *
- property enable_click_events¶
[Read-Write] Whether actor/component click events should be generated.
- Type
(bool)
- property enable_mouse_over_events¶
[Read-Write] Whether actor/component mouse over events should be generated.
- Type
(bool)
- property enable_touch_events¶
[Read-Write] Whether actor/component touch events should be generated.
- Type
(bool)
- property enable_touch_over_events¶
[Read-Write] Whether actor/component touch over events should be generated.
- Type
(bool)
- get_focal_location() → Vector¶
- Returns the location the PlayerController is focused on.
If there is a possessed Pawn, returns the Pawn’s location. If there is a spectator Pawn, returns that Pawn’s location. Otherwise, returns the PlayerController’s spawn location (usually the last known Pawn location after it has died).
- Returns
- Return type
- get_hit_result_under_cursor(trace_channel, trace_complex) → HitResult or None¶
Get Hit Result Under Cursor deprecated: Use new GetHitResultUnderCursorByChannel or GetHitResultUnderCursorForObject
- Parameters
trace_channel (CollisionChannel) –
trace_complex (bool) –
- Returns
hit_result (HitResult):
- Return type
- get_hit_result_under_cursor_by_channel(trace_channel, trace_complex) → HitResult or None¶
Performs a collision query under the mouse cursor, looking on a trace channel
- Parameters
trace_channel (TraceTypeQuery) –
trace_complex (bool) –
- Returns
hit_result (HitResult):
- Return type
- get_hit_result_under_cursor_for_objects(object_types, trace_complex) → HitResult or None¶
Performs a collision query under the mouse cursor, looking for object types
- Parameters
object_types (Array(ObjectTypeQuery)) –
trace_complex (bool) –
- Returns
hit_result (HitResult):
- Return type
- get_hit_result_under_finger(finger_index, trace_channel, trace_complex) → HitResult or None¶
Get Hit Result Under Finger deprecated: Use new GetHitResultUnderFingerByChannel or GetHitResultUnderFingerForObject
- Parameters
finger_index (TouchIndex) –
trace_channel (CollisionChannel) –
trace_complex (bool) –
- Returns
hit_result (HitResult):
- Return type
- get_hit_result_under_finger_by_channel(finger_index, trace_channel, trace_complex) → HitResult or None¶
Performs a collision query under the finger, looking on a trace channel
- Parameters
finger_index (TouchIndex) –
trace_channel (TraceTypeQuery) –
trace_complex (bool) –
- Returns
hit_result (HitResult):
- Return type
- get_hit_result_under_finger_for_objects(finger_index, object_types, trace_complex) → HitResult or None¶
Performs a collision query under the finger, looking for object types
- Parameters
finger_index (TouchIndex) –
object_types (Array(ObjectTypeQuery)) –
trace_complex (bool) –
- Returns
hit_result (HitResult):
- Return type
- get_input_analog_key_state(key) → float¶
Returns the analog value for the given key/button. If analog isn’t supported, returns 1 for down and 0 for up.
- get_input_analog_stick_state(which_stick) -> (stick_x=float, stick_y=float)¶
Retrieves the X and Y displacement of the given analog stick.
- Parameters
which_stick (ControllerAnalogStick) –
- Returns
stick_x (float):
stick_y (float):
- Return type
tuple
- get_input_key_time_down(key) → float¶
Returns how long the given key/button has been down. Returns 0 if it’s up or it just went down this frame.
- get_input_motion_state() -> (tilt=Vector, rotation_rate=Vector, gravity=Vector, acceleration=Vector)¶
Retrieves the current motion state of the player’s input device
- Returns
tilt (Vector):
rotation_rate (Vector):
gravity (Vector):
acceleration (Vector):
- Return type
tuple
- get_input_mouse_delta() -> (delta_x=float, delta_y=float)¶
Retrieves how far the mouse moved this frame.
