UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PlayerController.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "SlateFwd.h"
9#include "Misc/Guid.h"
10#include "InputCoreTypes.h"
13#include "Engine/EngineTypes.h"
16#include "SceneTypes.h"
28#include "EngineDefines.h" // For UE_ENABLE_DEBUG_DRAWING
29#include "InputKeyEventArgs.h"
30
31#include "PlayerController.generated.h"
32
33class ACameraActor;
34class AHUD;
35class APawn;
36class ASpectatorPawn;
38class SWidget;
39class UActorChannel;
40class UCheatManager;
42class UInputComponent;
43class ULocalMessage;
44class UNetConnection;
45class UPlayer;
46class UPlayerInput;
47class UPrimitiveComponent;
48namespace EControllerAnalogStick { enum Type : int; }
53struct FInputKeyParams;
54struct FPlatformUserId;
56
59
61DECLARE_DELEGATE_ThreeParams(FGetAudioListenerPos, FVector& /*Location*/, FVector& /*ProjFront*/, FVector& /*ProjRight*/);
62
65
66UENUM()
68{
69 enum Type : int
70 {
71 Start,
74 };
75}
76
78
98
101{
102protected:
104
106 virtual void ApplyInputMode(class FReply& SlateOperations, class UGameViewportClient& GameViewportClient) const = 0;
107
108 virtual bool ShouldFlushInputOnViewportFocus() const { return true; };
109
112
113 friend class APlayerController;
114
115public:
116
117#if UE_ENABLE_DEBUG_DRAWING
119 ENGINE_API virtual const FString& GetDebugDisplayName() const;
120#endif // UE_ENABLE_DEBUG_DRAWING
121};
122
125{
127
129
132
135
136#if UE_ENABLE_DEBUG_DRAWING
137 ENGINE_API virtual const FString& GetDebugDisplayName() const override;
138#endif // UE_ENABLE_DEBUG_DRAWING
139
140protected:
143
144 ENGINE_API virtual void ApplyInputMode(FReply& SlateOperations, class UGameViewportClient& GameViewportClient) const override;
145};
146
148USTRUCT()
150{
152
154 UPROPERTY()
155 FName PackageName;
156
158 UPROPERTY()
159 int32 LODIndex = 0;
160
162 UPROPERTY()
163 bool bNewShouldBeLoaded = false;
164
166 UPROPERTY()
167 bool bNewShouldBeVisible = false;
168
170 UPROPERTY()
171 bool bNewShouldBlockOnLoad = false;
172
174 UPROPERTY()
175 bool bNewShouldBlockOnUnload = false;
176};
177
180{
182
184
187
190
193
194 virtual bool ShouldFlushInputOnViewportFocus() const override { return false; }
195
196#if UE_ENABLE_DEBUG_DRAWING
197 ENGINE_API virtual const FString& GetDebugDisplayName() const override;
198#endif // UE_ENABLE_DEBUG_DRAWING
199
200protected:
201
205
206 ENGINE_API virtual void ApplyInputMode(FReply& SlateOperations, class UGameViewportClient& GameViewportClient) const override;
207};
208
211{
213
215
218
219#if UE_ENABLE_DEBUG_DRAWING
220 ENGINE_API virtual const FString& GetDebugDisplayName() const override;
221#endif // UE_ENABLE_DEBUG_DRAWING
222
223protected:
225
226 ENGINE_API virtual void ApplyInputMode(FReply& SlateOperations, class UGameViewportClient& GameViewportClient) const override;
227};
228
229USTRUCT()
231{
233
234
235 bool IsValid() const
236 {
237 return ServerFrame != INDEX_NONE && LocalFrame != INDEX_NONE;
238 }
239 UPROPERTY()
240 int32 ServerFrame = INDEX_NONE;
241
242 UPROPERTY()
243 int32 LocalFrame = INDEX_NONE;
244
245};
246
259UCLASS(config=Game, BlueprintType, Blueprintable, meta=(ShortTooltip="A Player Controller is an actor responsible for controlling a Pawn used by the player."), MinimalAPI)
261{
263
264public:
267
269 UPROPERTY()
271
273 UPROPERTY()
274 TObjectPtr<APawn> AcknowledgedPawn;
275
277 UPROPERTY()
278 TObjectPtr<AHUD> MyHUD;
279
280 // ******************************************************************************
281 // Camera/view related variables
282
284 UPROPERTY(BlueprintReadOnly, Category=PlayerController)
285 TObjectPtr<APlayerCameraManager> PlayerCameraManager;
286
288 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=PlayerController)
289 TSubclassOf<APlayerCameraManager> PlayerCameraManagerClass;
290
296 UPROPERTY(EditAnywhere, Category=PlayerController)
297 bool bAutoManageActiveCameraTarget;
298
301 FRotator TargetViewRotation;
302
304 ENGINE_API void SetTargetViewRotation(const FRotator& InRotation);
305
307 FRotator BlendedTargetViewRotation;
308
310 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PlayerController)
311 float SmoothTargetViewRotationSpeed;
312
317 float LocalPlayerCachedLODDistanceFactor;
318
320 UPROPERTY()
321 TArray<TObjectPtr<class AActor>> HiddenActors;
322
324 UPROPERTY()
325 TArray< TWeakObjectPtr<UPrimitiveComponent> > HiddenPrimitiveComponents;
326
328 bool bRenderPrimitiveComponents;
329
331 UPROPERTY()
332 float LastSpectatorStateSynchTime;
333
336 FVector LastSpectatorSyncLocation;
337
340 FRotator LastSpectatorSyncRotation;
341
343 UPROPERTY()
344 int32 ClientCap;
345
356 UPROPERTY(Transient, BlueprintReadOnly, Category="Cheat Manager")
358
363 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Cheat Manager")
365
369
371 TArray<FActiveForceFeedbackEffect> ActiveForceFeedbackEffects;
372
373#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
376#endif
377
378protected:
380
381private:
382
383 struct FDynamicForceFeedbackAction
384 {
386 float TotalTime;
388 float TimeElapsed;
390 FDynamicForceFeedbackDetails ForceFeedbackDetails;
394 static FDynamicForceFeedbackHandle HandleAllocator;
395
402 bool Update(const float DeltaTime, FForceFeedbackValues& Values);
403 };
404
407
409 TSortedMap<int32, FDynamicForceFeedbackDetails*> LatentDynamicForceFeedbacks;
410
411 friend class FLatentDynamicForceFeedbackAction;
412
413public:
414
420
423
426
432
435
438
441
443 UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category=PlayerController)
444 uint32 bPlayerIsWaiting:1;
445
447 UFUNCTION(server, reliable, WithValidation, Category=PlayerController)
448 ENGINE_API void ServerSetSpectatorWaiting(bool bWaiting);
449
451 UFUNCTION(client, reliable, Category=PlayerController)
452 ENGINE_API void ClientSetSpectatorWaiting(bool bWaiting);
453
459 UPROPERTY(DuplicateTransient)
460 uint8 NetPlayerIndex;
461
464
471 UPROPERTY(DuplicateTransient)
472 TObjectPtr<UNetConnection> PendingSwapConnection;
473
475 UPROPERTY(DuplicateTransient)
477
479 FRotator RotationInput;
480
482 UPROPERTY(config, meta = (DeprecatedProperty, DeprecationMessage = "Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior"))
483 float InputYawScale_DEPRECATED = 1.0f;
484
486 UPROPERTY(config, meta = (DeprecatedProperty, DeprecationMessage = "Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior"))
487 float InputPitchScale_DEPRECATED = 1.0f;
488
490 UPROPERTY(config, meta = (DeprecatedProperty, DeprecationMessage = "Use the Enhanced Input plugin Scalar Modifier instead. See UInputSettings::bEnableLegacyInputScales to enable legacy behavior"))
491 float InputRollScale_DEPRECATED = 1.0f;
492
494 UE_DEPRECATED(5.0, "GetDeprecatedInputYawScale is deprecated, please use the Enhanced Input plugin Scalar Modifier instead.")
495 UFUNCTION(BlueprintCallable, Category = PlayerController)
496 ENGINE_API float GetDeprecatedInputYawScale() const;
497
499 UE_DEPRECATED(5.0, "GetDeprecatedInputPitchScale is deprecated, please use the Enhanced Input plugin Scalar Modifier instead.")
500 UFUNCTION(BlueprintCallable, Category = PlayerController)
501 ENGINE_API float GetDeprecatedInputPitchScale() const;
502
505 UFUNCTION(BlueprintCallable, Category = PlayerController)
507
509 UE_DEPRECATED(5.0, "SetDeprecatedInputYawScale is deprecated, please use the Enhanced Input plugin Scalar Modifier instead.")
510 UFUNCTION(BlueprintCallable, Category = PlayerController)
511 ENGINE_API void SetDeprecatedInputYawScale(float NewValue);
512
514 UE_DEPRECATED(5.0, "SetDeprecatedInputPitchScale is deprecated, please use the Enhanced Input plugin Scalar Modifier instead.")
