LEAP Documentation 40220
Documentation for the LEAP project
AProjectXPlayerController Class Reference

#include <ProjectXPlayerController.h>

Inheritance diagram for AProjectXPlayerController:
IOwnedInterface ITeamInterface

Public Member Functions

virtual APlayerState * GetOwnedPlayerState () const override
 
virtual int32 GetTeam () const override
 
virtual UKillCameraComponent * GetKillCameraComponent () const
 
FORCEINLINE class UMapRotationReceiverComponentGetMapRotationReceiverComponent () const
 
void K2_ServerRestartPlayer ()
 
bool K2_CanRestartPlayer ()
 
virtual void SetViewTargetWithBlend (class AActor *NewViewTarget, float BlendTime=0, enum EViewTargetBlendFunction BlendFunc=VTBlend_Linear, float BlendExp=0, bool bLockOutgoing=false)
 
virtual void SetControlRotation (const FRotator &NewRotation)
 
virtual void UpdateRotation (float DeltaTime)
 
virtual void ServerRestartPlayer_Implementation () override
 
virtual void ServerFinalizeRestartPlayer ()
 
virtual bool CanRestartPlayer () override
 
virtual void ClientWasKicked_Implementation (const FText &KickReason) override
 
virtual void SetupInputComponent () override
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
virtual void BeginPlay () override
 
virtual void GetSeamlessTravelActorList (bool bToEntry, TArray< class AActor * > &ActorList) override
 
virtual void Tick (float DeltaSeconds) override
 
virtual void TickAimAssist (const FVector &PawnLocation, const FRotator &PawnRotation, float DeltaTime)
 
virtual void TickCurrentViewHitResult (const FVector &PawnLocation, const FRotator &PawnRotation, float DeltaTime)
 
virtual void TickConnectionQualityDetection (float DeltaTime)
 
virtual void AddPitchInput (float Val) override
 
virtual void AddYawInput (float Val) override
 
virtual void AddRollInput (float Val) override
 
virtual void ModifyViewAcceleration (float Rate)
 
virtual void InteractPressed ()
 
virtual void InteractReleased ()
 
virtual void RequestRevive ()
 
virtual void TriggerRevivePrompt (AProjectXPlayerState *Reviver)
 
virtual void OnPossess (APawn *PawnToPossess) override
 
virtual void RespawnFromReviveBeacon ()
 
virtual void AcceptRevive ()
 
virtual void DeclineRevive ()
 
virtual void ClearWaitingOnReviveState ()
 
virtual void CloseRevivePrompt ()
 
virtual class APlayerState * GetNextViewablePlayer (int32 dir) override
 
virtual void ServerViewNextPlayer_Implementation () override
 
virtual void ServerViewPrevPlayer_Implementation () override
 
void Client_Reliable_ViewPlayer (AProjectXPlayerState *TargetPlayerState)
 
virtual void SwitchToNextPlayer ()
 
virtual void SwitchToPreviousPlayer ()
 
virtual void MenuToggled (UAdvancedUserWidget *Widget, bool bToggle)
 
virtual void PawnLeavingGame () override
 
void OnNewPawn (APawn *NewPawh)
 
void InitializePlayerCosmeticRequestInfo ()
 
void RequestCosmeticFromPlayer ()
 
void Server_Reliable_RequestCosmeticFromPlayer (APlayerState *RequestedPlayerState)
 
bool IsPlayerBindingNewButton () const
 
bool IsPlayerHoldingControllerContextChangeButton () const
 
void ApplyInputSettings ()
 
void KeysRebound ()
 
void Client_ConfirmHitActor (AActor *Victim, UClass *Weapon, bool bHeadshot, float Damage, bool bHealing)
 
void Client_RequestRedeploy ()
 
void Client_PlayerEquipRequest (AProjectXPlayerState *PXPlayerState, const TArray< FEquipInfo > &Equips)
 
void Client_ServerRestartPlayerFailed (ESpawnError ErrorType)
 
void UpdateRadarSizeMultiplier (float NewRadarSize)
 
void EnableSpectatorMode ()
 
void SpawnContextPing (FVector SpawnVector)
 
void SelectPlayerClass (TSubclassOf< AProjectXCharacter > PlayerClass)
 
bool SelectSpawnTarget (AActor *SpawnTarget)
 
bool SelectBestSpawnTarget (FVector TargetLocation, bool bUseTargetLocation=false)
 
void ClearSpawnTarget ()
 
void UpdateReviveTimeMultiplier (float NewMultiplier)
 