- Returns
delta_x (float):
delta_y (float):
- Return type
tuple
- get_input_touch_state(finger_index) -> (location_x=float, location_y=float, is_currently_pressed=bool)¶
Retrieves the X and Y screen coordinates of the specified touch key. Returns false if the touch index is not down
- Parameters
finger_index (TouchIndex) –
- Returns
location_x (float):
location_y (float):
is_currently_pressed (bool):
- Return type
tuple
- get_mouse_position() → (location_x=float, location_y=float) or None¶
Retrieves the X and Y screen coordinates of the mouse cursor. Returns false if there is no associated mouse device
- Returns
location_x (float):
location_y (float):
- Return type
tuple or None
- get_spectator_pawn() → SpectatorPawn¶
Get the Pawn used when spectating. nullptr when not spectating.
- Returns
- Return type
- get_viewport_size() -> (size_x=int32, size_y=int32)¶
Helper to get the size of the HUD canvas for this player controller. Returns 0 if there is no HUD
- Returns
size_x (int32):
size_y (int32):
- Return type
tuple
- property hit_result_trace_distance¶
[Read-Write] Distance to trace when computing click events
- Type
(float)
- is_input_key_down(key) → bool¶
Returns true if the given key/button is pressed on the input of the controller (if present)
- k2_client_play_force_feedback(force_feedback_effect, tag, looping, ignore_time_dilation, play_while_paused) → None¶
Play a force feedback pattern on the player’s controller
- Parameters
force_feedback_effect (ForceFeedbackEffect) – The force feedback pattern to play
tag (Name) – A tag that allows stopping of an effect. If another effect with this Tag is playing, it will be stopped and replaced
looping (bool) – Whether the pattern should be played repeatedly or be a single one shot
ignore_time_dilation (bool) – Whether the pattern should ignore time dilation
play_while_paused (bool) – Whether the pattern should continue to play while the game is paused
- property look_right_scale¶
‘look_right_scale’ was renamed to ‘input_yaw_scale’.
- Type
deprecated
- property look_up_scale¶
‘look_up_scale’ was renamed to ‘input_pitch_scale’.
- Type
deprecated
- play_dynamic_force_feedback(intensity, duration, affects_left_large, affects_left_small, affects_right_large, affects_right_small, action, latent_info) → None¶
Latent action that controls the playing of force feedback Begins playing when Start is called. Calling Update or Stop if the feedback is not active will have no effect. Completed will execute when Stop is called or the duration ends. When Update is called the Intensity, Duration, and affect values will be updated with the current inputs
- Parameters
intensity (float) – How strong the feedback should be. Valid values are between 0.0 and 1.0
duration (float) – How long the feedback should play for. If the value is negative it will play until stopped
affects_left_large (bool) – Whether the intensity should be applied to the large left servo
affects_left_small (bool) – Whether the intensity should be applied to the small left servo
affects_right_large (bool) – Whether the intensity should be applied to the large right servo
affects_right_small (bool) – Whether the intensity should be applied to the small right servo
action (DynamicForceFeedbackAction) –
latent_info (LatentActionInfo) –
- play_haptic_effect(haptic_effect, hand, scale=1.0, loop=False) → None¶
Play a haptic feedback curve on the player’s controller
- Parameters
haptic_effect (HapticFeedbackEffect_Base) – The haptic effect to play
hand (ControllerHand) – Which hand to play the effect on
scale (float) – Scale between 0.0 and 1.0 on the intensity of playback
loop (bool) –
- property player_camera¶
‘player_camera’ was renamed to ‘player_camera_manager’.
- Type
deprecated
- property player_camera_class¶
‘player_camera_class’ was renamed to ‘player_camera_manager_class’.
- Type
deprecated
- property player_camera_manager¶
[Read-Only] Camera manager associated with this Player Controller.
- Type
- property player_camera_manager_class¶
[Read-Only] PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used
- property player_is_waiting¶
[Read-Only] True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.