515 UFUNCTION(BlueprintCallable, Category = PlayerController)
516 ENGINE_API void SetDeprecatedInputPitchScale(float NewValue);
517
520 UFUNCTION(BlueprintCallable, Category = PlayerController)
521 ENGINE_API void SetDeprecatedInputRollScale(float NewValue);
522
524 UPROPERTY(EditAnywhere, BlueprintReadWrite, Setter=SetShowMouseCursor, Category=MouseInterface)
525 uint32 bShowMouseCursor:1;
526
528 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MouseInterface)
529 uint32 bEnableClickEvents:1;
530
532 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MouseInterface)
533 uint32 bEnableTouchEvents:1;
534
536 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MouseInterface)
537 uint32 bEnableMouseOverEvents:1;
538
540 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MouseInterface)
541 uint32 bEnableTouchOverEvents:1;
542
543 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Game|Feedback")
544 uint32 bForceFeedbackEnabled:1;
545
547 UPROPERTY(EditAnywhere, BlueprintReadWrite, BlueprintSetter=SetMotionControlsEnabled, Category="Input")
548 uint32 bEnableMotionControls:1;
549
550 UFUNCTION(BlueprintSetter)
551 ENGINE_API void SetMotionControlsEnabled(bool bEnabled);
552
554 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WorldPartition)
555 uint32 bEnableStreamingSource:1;
556
558 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WorldPartition, meta=(EditCondition="bEnableStreamingSource"))
559 uint32 bStreamingSourceShouldActivate:1;
560
562 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WorldPartition, meta=(EditCondition="bEnableStreamingSource"))
563 uint32 bStreamingSourceShouldBlockOnSlowStreaming:1;
564
566 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WorldPartition, meta=(EditCondition="bEnableStreamingSource"))
567 EStreamingSourcePriority StreamingSourcePriority;
568
570 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WorldPartition, meta = (EditCondition = "bEnableStreamingSource"))
571 FColor StreamingSourceDebugColor;
572
574 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WorldPartition, meta = (EditCondition = "bEnableStreamingSource"))
575 TArray<FStreamingSourceShape> StreamingSourceShapes;
576
578 UPROPERTY(config)
579 float ForceFeedbackScale;
580
582 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MouseInterface, meta=(EditCondition="bEnableClickEvents"))
583 TArray<FKey> ClickEventKeys;
584
586 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=MouseInterface)
587 TEnumAsByte<EMouseCursor::Type> DefaultMouseCursor;
588
590 UPROPERTY(BlueprintReadWrite, Category=MouseInterface)
591 TEnumAsByte<EMouseCursor::Type> CurrentMouseCursor;
592
594 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=MouseInterface)
595 TEnumAsByte<ECollisionChannel> DefaultClickTraceChannel;
596
598 UPROPERTY(BlueprintReadWrite, Category=MouseInterface)
599 TEnumAsByte<ECollisionChannel> CurrentClickTraceChannel;
600
602 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=MouseInterface, meta=(DisplayName="Trace Distance"))
603 float HitResultTraceDistance;
604
606 UPROPERTY()
607 uint16 SeamlessTravelCount;
608
610 UPROPERTY()
611 uint16 LastCompletedSeamlessTravelCount;
612
613public:
616 ENGINE_API virtual void EnableCheats();
617
619 ENGINE_API virtual void UnFreeze();
620
622 ENGINE_API virtual float GetMinRespawnDelay();
623
626 ENGINE_API virtual void FOV(float NewFOV);
627
630 ENGINE_API virtual void RestartLevel();
631
634 ENGINE_API virtual void LocalTravel(const FString& URL);
635
637 UFUNCTION(Reliable, Server, WithValidation)
638 ENGINE_API void ServerExecRPC(const FString& Msg);
639
642 ENGINE_API void ServerExec(const FString& Msg);
643
646 ENGINE_API virtual void ClientReturnToMainMenuWithTextReason(const FText& ReturnReason);
647
650 ENGINE_API virtual void ClientRepObjRef(UObject* Object);
651
657
661
664 ENGINE_API virtual void SetName(const FString& S);
665
668 ENGINE_API virtual void SwitchLevel(const FString& URL);
669
675 ENGINE_API virtual void NotifyLoadedWorld(FName WorldPackageName, bool bFinalDest);
676
681 ENGINE_API virtual void PlayerTick(float DeltaTime);
682
684 ENGINE_API virtual void PreProcessInput(const float DeltaTime, const bool bGamePaused);
685
687 ENGINE_API virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused);
688
694 ENGINE_API virtual void SetCinematicMode( bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning);
695
697 ENGINE_API virtual void ResetIgnoreInputFlags() override;
698
700 ENGINE_API bool GetHitResultAtScreenPosition(const FVector2D ScreenPosition, const ECollisionChannel TraceChannel, const FCollisionQueryParams& CollisionQueryParams, FHitResult& HitResult) const;
701 ENGINE_API bool GetHitResultAtScreenPosition(const FVector2D ScreenPosition, const ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult& HitResult) const;
702 ENGINE_API bool GetHitResultAtScreenPosition(const FVector2D ScreenPosition, const ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult& HitResult) const;
703 ENGINE_API bool GetHitResultAtScreenPosition(const FVector2D ScreenPosition, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, FHitResult& HitResult) const;
704
705 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(DeprecatedFunction, DeprecationMessage = "Use new GetHitResultUnderCursorByChannel or GetHitResultUnderCursorForObject", TraceChannel=ECC_Visibility, bTraceComplex=true))
706 ENGINE_API bool GetHitResultUnderCursor(ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult& HitResult) const;
707
709 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(bTraceComplex=true))
710 ENGINE_API bool GetHitResultUnderCursorByChannel(ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult& HitResult) const;
711
713 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(bTraceComplex=true))
714 ENGINE_API bool GetHitResultUnderCursorForObjects(const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, FHitResult& HitResult) const;
715
716 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(DeprecatedFunction, DeprecationMessage = "Use new GetHitResultUnderFingerByChannel or GetHitResultUnderFingerForObject", TraceChannel=ECC_Visibility, bTraceComplex=true))
717 ENGINE_API bool GetHitResultUnderFinger(ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult& HitResult) const;
718
720 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(bTraceComplex=true))
721 ENGINE_API bool GetHitResultUnderFingerByChannel(ETouchIndex::Type FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult& HitResult) const;
722
724 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(bTraceComplex=true))
725 ENGINE_API bool GetHitResultUnderFingerForObjects(ETouchIndex::Type FingerIndex, const TArray<TEnumAsByte<EObjectTypeQuery> > & ObjectTypes, bool bTraceComplex, FHitResult& HitResult) const;
726
728 UFUNCTION(BlueprintCallable, Category="Game|Player", meta = (DisplayName = "Convert Mouse Location To World Space", Keywords = "deproject"))
729 ENGINE_API bool DeprojectMousePositionToWorld(FVector& WorldLocation, FVector& WorldDirection) const;
730
732 UFUNCTION(BlueprintCallable, Category="Game|Player", meta = (DisplayName = "Convert Screen Location To World Space", Keywords = "deproject"))
733 ENGINE_API bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, FVector& WorldLocation, FVector& WorldDirection) const;
734
739 UFUNCTION(BlueprintCallable, Category="Game|Player", meta = (DisplayName = "Convert World Location To Screen Location", Keywords = "project"))
740 ENGINE_API bool ProjectWorldLocationToScreen(FVector WorldLocation, FVector2D& ScreenLocation, bool bPlayerViewportRelative = false) const;
741
746 ENGINE_API bool ProjectWorldLocationToScreenWithDistance(FVector WorldLocation, FVector& ScreenLocation, bool bPlayerViewportRelative = false) const;
747
752 ENGINE_API virtual bool PostProcessWorldToScreen(FVector WorldLocation, FVector2D& ScreenLocation, bool bPlayerViewportRelative) const;
753
755 UFUNCTION( BlueprintCallable, Category="Game|Player", meta = (DisplayName = "Set Mouse Position", Keywords = "mouse" ))
756 ENGINE_API void SetMouseLocation( const int X, const int Y );
757
762 ENGINE_API virtual void UpdateRotation(float DeltaTime);
763
769 UFUNCTION(BlueprintCallable, Category = WorldPartition)
770 virtual bool IsStreamingSourceEnabled() const { return bEnableStreamingSource; }
771
777 UFUNCTION(BlueprintCallable, Category = WorldPartition)
778 virtual bool StreamingSourceShouldActivate() const { return bEnableStreamingSource && bStreamingSourceShouldActivate; }
779
785 UFUNCTION(BlueprintCallable, Category = WorldPartition)
786 virtual bool StreamingSourceShouldBlockOnSlowStreaming() const { return bEnableStreamingSource && bStreamingSourceShouldBlockOnSlowStreaming; }
787
793 UFUNCTION(BlueprintCallable, Category = WorldPartition)
794 virtual EStreamingSourcePriority GetStreamingSourcePriority() const { return StreamingSourcePriority; }
795
800 UFUNCTION(BlueprintCallable, Category = WorldPartition)