FORCEINLINE float GetReviveTimeMultiplier () const
 
FORCEINLINE bool GetHasDeployedAtLeastOnce () const
 
void SetHasDeployedAtLeastOnce (bool bHasDeployed)
 
void StartPlayerTalking ()
 
void StopPlayerTalking ()
 
void ToggleFollowCam (bool bFollowEnabled)
 
AProjectXPlayerStateGetFollowPlayer () const
 
bool ChangeTeam (uint8 Team)
 
bool ChangeSquad (int32 Squad)
 
void RequestAutoAssignSquad ()
 
virtual bool WaitingToPlayMatchStart ()
 
AProjectXPlayerStateFindPlayerByNameOrID (const FString &PlayerNameOrID) const
 
void SetWelcomeMessage (const FString &NewWelcomeMessage)
 
void SessionKickPlayer (const FString &PlayerNameOrID, const FString &Reason)
 
void KickPlayer (const FString &PlayerNameOrID, const FString &Reason)
 
void BanPlayer (const FString &PlayerNameOrID, const FString &Reason)
 
void ReportPlayer (const FString &PlayerNameOrID, const FString &Reason)
 
void FlySpeed (const float NewFlySpeed=1000.0f)
 
void GetMusicTrack ()
 
void SmoothCam (const float NewSmoothCamSpeed=-1.0f)
 
void ToggleMeshes ()
 
void SkipMap ()
 
void SkipWave ()
 
void DumpChat ()
 
void StartMatch ()
 
void PermanentInvisibility ()
 
void IncrementPlayerStat (int8 EnumElement, int32 NumToAdd, int32 DebugMapType, FString MapName)
 
void Server_Reliable_SelectPlayerClass (TSubclassOf< AProjectXCharacter > PlayerClass)
 
void Server_Reliable_RespawnFromReviveBeacon ()
 
void Server_Reliable_DeclineRevive ()
 
virtual void Server_Reliable_LeaveVehicle ()
 
void Server_AntiCheatMessage (const TArray< uint8 > &Message)
 
void Client_AntiCheatMessage (const TArray< uint8 > &Message)
 
void MatchStartRequest ()
 
void ToggleReadyStatus (bool bReady)
 
virtual void OnRep_KillCameraClass ()
 
virtual void OnRep_Pawn () override
 
virtual void OnRep_PlayerState () override
 
virtual void VoteYes ()
 
virtual void VoteNo ()
 
virtual void ToggleMap ()
 
virtual void ResetIdleTimer ()
 
void WaitForInitialHud ()
 
void FocusReviveBeacon (float BlendTime)
 
void OnInitialHudReady ()
 
TSubclassOf< UAdvancedUserWidgetGetChatBoxWidgetClass ()
 
virtual void CloseChat ()
 
template<bool bNewToggle>
void ToggleControllerContextChange ()
 
virtual AProjectXVehicleGetVehicle () const
 
virtual AProjectXCharacterGetCharacter () const
 
virtual void LeaveVehicle ()
 
void Server_Reliable_PossessRecordingPawn (AProjectXCharacter *TargetedCharacter, AProjectXCharacter *OriginalCharacter)
 
void Server_Reliable_PossessOriginalCharacter (AProjectXCharacter *OriginalCharacter)
 
FORCEINLINE UVivoxPlayerComponent * GetVivoxComponent () const
 
void SetAimAssistConfiguration (UCurveFloat *const FallOffCurve, FVector2D Angle)
 
void SetLookSensitivityMultiplier (float Multiplier)
 
void RegisterWithAntiCheat ()
 
void UnregisterWithAntiCheat ()
 
void Client_EndSession ()
 
void Client_BeginSession ()
 
virtual void CurrentViewHitResultInDistance (const float Distance, FHitResult &ReturnHitResult)
 