- Type
(bool)
- project_world_location_to_screen(world_location, player_viewport_relative=False) → Vector2D or None¶
Convert a World Space 3D position into a 2D Screen Space position.
- set_audio_listener_attenuation_override(attach_to_component, attenuation_location_o_verride) → None¶
Set Audio Listener Attenuation Override
- Parameters
attach_to_component (SceneComponent) –
attenuation_location_o_verride (Vector) –
- set_audio_listener_override(attach_to_component, location, rotation) → None¶
Used to override the default positioning of the audio listener
- Parameters
attach_to_component (SceneComponent) – Optional component to attach the audio listener to
location (Vector) – Depending on whether Component is attached this is either an offset from its location or an absolute position
rotation (Rotator) – Depending on whether Component is attached this is either an offset from its rotation or an absolute rotation
- set_cinematic_mode(cinematic_mode, hide_player, affects_hud, affects_movement, affects_turning) → None¶
Server/SP only function for changing whether the player is in cinematic mode. Updates values of various state variables, then replicates the call to the client to sync the current cinematic mode.
- Parameters
cinematic_mode (bool) – specify true if the player is entering cinematic mode; false if the player is leaving cinematic mode.
hide_player (bool) – specify true to hide the player’s pawn (only relevant if bInCinematicMode is true)
affects_hud (bool) – specify true if we should show/hide the HUD to match the value of bCinematicMode
affects_movement (bool) – specify true to disable movement in cinematic mode, enable it when leaving
affects_turning (bool) – specify true to disable turning in cinematic mode or enable it when leaving
- set_controller_light_color(color) → None¶
Sets the light color of the player’s controller
- Parameters
color (Color) – The color for the light to be
- set_disable_haptics(new_disabled) → None¶
Allows the player controller to disable all haptic requests from being fired, e.g. in the case of a level loading
- Parameters
new_disabled (bool) – If TRUE, the haptics will stop and prevented from being enabled again until set to FALSE
- set_haptics_by_value(frequency, amplitude, hand) → None¶
Sets the value of the haptics for the specified hand directly, using frequency and amplitude. NOTE: If a curve is already playing for this hand, it will be cancelled in favour of the specified values.
- Parameters
frequency (float) – The normalized frequency [0.0, 1.0] to play through the haptics system
amplitude (float) – The normalized amplitude [0.0, 1.0] to set the haptic feedback to
hand (ControllerHand) – Which hand to play the effect on
- set_mouse_cursor_widget(cursor, cursor_widget) → None¶
Sets the Widget for the Mouse Cursor to display
- Parameters
cursor (MouseCursor) – the cursor to set the widget for
cursor_widget (UserWidget) – the widget to set the cursor to
- set_mouse_location(x, y) → None¶
Positions the mouse cursor in screen space, in pixels.
- Parameters
x (int32) –
y (int32) –
- set_view_target_with_blend(new_view_target, blend_time=0.0, blend_func=ViewTargetBlendFunction.VT_BLEND_LINEAR, blend_exp=0.0, lock_outgoing=False) → None¶
Set the view target blending with variable control
- Parameters
new_view_target (Actor) – new actor to set as view target
blend_time (float) – time taken to blend
blend_func (ViewTargetBlendFunction) – Cubic, Linear etc functions for blending
blend_exp (float) – Exponent, used by certain blend functions to control the shape of the curve.
lock_outgoing (bool) – If true, lock outgoing viewtarget to last frame’s camera position for the remainder of the blend.
- set_virtual_joystick_visibility(visible) → None¶
Set the virtual joystick visibility.
- Parameters
visible (bool) –
- property should_perform_full_tick_when_paused¶
[Read-Write] Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.
- Type
(bool)
- property smooth_target_view_rotation_speed¶
[Read-Write] Interp speed for blending remote view rotation for smoother client updates
- Type
(float)
- stop_haptic_effect(hand) → None¶
Stops a playing haptic feedback curve
- Parameters
hand (ControllerHand) – Which hand to stop the effect for