801 ENGINE_API virtual void GetStreamingSourceLocationAndRotation(FVector& OutLocation, FRotator& OutRotation) const;
802
808 UFUNCTION(BlueprintCallable, Category = WorldPartition)
809 ENGINE_API virtual void GetStreamingSourceShapes(TArray<FStreamingSourceShape>& OutShapes) const;
810
816
820 virtual const UObject* GetStreamingSourceOwner() const override final { return this; }
821
824
827
829 ENGINE_API virtual bool HasNetOwner() const override;
830
831public:
834 ENGINE_API virtual void StartFire(uint8 FireModeNum = 0);
835
837 ENGINE_API void LevelStreamingStatusChanged(class ULevelStreaming* LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex);
838 ENGINE_API void LevelStreamingStatusChanged(class ULevelStreaming* LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, bool bNewShouldBlockOnUnload, int32 LODIndex);
839
841 ENGINE_API virtual void DelayedPrepareMapChange();
842
854 ENGINE_API virtual void GetSeamlessTravelActorList(bool bToEntry, TArray<class AActor*>& ActorList);
855
861 ENGINE_API virtual void SeamlessTravelTo(class APlayerController* NewPC);
862
868 ENGINE_API virtual void SeamlessTravelFrom(class APlayerController* OldPC);
869
874 ENGINE_API virtual void PostSeamlessTravel();
875
879 ENGINE_API void OnAddedToPlayerControllerList();
880
884 ENGINE_API void OnRemovedFromPlayerControllerList();
885
891 ENGINE_API virtual void ClientEnableNetworkVoice(bool bEnable);
892
899 ENGINE_API void ClientAckUpdateLevelVisibility(FName PackageName, FNetLevelVisibilityTransactionId TransactionId, bool bClientAckCanMakeVisible);
900
902 ENGINE_API void StartTalking();
903
905 ENGINE_API void StopTalking();
906
912 ENGINE_API virtual void ToggleSpeaking(bool bInSpeaking);
913
922 ENGINE_API virtual void ClientVoiceHandshakeComplete();
923
928 UFUNCTION(server, reliable, WithValidation)
929 ENGINE_API virtual void ServerMutePlayer(FUniqueNetIdRepl PlayerId);
930
935 UFUNCTION(server, reliable, WithValidation )
936 ENGINE_API virtual void ServerUnmutePlayer(FUniqueNetIdRepl PlayerId);
937
943 ENGINE_API virtual void ClientMutePlayer(FUniqueNetIdRepl PlayerId);
944
950 ENGINE_API virtual void ClientUnmutePlayer(FUniqueNetIdRepl PlayerId);
951
956 UFUNCTION(server, reliable, WithValidation)
957 ENGINE_API virtual void ServerBlockPlayer(FUniqueNetIdRepl PlayerId);
958
963 UFUNCTION(server, reliable, WithValidation)
964 ENGINE_API virtual void ServerUnblockPlayer(FUniqueNetIdRepl PlayerId);
965
971 ENGINE_API virtual void ClientUnmutePlayers(const TArray<FUniqueNetIdRepl>& PlayerIds);
972
978 ENGINE_API void GameplayMutePlayer(const FUniqueNetIdRepl& PlayerNetId);
979
985 ENGINE_API void GameplayUnmutePlayer(const FUniqueNetIdRepl& PlayerNetId);
986
990 ENGINE_API void GameplayUnmuteAllPlayers();
991
997 ENGINE_API virtual class APlayerController* GetPlayerControllerForMuting(const FUniqueNetIdRepl& PlayerNetId);
998
1006 ENGINE_API virtual bool IsPlayerMuted(const class FUniqueNetId& PlayerId);
1007
1008
1011 ENGINE_API virtual void ConsoleKey(FKey Key);
1012
1015 ENGINE_API virtual void SendToConsole(const FString& Command);
1016
1018 UFUNCTION(reliable, client, SealedEvent)
1019 ENGINE_API void ClientAddTextureStreamingLoc(FVector InLoc, float Duration, bool bOverrideLocation);
1020
1023 ENGINE_API void ClientCancelPendingMapChange();
1024
1027 ENGINE_API void ClientCapBandwidth(int32 Cap);
1028
1031 ENGINE_API void ClientCommitMapChange();
1032
1038 UFUNCTION(reliable, client, SealedEvent)
1039 ENGINE_API void ClientFlushLevelStreaming();
1040
1043 ENGINE_API void ClientForceGarbageCollection();
1044
1051 ENGINE_API void ClientGameEnded(class AActor* EndGameFocus, bool bIsWinner);
1052
1058 ENGINE_API void ClientGotoState(FName NewState);
1059
1062 ENGINE_API void ClientIgnoreLookInput(bool bIgnore);
1063
1066 ENGINE_API void ClientIgnoreMoveInput(bool bIgnore);
1067
1075 ENGINE_API void ClientMessage(const FString& S, FName Type = NAME_None, float MsgLifeTime = 0.f);
1076
1084 UFUNCTION(unreliable, client, BlueprintCallable, Category="Game|Feedback")
1085 ENGINE_API void ClientStartCameraShake(TSubclassOf<class UCameraShakeBase> Shake, float Scale = 1.f, ECameraShakePlaySpace PlaySpace = ECameraShakePlaySpace::CameraLocal, FRotator UserPlaySpaceRot = FRotator::ZeroRotator);
1086
1092 UFUNCTION(BlueprintCallable, Category="Game|Feedback")
1093 ENGINE_API void ClientStartCameraShakeFromSource(TSubclassOf<class UCameraShakeBase> Shake, class UCameraShakeSourceComponent* SourceComponent);
1094
1101 UFUNCTION(unreliable, client)
1102 ENGINE_API void ClientPlaySound(class USoundBase* Sound, float VolumeMultiplier = 1.f, float PitchMultiplier = 1.f );
1103
1111 UFUNCTION(unreliable, client)
1112 ENGINE_API void ClientPlaySoundAtLocation(class USoundBase* Sound, FVector Location, float VolumeMultiplier = 1.f, float PitchMultiplier = 1.f);
1113
1121 ENGINE_API void ClientPrepareMapChange(FName LevelName, bool bFirst, bool bLast);
1122
1132 ENGINE_API void ClientPrestreamTextures(class AActor* ForcedActor, float ForceDuration, bool bEnableStreaming, int32 CinematicTextureGroups = 0);
1133
1136 ENGINE_API void ClientReset();
1137
1140 ENGINE_API void ClientRestart(class APawn* NewPawn);
1141
1147 ENGINE_API void ClientSetBlockOnAsyncLoading();
1148
1159 ENGINE_API void ClientSetCameraFade(bool bEnableFading, FColor FadeColor = FColor(ForceInit), FVector2D FadeAlpha = FVector2D(-1.0f, 0.0f), float FadeTime = 0, bool bFadeAudio = false, bool bHoldWhenFinished = false);
1160
1166 ENGINE_API void ClientSetCameraMode(FName NewCamMode);
1167
1170 ENGINE_API void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD);
1171
1181 ENGINE_API void ClientSetForceMipLevelsToBeResident(class UMaterialInterface* Material, float ForceDuration, int32 CinematicTextureGroups = 0);
1182
1184 UFUNCTION(BlueprintCallable, Category="HUD", Reliable, Client)
1185 ENGINE_API void ClientSetHUD(TSubclassOf<AHUD> NewHUDClass);
1186
1188 UFUNCTION(BlueprintCallable, Category="HUD")
1189 ENGINE_API void GetViewportSize(int32& SizeX, int32& SizeY) const;
1190
1192 UFUNCTION(BlueprintCallable, Category="HUD")
1193 ENGINE_API AHUD* GetHUD() const;
1194
1196 template<class T>
1197 T* GetHUD() const
1198 {
1199 return Cast<T>(MyHUD);
1200 }
1201
1207 UFUNCTION(BlueprintCallable, Category="Game|Player")
1208 ENGINE_API void SetMouseCursorWidget(EMouseCursor::Type Cursor, UPARAM(Required) class UUserWidget* CursorWidget);
1209
1216
1218 UFUNCTION(unreliable, client, BlueprintCallable, Category="Game|Feedback")
1219 ENGINE_API void ClientSpawnGenericCameraLensEffect(UPARAM(meta=(MustImplement ="CameraLensEffectInterface")) TSubclassOf<class AActor> LensEffectEmitterClass);
1220
1221 UFUNCTION(unreliable, client, Category="Game|Feedback", meta=(DeprecatedFunction, DeprecationMessage="Prefer the version taking ICameraLensEffectInterface (ClientSpawnGenericCameraLensEffect)"))
1223
1225 UFUNCTION(reliable, client, BlueprintCallable, Category="Game|Feedback")
1226 ENGINE_API virtual void ClientClearCameraLensEffects();
1227
1229 UFUNCTION(reliable, client, BlueprintCallable, Category="Game|Feedback")
1230 ENGINE_API void ClientStopCameraShake(TSubclassOf<class UCameraShakeBase> Shake, bool bImmediately = true);
1231
1233 UFUNCTION(BlueprintCallable, Category="Game|Feedback")
1234 ENGINE_API void ClientStopCameraShakesFromSource(class UCameraShakeSourceComponent* SourceComponent, bool bImmediately = true);
1235
1244 UFUNCTION(BlueprintCallable, Category="Game|Feedback", meta=(DisplayName="Client Play Force Feedback", AdvancedDisplay="bIgnoreTimeDilation,bPlayWhilePaused"))
1245 ENGINE_API void K2_ClientPlayForceFeedback(class UForceFeedbackEffect* ForceFeedbackEffect, FName Tag, bool bLooping, bool bIgnoreTimeDilation, bool bPlayWhilePaused);
1246
1247private:
1252 UFUNCTION(unreliable, client)
1253 ENGINE_API void ClientPlayForceFeedback_Internal(class UForceFeedbackEffect* ForceFeedbackEffect, FForceFeedbackParameters Params = FForceFeedbackParameters());
1254
1255public:
1256
1262 void ClientPlayForceFeedback(class UForceFeedbackEffect* ForceFeedbackEffect, FForceFeedbackParameters Params = FForceFeedbackParameters())
1263 {
1264 ClientPlayForceFeedback_Internal(ForceFeedbackEffect, Params);
1265 }
1266
1272 UFUNCTION(reliable, client, BlueprintCallable, Category="Game|Feedback")
1273 ENGINE_API void ClientStopForceFeedback(class UForceFeedbackEffect* ForceFeedbackEffect, FName Tag);
1274
1275public:
1288 UFUNCTION(BlueprintCallable, meta=(Latent, LatentInfo="LatentInfo", ExpandEnumAsExecs="Action", Duration="-1", bAffectsLeftLarge="true", bAffectsLeftSmall="true", bAffectsRightLarge="true", bAffectsRightSmall="true", AdvancedDisplay="bAffectsLeftLarge,bAffectsLeftSmall,bAffectsRightLarge,bAffectsRightSmall"), Category="Game|Feedback")
1289 ENGINE_API void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, TEnumAsByte<EDynamicForceFeedbackAction::Type> Action, FLatentActionInfo LatentInfo);
1290
1291private:
1292 //~ This method is purely for debugging purposes.
1293 //~ It will trigger a ServerUpdateLevelVisibilityCall with the provided package name.
1294 UFUNCTION(Exec)
1295 ENGINE_API void TestServerLevelVisibilityChange(const FName PackageName, const FName FileName);
1296
1297public:
1313 ENGINE_API FDynamicForceFeedbackHandle PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, EDynamicForceFeedbackAction::Type Action = EDynamicForceFeedbackAction::Start, FDynamicForceFeedbackHandle ActionHandle = 0);
1314
1321 UFUNCTION(BlueprintCallable, Category="Game|Feedback")
1322 ENGINE_API void PlayHapticEffect(class UHapticFeedbackEffect_Base* HapticEffect, EControllerHand Hand, float Scale = 1.f, bool bLoop = false);
1323
1329 UFUNCTION(BlueprintCallable, Category="Game|Feedback")
1330 ENGINE_API void StopHapticEffect(EControllerHand Hand);
1331
1340 UFUNCTION(BlueprintCallable, Category="Game|Feedback")
1341 ENGINE_API void SetHapticsByValue(const float Frequency, const float Amplitude, EControllerHand Hand);
1342
1348 UFUNCTION(BlueprintCallable, Category = "Game|Feedback")
1349 ENGINE_API virtual void SetDisableHaptics(bool bNewDisabled);
1350
1355 UFUNCTION(BlueprintCallable, Category="Game|Feedback")
1356 ENGINE_API void SetControllerLightColor(FColor Color);
1357
1361 UFUNCTION(BlueprintCallable, Category="Game|Feedback")
1362 ENGINE_API void ResetControllerLightColor();
1363
1369 UFUNCTION(BlueprintCallable, Category = "Input")
1370 ENGINE_API void SetControllerDeadZones(const float LeftDeadZone, const float RightDeadZone);
1371
1375 UFUNCTION(BlueprintCallable, Category = "Input")
1376 ENGINE_API void ResetControllerDeadZones();
1377
1383 UFUNCTION(BlueprintCallable, Category = "Input")
1384 ENGINE_API void SetControllerTriggerReleaseThresholds(const float LeftThreshold, const float RightThreshold);
1385
1389 UFUNCTION(BlueprintCallable, Category = "Input")
1390 ENGINE_API void ResetControllerTriggerReleaseThresholds();
1391
1396 UFUNCTION(BlueprintCallable, Category = "Input")
1397 ENGINE_API void SetControllerGyroAutoCalibration(bool bEnabled);
1398
1410 UFUNCTION()
1411 ENGINE_API void ClientTravel(const FString& URL, enum ETravelType TravelType, bool bSeamless = false, FGuid MapPackageGuid = FGuid());
1412
1424 ENGINE_API void ClientTravelInternal(const FString& URL, enum ETravelType TravelType, bool bSeamless = false, FGuid MapPackageGuid = FGuid());
1425
1437 ENGINE_API void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex, FNetLevelVisibilityTransactionId TransactionId = FNetLevelVisibilityTransactionId(), bool bNewShouldBlockOnUnload = false);
1438
1444 ENGINE_API void ClientUpdateMultipleLevelsStreamingStatus(const TArray<FUpdateLevelStreamingLevelStatus>& LevelStatuses);
1445
1448 ENGINE_API void ClientWasKicked(const FText& KickReason);
1449
1452 ENGINE_API void ClientStartOnlineSession();
1453
1456 ENGINE_API void ClientEndOnlineSession();
1457
1460 ENGINE_API void ClientRetryClientRestart(class APawn* NewPawn);
1461
1463 ENGINE_API virtual void SafeRetryClientRestart();
1464
1467 ENGINE_API void ClientReceiveLocalizedMessage(TSubclassOf<ULocalMessage> Message, int32 Switch = 0, class APlayerState* RelatedPlayerState_1 = nullptr, class APlayerState* RelatedPlayerState_2 = nullptr, class UObject* OptionalObject = nullptr);
1468
1470 UFUNCTION(reliable, server, WithValidation)
1471 ENGINE_API void ServerAcknowledgePossession(class APawn* P);
1472
1474 UFUNCTION(reliable, server, WithValidation)
1475 ENGINE_API void ServerCamera(FName NewMode);
1476
1478 UFUNCTION(reliable, server, WithValidation)
1479 ENGINE_API void ServerChangeName(const FString& S);
1480
1485 UFUNCTION(reliable, server, WithValidation, SealedEvent)
1486 ENGINE_API void ServerNotifyLoadedWorld(FName WorldPackageName);
1487
1489 UFUNCTION(reliable, server, WithValidation)
1490 ENGINE_API void ServerPause();
1491
1493 UFUNCTION(reliable, server, WithValidation)
1494 ENGINE_API void ServerRestartPlayer();
1495
1497 UFUNCTION(unreliable, server, WithValidation)
1498 ENGINE_API void ServerSetSpectatorLocation(FVector NewLoc, FRotator NewRot);
1499
1501 ENGINE_API void SafeServerUpdateSpectatorState();
1502
1504 UFUNCTION(unreliable, server, WithValidation)
1505 ENGINE_API void ServerCheckClientPossession();
1506
1508 UFUNCTION(reliable, server, WithValidation)
1509 ENGINE_API void ServerCheckClientPossessionReliable();
1510
1512 ENGINE_API virtual void SafeServerCheckClientPossession();
1513
1515 UFUNCTION(reliable, server, WithValidation)
1516 ENGINE_API void ServerShortTimeout();
1517
1519 // @TODO - combine pitch/yaw into one int, maybe also send location compressed
1520 UFUNCTION(unreliable, server, WithValidation)
1522
1530 UFUNCTION(reliable, server, WithValidation, SealedEvent)
1531 ENGINE_API void ServerUpdateLevelVisibility(const FUpdateLevelVisibilityLevelInfo& LevelVisibility);
1532
1539 UFUNCTION(reliable, server, WithValidation, SealedEvent)
1540 ENGINE_API void ServerUpdateMultipleLevelsVisibility( const TArray<FUpdateLevelVisibilityLevelInfo>& LevelVisibilities );
1541
1543 UFUNCTION(reliable, server, WithValidation)
1544 ENGINE_API void ServerVerifyViewTarget();
1545
1547 UFUNCTION(unreliable, server, WithValidation)
1548 ENGINE_API void ServerViewNextPlayer();
1549
1551 UFUNCTION(unreliable, server, WithValidation)
1552 ENGINE_API void ServerViewPrevPlayer();
1553
1555 UFUNCTION(unreliable, server, WithValidation)
1557
1560 ENGINE_API void ClientTeamMessage(class APlayerState* SenderPlayerState, const FString& S, FName Type, float MsgLifeTime = 0);
1561
1563 UFUNCTION(reliable, server, WithValidation)
1564 ENGINE_API void ServerToggleAILogging();
1565
1570 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(Keywords="up down"))
1571 ENGINE_API virtual void AddPitchInput(float Val);
1572
1577 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(Keywords="left right turn"))
1578 ENGINE_API virtual void AddYawInput(float Val);
1579
1584 UFUNCTION(BlueprintCallable, Category="Game|Player")
1585 ENGINE_API virtual void AddRollInput(float Val);
1586
1588 UFUNCTION(BlueprintCallable, Category="Game|Player")
1589 ENGINE_API bool IsInputKeyDown(FKey Key) const;
1590
1592 UFUNCTION(BlueprintCallable, Category="Game|Player")
1593 ENGINE_API bool WasInputKeyJustPressed(FKey Key) const;
1594
1596 UFUNCTION(BlueprintCallable, Category="Game|Player")
1597 ENGINE_API bool WasInputKeyJustReleased(FKey Key) const;
1598
1600 UFUNCTION(BlueprintCallable, Category="Game|Player")
1601 ENGINE_API float GetInputAnalogKeyState(FKey Key) const;
1602
1604 UFUNCTION(BlueprintCallable, Category="Game|Player")
1605 ENGINE_API FVector GetInputVectorKeyState(FKey Key) const;
1606
1608 UFUNCTION(BlueprintCallable, Category="Game|Player")
1609 ENGINE_API void GetInputTouchState(ETouchIndex::Type FingerIndex, float& LocationX, float& LocationY, bool& bIsCurrentlyPressed) const;
1610 ENGINE_API void GetInputTouchState(ETouchIndex::Type FingerIndex, double& LocationX, double& LocationY, bool& bIsCurrentlyPressed) const; // LWC_TODO: Temp stand in for native calls with FVector2D components.
1611
1613 UFUNCTION(BlueprintCallable, Category="Game|Player")
1614 ENGINE_API void GetInputMotionState(FVector& Tilt, FVector& RotationRate, FVector& Gravity, FVector& Acceleration) const;
1615
1617 UFUNCTION(BlueprintCallable, Category="Game|Player")
1618 ENGINE_API bool GetMousePosition(float& LocationX, float& LocationY) const;
1619 ENGINE_API bool GetMousePosition(double& LocationX, double& LocationY) const; // LWC_TODO: Temp stand in for native calls with FVector2D components.
1620
1622 UFUNCTION(BlueprintCallable, Category="Game|Player")
1623 ENGINE_API float GetInputKeyTimeDown(FKey Key) const;
1624
1626 UFUNCTION(BlueprintCallable, Category="Game|Player")
1627 ENGINE_API void GetInputMouseDelta(float& DeltaX, float& DeltaY) const;
1628 ENGINE_API void GetInputMouseDelta(double& DeltaX, double& DeltaY) const; // LWC_TODO: Temp stand in for native calls with FVector2D components.
1629
1631 UFUNCTION(BlueprintCallable, Category="Game|Player")
1632 ENGINE_API void GetInputAnalogStickState(EControllerAnalogStick::Type WhichStick, float& StickX, float& StickY) const;
1633 ENGINE_API void GetInputAnalogStickState(EControllerAnalogStick::Type WhichStick, double& StickX, double& StickY) const; // LWC_TODO: Temp stand in for native calls with FVector2D components.
1634
1636 UFUNCTION(BlueprintCallable, Category="Game|Player")
1637 ENGINE_API virtual void ActivateTouchInterface(class UTouchInterface* NewTouchInterface);
1638
1640 UFUNCTION(BlueprintCallable, Category="Game|Player")
1641 ENGINE_API virtual void SetVirtualJoystickVisibility(bool bVisible);
1642
1644 ENGINE_API virtual void SetInputMode(const FInputModeDataBase& InData);
1645
1652
1661 UFUNCTION(BlueprintCallable, Category="Game|Player", meta=(Keywords = "Camera"))
1662 ENGINE_API virtual void SetViewTargetWithBlend(class AActor* NewViewTarget, float BlendTime = 0, enum EViewTargetBlendFunction BlendFunc = VTBlend_Linear, float BlendExp = 0, bool bLockOutgoing = false);
1663
1668 ENGINE_API void IncludeInNetConditionGroup(FName NetGroup);
1669
1671 ENGINE_API void RemoveFromNetConditionGroup(FName NetGroup);
1672
1674 bool IsMemberOfNetConditionGroup(FName NetGroup) const
1675 {
1676 return NetConditionGroups.Find(NetGroup) != INDEX_NONE;
1677 }
1678
1680 const TArray<FName>& GetNetConditionGroups() const { return NetConditionGroups; }
1681
1682private:
1683
1685 TArray<FName> NetConditionGroups;
1686
1687protected:
1690
1693
1696
1698 UPROPERTY()
1699 TObjectPtr<UInputComponent> InactiveStateInputComponent;
1700
1702 ENGINE_API virtual void SetupInactiveStateInputComponent(UInputComponent* InComponent);
1703
1705 ENGINE_API virtual void UpdateStateInputComponents();
1706
1708 uint32 bCinemaDisableInputMove:1;
1709 uint32 bCinemaDisableInputLook:1;
1710
1712 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PlayerController)
1713 uint32 bShouldPerformFullTickWhenPaused : 1;
1714
1715private:
1716 /* Whether the PlayerController's input handling is enabled. */
1717 uint32 bInputEnabled:1;
1718
1719protected:
1720
1722 TSharedPtr<class SVirtualJoystick> VirtualJoystick;
1723
1725 ENGINE_API virtual TSharedPtr<class SVirtualJoystick> CreateVirtualJoystick();
1726
1728 UPROPERTY()
1729 TObjectPtr<class UTouchInterface> CurrentTouchInterface;
1730
1732 UPROPERTY(EditDefaultsOnly, Category = Input)
1733 TSubclassOf<UPlayerInput> OverridePlayerInputClass;
1734
1736 FTimerHandle TimerHandle_UnFreeze;
1737
1738private:
1740 FTimerHandle TimerHandle_DelayedPrepareMapChange;
1741
1743 FTimerHandle TimerHandle_ClientCommitMapChange;
1744
1745public:
1747 ENGINE_API virtual void PushInputComponent(UInputComponent* Input);
1748
1750 ENGINE_API virtual bool PopInputComponent(UInputComponent* Input);
1751
1753 ENGINE_API virtual bool IsInputComponentInStack(const UInputComponent* Input) const;
1754
1756 ENGINE_API virtual void FlushPressedKeys();
1757
1762 virtual bool ShouldFlushKeysWhenViewportFocusChanges() const { return bShouldFlushInputWhenViewportFocusChanges; }
1763
1764 UFUNCTION(BlueprintCallable, Category = Input)
1765 ENGINE_API TSubclassOf<UPlayerInput> GetOverridePlayerInputClass() const;
1766
1768 UE_DEPRECATED(5.6, "Use the version which takes a FInputKeyEventArgs instead.")
1770 ENGINE_API virtual bool InputKey(const FInputKeyParams& Params) final;
1772
1774 ENGINE_API virtual bool InputKey(const FInputKeyEventArgs& Params);
1775
1777 UE_DEPRECATED(5.6, "Use the version which takes in a DeviceId and Timestamp instead.")
1778 ENGINE_API virtual bool InputTouch(uint32 Handle, ETouchType::Type Type, const FVector2D& TouchLocation, float Force, FDateTime DeviceTimestamp, uint32 TouchpadIndex) final;
1779
1781 ENGINE_API virtual bool InputTouch(
1782 const FInputDeviceId DeviceId,
1783 uint32 Handle,
1784 ETouchType::Type Type,
1785 const FVector2D& TouchLocation,
1786 float Force,
1787 uint32 TouchpadIndex,
1788 const uint64 Timestamp);
1789
1791 UE_DEPRECATED(5.6, "Use the version which takes in a DeviceId and Timestamp instead.")
1792 ENGINE_API virtual bool InputMotion(const FVector& Tilt, const FVector& RotationRate, const FVector& Gravity, const FVector& Acceleration) final;
1793
1795 ENGINE_API virtual bool InputMotion(const FInputDeviceId DeviceId, const FVector& Tilt, const FVector& RotationRate, const FVector& Gravity, const FVector& Acceleration, const uint64 Timestamp);
1796
1799
1801 ENGINE_API class ULocalPlayer* GetLocalPlayer() const;
1802
1807 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Game|Player")
1808 ENGINE_API FPlatformUserId GetPlatformUserId() const;
1809
1815 ENGINE_API virtual void SmoothTargetViewRotation(APawn* TargetPawn, float DeltaSeconds);
1816
1823 ENGINE_API virtual FString ConsoleCommand(const FString& Command, bool bWriteToLog = true);
1824
1825 //~ Begin UObject Interface
1827 ENGINE_API virtual void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const override;
1828#if UE_WITH_REMOTE_OBJECT_HANDLE
1829 ENGINE_API virtual void PostMigrate(const FUObjectMigrationContext& MigrationContext) override;
1830#endif
1831 //~ End UObject Interface
1832
1833 //~ Begin AActor Interface
1834 ENGINE_API virtual void GetActorEyesViewPoint(FVector& Location, FRotator& Rotation) const override;
1835 ENGINE_API virtual void CalcCamera(float DeltaTime, struct FMinimalViewInfo& OutResult) override;
1836 ENGINE_API virtual void TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction) override;
1837 ENGINE_API virtual bool IsNetRelevantFor(const AActor* RealViewer, const AActor* ViewTarget, const FVector& SrcLocation) const override;
1838 ENGINE_API virtual void FellOutOfWorld(const class UDamageType& dmgType) override;
1839 ENGINE_API virtual void Reset() override;
1840protected:
1841 ENGINE_API virtual void OnPossess(APawn* aPawn) override;
1842 ENGINE_API virtual void OnUnPossess() override;
1843public:
1844 ENGINE_API virtual void CleanupPlayerState() override;
1845 ENGINE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
1846 ENGINE_API virtual void Destroyed() override;
1847 ENGINE_API virtual void OnActorChannelOpen(class FInBunch& InBunch, class UNetConnection* Connection) override;
1848 ENGINE_API virtual bool UseShortConnectTimeout() const override;
1849 ENGINE_API virtual void OnSerializeNewActor(class FOutBunch& OutBunch) override;
1850 ENGINE_API virtual void OnNetCleanup(class UNetConnection* Connection) override;
1851 ENGINE_API virtual float GetNetPriority(const FVector& ViewPos, const FVector& ViewDir, AActor* Viewer, AActor* ViewTarget, UActorChannel* InChannel, float Time, bool bLowBandwidth) override;
1852 ENGINE_API virtual const AActor* GetNetOwner() const override;
1853 ENGINE_API virtual class UPlayer* GetNetOwningPlayer() override;
1854 ENGINE_API virtual class UPlayer* GetNetOwningPlayerAnyRole() override;
1855 ENGINE_API virtual class UNetConnection* GetNetConnection() const override;
1856 ENGINE_API virtual bool DestroyNetworkActorHandled() override;
1857 ENGINE_API virtual void DisplayDebug(class UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos) override;
1858 ENGINE_API virtual void PostInitializeComponents() override;
1859 ENGINE_API virtual void EnableInput(class APlayerController* PlayerController) override;
1860 ENGINE_API virtual void DisableInput(class APlayerController* PlayerController) override;
1861
1862 ENGINE_API virtual void Serialize(FArchive& Ar) override;
1863
1864protected:
1865 ENGINE_API virtual void BeginPlay() override;
1866 //~ End AActor Interface
1867
1868public:
1869 //~ Begin AController Interface
1870 ENGINE_API virtual void GameHasEnded(class AActor* EndGameFocus = nullptr, bool bIsWinner = false) override;
1871 ENGINE_API virtual bool IsLocalController() const override;
1873 ENGINE_API virtual void SetInitialLocationAndRotation(const FVector& NewLocation, const FRotator& NewRotation) override;
1874 ENGINE_API virtual void ChangeState(FName NewState) override;
1875 ENGINE_API virtual class AActor* GetViewTarget() const override;
1876 ENGINE_API virtual void BeginInactiveState() override;
1877 ENGINE_API virtual void EndInactiveState() override;
1878 ENGINE_API virtual void FailedToSpawnPawn() override;
1879 ENGINE_API virtual void SetPawn(APawn* InPawn) override;
1880 //~ End AController Interface
1881
1889
1894 virtual void UpdateHiddenActors(const FVector& ViewLocation) {}
1895
1901 virtual void UpdateHiddenComponents(const FVector& ViewLocation, TSet<FPrimitiveComponentId>& /*HiddenComponents*/) {}
1902
1910
1913
1916
1919
1927 UFUNCTION(BlueprintCallable, Category="Game|Audio")
1928 ENGINE_API void SetAudioListenerOverride(USceneComponent* AttachToComponent, FVector Location, FRotator Rotation);
1929
1933 UFUNCTION(BlueprintCallable, Category="Game|Audio")
1934 ENGINE_API void ClearAudioListenerOverride();
1935
1936 UFUNCTION(BlueprintCallable, Category = "Game|Audio")
1937 ENGINE_API void SetAudioListenerAttenuationOverride(USceneComponent* AttachToComponent, FVector AttenuationLocationOVerride);
1938
1939 UFUNCTION(BlueprintCallable, Category = "Game|Audio")
1940 ENGINE_API void ClearAudioListenerAttenuationOverride();
1941
1942
1943protected:
1945 uint32 bOverrideAudioListener:1;
1947 uint32 bOverrideAudioAttenuationListener:1;
1949 TWeakObjectPtr<USceneComponent> AudioListenerComponent;
1951 TWeakObjectPtr<USceneComponent> AudioListenerAttenuationComponent;
1953 FVector AudioListenerLocationOverride;
1955 FRotator AudioListenerRotationOverride;
1957 FVector AudioListenerAttenuationOverride;
1958
1960 ENGINE_API void TickPlayerInput(const float DeltaSeconds, const bool bGamePaused);
1961 ENGINE_API virtual void ProcessPlayerInput(const float DeltaTime, const bool bGamePaused);
1963 ENGINE_API void ProcessForceFeedbackAndHaptics(const float DeltaTime, const bool bGamePaused);
1964 ENGINE_API virtual void UpdateForceFeedback(IInputInterface* InputInterface, const int32 ControllerId);
1965 ENGINE_API virtual bool IsInViewportClient(UGameViewportClient* ViewportClient) const;
1967 ENGINE_API virtual ACameraActor* GetAutoActivateCameraForPlayer() const;
1968 ENGINE_API virtual void ProcessTouchHitResult(const FInputDeviceId DeviceId, uint32 Handle, ETouchType::Type Type, const FVector2D& TouchLocation, const FHitResult& HitResult, const bool bHit);
1969
1971 ENGINE_API virtual void SetupInputComponent();
1972
1973public:
1978 ENGINE_API void SetNetSpeed(int32 NewSpeed);
1979
1984 ENGINE_API FString GetPlayerNetworkAddress();
1985
1990 ENGINE_API FString GetServerNetworkAddress();
1991
1993 ENGINE_API FName NetworkRemapPath(FName InPackageName, bool bReading);
1994
1996 ENGINE_API virtual void CleanUpAudioComponents();
1997
1999 ENGINE_API virtual void AddCheats(bool bForce = false);
2000
2002 ENGINE_API virtual void SpawnDefaultHUD();
2003
2005 ENGINE_API virtual void CreateTouchInterface();
2006
2008 ENGINE_API virtual void CleanupGameViewport();
2009
2011 ENGINE_API virtual void AcknowledgePossession(class APawn* P);
2012
2014 ENGINE_API virtual void PawnLeavingGame();
2015
2017 ENGINE_API virtual void UpdatePing(float InPing);
2018
2023 ENGINE_API virtual class APlayerState* GetNextViewablePlayer(int32 dir);
2024
2029 ENGINE_API virtual void ViewAPlayer(int32 dir);
2030
2032 UFUNCTION(BlueprintCallable, Category = "Game|Player")
2033 ENGINE_API virtual bool CanRestartPlayer();
2034
2044 UFUNCTION(BlueprintCallable, Category="Game|Cinematic", meta=(bHidePlayer="true", bAffectsHUD="true"))
2045 ENGINE_API virtual void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);
2046
2052 ENGINE_API bool IsSplitscreenPlayer(int32* OutSplitscreenPlayerIndex = nullptr) const;
2053
2058 UFUNCTION(BlueprintPure, Category = "Game|Player")
2059 ENGINE_API bool IsPrimaryPlayer() const;
2060
2067 ENGINE_API class APlayerState* GetSplitscreenPlayerByIndex(int32 PlayerIndex = 1) const;
2068
2073 ENGINE_API int32 GetSplitscreenPlayerCount() const;
2074
2076 ENGINE_API virtual void UpdateCameraManager(float DeltaSeconds);
2077
2084 ENGINE_API virtual void ReceivedGameModeClass(TSubclassOf<class AGameModeBase> GameModeClass);
2085
2088 ENGINE_API virtual bool NotifyServerReceivedClientData(APawn* InPawn, float TimeStamp);
2089
2091 ENGINE_API virtual void StartSpectatingOnly();
2092
2097 ENGINE_API virtual bool DefaultCanUnpause();
2098
2100 ENGINE_API bool IsPaused() const;
2101
2102 bool InputEnabled() const { return bInputEnabled; }
2103
2106
2109
2113 UE_DEPRECATED(5.3, "Deprecated in favor of using ForceNetUpdate on the target actor instead.")
2114 ENGINE_API void ForceSingleNetUpdateFor(class AActor* Target);
2115
2121
2126 ENGINE_API virtual void AutoManageActiveCameraTarget(AActor* SuggestedTarget);
2127
2132 ENGINE_API void OnServerStartedVisualLogger(bool bIsLogging);
2133
2134 ENGINE_API void SetShowMouseCursor(bool bShow);
2135
2137 ENGINE_API virtual bool ShouldShowMouseCursor() const;
2138
2140 ENGINE_API virtual EMouseCursor::Type GetMouseCursor() const;
2141
2142 // Spectating
2143
2145 UFUNCTION(BlueprintCallable, Category=Pawn)
2146 ASpectatorPawn* GetSpectatorPawn() const { return SpectatorPawn; }
2147
2150
2153
2160 UFUNCTION(BlueprintCallable, Category=Pawn)
2161 ENGINE_API virtual FVector GetFocalLocation() const;
2162
2163protected:
2165 ENGINE_API virtual void BeginSpectatingState();
2166
2168 ENGINE_API virtual void EndSpectatingState();
2169
2172
2174 ENGINE_API virtual ASpectatorPawn* SpawnSpectatorPawn();
2175
2177 ENGINE_API virtual void DestroySpectatorPawn();
2178
2180 virtual bool ShouldKeepCurrentPawnUponSpectating() const { return false; }
2181
2182private:
2184 UPROPERTY()
2185 TObjectPtr<ASpectatorPawn> SpectatorPawn;
2186
2188 float LastRetryPlayerTime;
2189
2191 UPROPERTY()
2192 mutable bool bIsLocalPlayerController;
2193
2194protected:
2197 FVector SpawnLocation;
2198
2200 ENGINE_API virtual void SetSpawnLocation(const FVector& NewLocation);
2201
2203 float LastMovementUpdateTime;
2204
2206 float LastMovementHitch;
2207
2208public:
2210 FVector GetSpawnLocation() const { return SpawnLocation; }
2211
2214
2220
2222 ENGINE_API virtual bool IsFrozen();
2223
2228 ENGINE_API virtual void PreClientTravel(const FString& PendingURL, ETravelType TravelType, bool bIsSeamlessTravel);
2229
2232
2235
2241
2245 void SetAsLocalPlayerController() { bIsLocalPlayerController = true; }
2246
2251 virtual bool ShouldParticipateInSeamlessTravel() const override { return true; }
2252
2253#if UE_ENABLE_DEBUG_DRAWING
2255 ENGINE_API const FString& GetCurrentInputModeDebugString() const;
2256#endif
2257
2258private:
2260 bool bDisableHaptics : 1;
2261
2268 bool bShouldFlushInputWhenViewportFocusChanges : 1;
2269
2270#if UE_ENABLE_DEBUG_DRAWING
2273#endif
2274
2278 int32 NetworkPhysicsTickOffset = 0;
2279 bool bNetworkPhysicsTickOffsetAssigned = false;
2280
2282 float TickOffsetSyncCountdown = 0.f;
2283
2285 float NetworkPhysicsTickOffsetDesyncAccumulatedTime = 0.0f;
2286
2287public:
2288
2291
2293 UFUNCTION(Server, Unreliable)
2294 ENGINE_API void ServerSendLatestAsyncPhysicsTimestamp(FAsyncPhysicsTimestamp Timestamp);
2295
2298 ENGINE_API void ClientSetupNetworkPhysicsTimestamp(FAsyncPhysicsTimestamp Timestamp);
2299
2301 UFUNCTION(Client, Unreliable)
2302 ENGINE_API void ClientAckTimeDilation(float TimeDilation, int32 ServerStep);
2303
2308 ENGINE_API void ExecuteAsyncPhysicsCommand(const FAsyncPhysicsTimestamp& AsyncPhysicsTimestamp, UObject* OwningObject, const TFunction<void()>& Command, const bool bEnableResim = true);
2309
2313 ENGINE_API FAsyncPhysicsTimestamp GetPhysicsTimestamp();
2314
2315 UE_DEPRECATED(5.7, "Deprecated, use the GetPhysicsTimestamp() without the DeltaSeconds parameter, it will return the upcoming frame as intended.")
2316 FAsyncPhysicsTimestamp GetPhysicsTimestamp(float DeltaSeconds) { return GetPhysicsTimestamp(); }
2317
2319 int32 GetNetworkPhysicsTickOffset() const { return NetworkPhysicsTickOffset; }
2320
2322 bool GetNetworkPhysicsTickOffsetAssigned() const { return bNetworkPhysicsTickOffsetAssigned; }
2323
2326
2329
2332
2335
2336private:
2337
2339 UPROPERTY()
2340 FUniqueNetIdRepl CachedConnectionPlayerId;
2341
2343 UPROPERTY(DuplicateTransient)
2344 uint32 ClientHandshakeId = 0;
2345
2346 int32 LocalPlayerConnectionIdentifier;
2347};
2348
2352UCLASS(MinimalAPI)
2354{
2355public:
2356
2359
2361 virtual class AActor* GetViewTarget() const override;
2363
2365 UFUNCTION(Server, Unreliable)
2366 void ServerSetViewTargetPosition(FVector ViewTargetPos);
2367
2370 void ServerEnableReplicationToConnection(bool bEnable);
2371
2372 bool IsEnableReplicationToConnection() const { return bEnableReplicationToConnection; }
2373
2374private:
2375
2376 bool bEnableReplicationToConnection = true;
2377};
PlayerIndex
Definition AppleControllerInterface.h:24
ECameraShakePlaySpace
Definition CameraTypes.h:26
@ INDEX_NONE
Definition CoreMiscDefines.h:150
@ ForceInit
Definition CoreMiscDefines.h:155
#define UE_DEPRECATED(Version, Message)
Definition CoreMiscDefines.h:302
#define TEXT(x)
Definition Platform.h:1272
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
FPlatformTypes::uint64 uint64
A 64-bit unsigned integer.
Definition Platform.h:1117
#define DECLARE_STATS_GROUP(GroupDesc, GroupId, GroupCat)
Definition Stats.h:689
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define DECLARE_DELEGATE_RetVal(ReturnValueType, DelegateName)
Definition DelegateCombinations.h:41
#define DECLARE_DELEGATE_ThreeParams(DelegateName, Param1Type, Param2Type, Param3Type)
Definition DelegateCombinations.h:66
EMouseLockMode
Definition EngineBaseTypes.h:57
ELevelTick
Definition EngineBaseTypes.h:70
ETravelType
Definition EngineBaseTypes.h:726
EObjectTypeQuery
Definition EngineTypes.h:1160
ETraceTypeQuery
Definition EngineTypes.h:1200
ECollisionChannel
Definition EngineTypes.h:1088
return true
Definition ExternalRpcRegistry.cpp:601
#define X(Name, Desc)
Definition FormatStringSan.h:47
#define PRAGMA_ENABLE_DEPRECATION_WARNINGS
Definition GenericPlatformCompilerPreSetup.h:12
#define PRAGMA_DISABLE_DEPRECATION_WARNINGS
Definition GenericPlatformCompilerPreSetup.h:8
EControllerHand
Definition InputCoreTypes.h:17
#define DECLARE_LOG_CATEGORY_EXTERN(CategoryName, DefaultVerbosity, CompileTimeVerbosity)
Definition LogMacros.h:361
const bool
Definition NetworkReplayStreaming.h:178
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define UPARAM(...)
Definition ObjectMacros.h:748
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define UCLASS(...)
Definition ObjectMacros.h:776
#define UENUM(...)
Definition ObjectMacros.h:749
#define USTRUCT(...)
Definition ObjectMacros.h:746
const bool bTraceComplex
Definition PhysicsInterfaceUtils.h:19
EViewTargetBlendFunction
Definition PlayerCameraManager.h:30
@ VTBlend_Linear
Definition PlayerCameraManager.h:32
uint64 FDynamicForceFeedbackHandle
Definition PlayerController.h:77
@ Stop
Definition PrecomputedVolumetricLightmapStreaming.cpp:26
bool left(const int *a, const int *b, const int *c)
Definition RecastMesh.cpp:182
float Val(const FString &Value)
Definition UnrealMath.cpp:3163
EStreamingSourcePriority
Definition WorldPartitionStreamingSource.h:331
uint8_t uint8
Definition binka_ue_file_header.h:8
uint16_t uint16
Definition binka_ue_file_header.h:7
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition Actor.h:257
virtual ENGINE_API void PostInitializeComponents()
Definition Actor.cpp:6544
ENGINE_API bool AttachToComponent(USceneComponent *Parent, const FAttachmentTransformRules &AttachmentRules, FName SocketName=NAME_None)
Definition Actor.cpp:2680
virtual ENGINE_API class UNetConnection * GetNetConnection() const
Definition Actor.cpp:1930
FName Tag const
Definition Actor.h:3810
Definition Controller.h:41
Definition EmitterCameraLensEffectBase.h:21
Definition PlayerController.h:2354
Definition PlayerCameraManager.h:189
Definition PlayerController.h:261
ENGINE_API APawn * GetPawnOrSpectator() const
virtual ENGINE_API bool UseShortConnectTimeout() const override
TSharedPtr< struct FActiveHapticFeedbackEffect > ActiveHapticEffect_Right
Definition PlayerController.h:417
virtual ENGINE_API void GetActorEyesViewPoint(FVector &Location, FRotator &Rotation) const override
virtual ENGINE_API void DisableInput(class APlayerController *PlayerController) override
const TArray< FName > & GetNetConditionGroups() const
Definition PlayerController.h:1680
TArray< FForceFeedbackEffectHistoryEntry > ForceFeedbackEffectHistoryEntries
Definition PlayerController.h:375
virtual ENGINE_API void OnActorChannelOpen(class FInBunch &InBunch, class UNetConnection *Connection) override
virtual ENGINE_API void Serialize(FArchive &Ar) override
ENGINE_API void SetClientHandshakeId(uint32 InClientHandshakeId)
ENGINE_API bool HasClientLoadedCurrentWorld()
virtual ENGINE_API void SetInitialLocationAndRotation(const FVector &NewLocation, const FRotator &NewRotation) override
virtual ENGINE_API void DisplayDebug(class UCanvas *Canvas, const FDebugDisplayInfo &DebugDisplay, float &YL, float &YPos) override
TSharedPtr< struct FActiveHapticFeedbackEffect > ActiveHapticEffect_HMD
Definition PlayerController.h:419
virtual void NotifyActorChannelFailure(UActorChannel *ActorChan)
Definition PlayerController.h:1888
virtual ENGINE_API void Reset() override
virtual ENGINE_API void Destroyed() override
virtual ENGINE_API void BeginPlay() override
virtual ENGINE_API void PreClientTravel(const FString &PendingURL, ETravelType TravelType, bool bIsSeamlessTravel)
virtual ENGINE_API void BeginPlayingState()
void SetAsLocalPlayerController()
Definition PlayerController.h:2245
bool GetNetworkPhysicsTickOffsetAssigned() const
Definition PlayerController.h:2322
virtual void UpdateHiddenComponents(const FVector &ViewLocation, TSet< FPrimitiveComponentId > &)
Definition PlayerController.h:1901
virtual ENGINE_API void OnSerializeNewActor(class FOutBunch &OutBunch) override
virtual ENGINE_API void SendClientAdjustment()
ENGINE_API uint32 GetClientHandshakeId() const
FAsyncPhysicsTimestamp GetPhysicsTimestamp(float DeltaSeconds)
Definition PlayerController.h:2316
ENGINE_API void SetLocalPlayerConnectionIdentifier(int32 Identifier)
TSharedPtr< struct FActiveHapticFeedbackEffect > ActiveHapticEffect_Left
Definition PlayerController.h:416
TSharedPtr< struct FActiveHapticFeedbackEffect > ActiveHapticEffect_Gun
Definition PlayerController.h:418
virtual ENGINE_API void OnReplicationStartedForIris(const FOnReplicationStartedParams &) override
virtual ENGINE_API bool GetAudioListenerAttenuationOverridePosition(FVector &OutLocation) const
virtual ENGINE_API void ReceivedSpectatorClass(TSubclassOf< ASpectatorPawn > SpectatorClass)
virtual ENGINE_API void ChangeState(FName NewState) override
TArray< FName > PendingMapChangeLevelNames
Definition PlayerController.h:425
virtual ENGINE_API void OnNetCleanup(class UNetConnection *Connection) override
virtual ENGINE_API void ResetCameraMode()
virtual ENGINE_API void OnPossess(APawn *aPawn) override
virtual ENGINE_API void GameHasEnded(class AActor *EndGameFocus=nullptr, bool bIsWinner=false) override
virtual ENGINE_API void InitInputSystem()
uint32 bHidePawnInCinematicMode
Definition PlayerController.h:437
FForceFeedbackValues ForceFeedbackValues
Definition PlayerController.h:422
virtual ENGINE_API bool IsFrozen()
virtual ENGINE_API void GetAudioListenerPosition(FVector &OutLocation, FVector &OutFrontDir, FVector &OutRightDir) const
ENGINE_API bool ShouldPerformFullTickWhenPaused() const
virtual ENGINE_API void PostInitializeComponents() override
TArray< TWeakObjectPtr< UInputComponent > > CurrentInputStack
Definition PlayerController.h:1695
TWeakObjectPtr< UPrimitiveComponent > CurrentClickablePrimitive
Definition PlayerController.h:1689
virtual ENGINE_API void SpawnPlayerCameraManager()
virtual ENGINE_API void EndPlayingState()
virtual ENGINE_API void GetPlayerViewPoint(FVector &out_Location, FRotator &out_Rotation) const override
virtual ENGINE_API void ReceivedPlayer()
ENGINE_API void BuildHiddenComponentList(const FVector &ViewLocation, TSet< FPrimitiveComponentId > &HiddenComponentsOut)
virtual void UpdateHiddenActors(const FVector &ViewLocation)
Definition PlayerController.h:1894
ENGINE_API void UpdateServerAsyncPhysicsTickOffset()
virtual ENGINE_API void SetCameraMode(FName NewCamMode)
virtual ENGINE_API void CleanupPlayerState() override
uint32 bShortConnectTimeOut
Definition PlayerController.h:431
virtual ENGINE_API bool IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const FVector &SrcLocation) const override
virtual ENGINE_API void EndInactiveState() override
virtual bool ShouldParticipateInSeamlessTravel() const override
Definition PlayerController.h:2251
virtual ENGINE_API void TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction &ThisTickFunction) override
virtual ENGINE_API void SetPawn(APawn *InPawn) override
virtual ENGINE_API void EndPlay(const EEndPlayReason::Type EndPlayReason) override
virtual ENGINE_API void EnableInput(class APlayerController *PlayerController) override
virtual ENGINE_API void FellOutOfWorld(const class UDamageType &dmgType) override
virtual ENGINE_API void CalcCamera(float DeltaTime, struct FMinimalViewInfo &OutResult) override
virtual ENGINE_API void BeginInactiveState() override
uint32 bCinematicMode
Definition PlayerController.h:434
uint32 bIsUsingStreamingVolumes
Definition PlayerController.h:440
virtual ENGINE_API void OnUnPossess() override
int32 GetNetworkPhysicsTickOffset() const
Definition PlayerController.h:2319
ENGINE_API int32 GetLocalPlayerConnectionIdentifier() const
Definition PlayerState.h:42
Definition SpectatorPawn.h:17
Definition Archive.h:1208
Definition DisplayDebugHelpers.h:9
Definition DataBunch.h:127
Definition CoreNet.h:300
Definition NameTypes.h:617
Definition UObjectGlobals.h:1292
static COREUOBJECT_API FObjectInitializer & Get()
Definition UObjectGlobals.cpp:5001
Definition UnrealType.h:3087
Definition DataBunch.h:24
Definition Reply.h:24
Definition Text.h:385
Definition CoreOnline.h:102
Definition CameraLensEffectInterface.h:22
Definition IInputInterface.h:309
Definition SVirtualJoystick.h:19
Definition SWidget.h:165
Definition Array.h:670
Definition EnumAsByte.h:22
Definition AndroidPlatformMisc.h:14
Definition SharedPointer.h:692
Definition SharedPointer.h:153
Definition SortedMap.h:20
Definition SubclassOf.h:30
Definition ActorChannel.h:78
Definition AsyncPhysicsInputComponent.h:11
Definition CameraShakeBase.h:440
Definition CameraShakeSourceComponent.h:41
Definition Canvas.h:159
Definition CheatManager.h:99
Definition DamageType.h:21
Definition ForceFeedbackEffect.h:119
Definition GameViewportClient.h:71
Definition HapticFeedbackEffect_Base.h:15
Definition InputComponent.h:729
Definition InputSettings.h:25
Definition LevelStreaming.h:139
Definition LocalMessage.h:58
Definition LocalPlayer.h:169
Definition MaterialInterface.h:296
Definition NetConnection.h:284
Definition Object.h:95
Definition PlayerInput.h:422
Definition Player.h:18
Definition SoundBase.h:109
Definition TouchInterface.h:60
Definition UserWidget.h:284
NO_LOGGING.
Definition AudioMixerPlatformAndroid.cpp:53
Definition InputComponent.h:680
Type
Definition InputComponent.h:682
Definition PlayerController.h:68
Type
Definition PlayerController.h:70
Type
Definition EngineTypes.h:3431
Definition ICursor.h:16
Definition InputCoreTypes.h:255
Definition InputCoreTypes.h:773
int
Definition TestServer.py:515
Definition WorldPartition.cpp:74
@ false
Definition radaudio_common.h:23
static const int32 NUM_TOUCH_KEYS
Definition InputCoreTypes.h:695
Definition ForceFeedbackEffect.h:51
Definition HapticFeedbackEffect_Base.h:28
Definition EngineBaseTypes.h:526
Definition PlayerController.h:231
Definition CollisionQueryParams.h:43
Definition Color.h:486
Definition DateTime.h:76
Definition PlayerController.h:80
uint32 bAffectsRightLarge
Definition PlayerController.h:83
void Update(FForceFeedbackValues &Values) const
float Intensity
Definition PlayerController.h:86
FDynamicForceFeedbackDetails()
Definition PlayerController.h:88
uint32 bAffectsLeftLarge
Definition PlayerController.h:81
uint32 bAffectsRightSmall
Definition PlayerController.h:84
uint32 bAffectsLeftSmall
Definition PlayerController.h:82
Definition PlayerController.cpp:179
Definition ForceFeedbackParameters.h:9
Definition IInputInterface.h:26
Definition Guid.h:109
Definition HitResult.h:21
Definition CoreMiscDefines.h:524
Definition InputKeyEventArgs.h:26
Definition PlayerController.h:101
virtual void ApplyInputMode(class FReply &SlateOperations, class UGameViewportClient &GameViewportClient) const =0
ENGINE_API void SetFocusAndLocking(FReply &SlateOperations, TSharedPtr< class SWidget > InWidgetToFocus, bool bLockMouseToViewport, TSharedRef< class SViewport > InViewportWidget) const
virtual ~FInputModeDataBase()
Definition PlayerController.h:103
virtual bool ShouldFlushInputOnViewportFocus() const
Definition PlayerController.h:108
Definition PlayerController.h:180
FInputModeGameAndUI & SetHideCursorDuringCapture(bool InHideCursorDuringCapture)
Definition PlayerController.h:192
FInputModeGameAndUI & SetLockMouseToViewportBehavior(EMouseLockMode InMouseLockMode)
Definition PlayerController.h:189
TSharedPtr< SWidget > WidgetToFocus
Definition PlayerController.h:202
ENGINE_API FInputModeGameAndUI()
virtual ENGINE_API void ApplyInputMode(FReply &SlateOperations, class UGameViewportClient &GameViewportClient) const override
EMouseLockMode MouseLockMode
Definition PlayerController.h:203
virtual bool ShouldFlushInputOnViewportFocus() const override
Definition PlayerController.h:194
FInputModeGameAndUI & SetWidgetToFocus(TSharedPtr< SWidget > InWidgetToFocus)
Definition PlayerController.h:186
bool bHideCursorDuringCapture
Definition PlayerController.h:204
virtual ENGINE_API ~FInputModeGameAndUI()
Definition PlayerController.h:211
FInputModeGameOnly & SetConsumeCaptureMouseDown(bool InConsumeCaptureMouseDown)
Definition PlayerController.h:217
ENGINE_API FInputModeGameOnly()
virtual ENGINE_API ~FInputModeGameOnly()
bool bConsumeCaptureMouseDown
Definition PlayerController.h:224
virtual ENGINE_API void ApplyInputMode(FReply &SlateOperations, class UGameViewportClient &GameViewportClient) const override
Definition PlayerController.h:125
virtual ENGINE_API void ApplyInputMode(FReply &SlateOperations, class UGameViewportClient &GameViewportClient) const override
ENGINE_API FInputModeUIOnly & SetLockMouseToViewportBehavior(EMouseLockMode InMouseLockMode)
EMouseLockMode MouseLockMode
Definition PlayerController.h:142
ENGINE_API FInputModeUIOnly & SetWidgetToFocus(TSharedPtr< SWidget > InWidgetToFocus)
virtual ENGINE_API ~FInputModeUIOnly()
ENGINE_API FInputModeUIOnly()
TSharedPtr< SWidget > WidgetToFocus
Definition PlayerController.h:141
Definition InputCoreTypes.h:50
Definition LatentActionManager.h:19
Definition CameraTypes.h:37
Definition UpdateLevelVisibilityLevelInfo.h:10
Definition CoreMiscDefines.h:470
Definition PlayerMuteList.h:30
Definition WorldPartitionStreamingSource.h:95
Definition TimerHandle.h:12
Definition UObjectMigrationContext.h:62
Definition OnlineReplStructs.h:26
Definition PlayerController.h:150
Definition UpdateLevelVisibilityLevelInfo.h:52
Definition NetSerialization.h:410
Definition PlayerCameraManager.h:117
Definition WorldPartitionStreamingSource.h:344
Definition WorldPartitionStreamingSource.h:546
Definition ObjectPtr.h:488
Definition WeakObjectPtrTemplates.h:25