- Public Member Functions inherited from IOwnedInterface
template<class T >
T * GetOwnedPlayerState () const
 
virtual APlayerState * GetOwnedPlayerState () const
 
template<class T >
T * GetOwningController () const
 
virtual AController * GetOwningController () const
 
virtual void OnOwnerLeave ()
 
virtual void OnOwnerDied ()
 
- Public Member Functions inherited from ITeamInterface
virtual int32 GetTeam () const
 
virtual int32 SetTeam (int32 NewTeam)
 

Static Public Member Functions

static void SendHitConfirm (AActor *Victim, float Damage, struct FDamageEvent const &DamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bHealing)
 
static const FHitResult & GetPlayerViewHitResult (UObject *const WorldContextObject)
 
static const FHitResult & GetPlayerAimAssistHitResult (UObject *const WorldContextObject)
 
static const TArray< FHitResult > & GetTargetingHitResult (UObject *const WorldContextObject)
 
static const TArray< AActor * > GetTargetedActors (UObject *const WorldContextObject)
 
static const TArray< TWeakObjectPtr< AActor > > & GetTargets (UObject *const WorldContextObject)
 
- Static Public Member Functions inherited from ITeamInterface
static bool IsValidTeam (const ITeamInterface *const TeamInferface)
 

Public Attributes

bool bTravelIfGameOverInEditor = false
 
FPlayerSpeakSignature OnPlayerStartedSpeaking
 
FPlayerSpeakSignature OnPlayerStoppedSpeaking
 
FVictorySignature OnPlayerVictory
 
FOnInteractSignature OnInteract
 
FOnInteractComplete OnInteractComplete
 
FIdlePlayerSignature OnIdlePlayerWarning
 
FOnTeamChangeResponseReceived OnTeamChangeResponseReceived
 
FIdlePlayerSignature OnIdlePlayerStopWarning
 
FGamePadStateChangeSignature OnGamepadStateChanged
 
FNewPawnSignature OnPawnChanged
 
FOnConnectionStatusChangedSignature OnBadConnectionDetected
 
FOnConnectionStatusChangedSignature OnGoodConnectionDetected
 
FOnConnectionStatusChangedSignature OnServerNotRespondingDetected
 
FOnConnectionStatusChangedSignature OnServerRespondingDetected
 
FNewHudCreatedSignature OnNewHUDCreatedAndReady
 
FPlayerErrorSignature OnPlayerError
 
FRestartFailureSignature OnServerRestartPlayerFailure
 
FOnPlayerRestartEvent OnPlayerRestartRequested
 
FOnCharacterTargetedSignature OnPlayerTargetedStartedEvent
 
FOnCharacterTargetedSignature OnPlayerTargetedStoppedEvent
 
FOnKeyBindingUpdatedSignature OnKeybindUpdatedEvent
 
FViewRotationUpdateEvent ViewRotationUpdateEvent
 
FHitPredictionSignature OnClientHitPrediction
 
FOnRadarSizeUpdatedSignature OnRadarSizeMultiplierUpdated
 
FGenericDelegateSignature OnServerRequestedRedeploy
 
FOnPlayerKickedSignature OnPlayerKicked
 
FOnPlayerFollowedSignature OnFollowPlayerUpdatedEvent
 
FOnWarnPlayerIdle OnWarnPlayerIdle
 
bool bClientIdleWarned = false
 
bool ServerStatTracking = false
 
float RadarSizeMultiplier = 1.0f
 
bool bDebug = false
 
float RedeployModifier = 0.0f
 
bool bSetRedeployTimer = false
 
bool bIsRedeploying = false
 
TWeakObjectPtr< class UFOVCameraModifierFOVCameraModifier = nullptr
 
bool bFPMeshesVisible = true
 
float SmoothCamSpeed = -1.0f
 
bool bRestartingPlayer = false
 
float InputADSYawScale
 
float InputADSPitchScale
 
TSubclassOf< class UProjectXDamageTypeGrenadeDamageType
 
int8 DebugGrenadeKillStat = 99
 

Protected Member Functions

void Server_RequestActorStateInfo ()
 
void Server_Reliable_SelectTeam (uint8 Team)
 
void Server_Reliable_SelectSquad (int32 Squad)
 
void Server_Reliable_AutoAssignSquad ()
 
virtual void Client_Reliable_TeamChangeResponse (ETeamJoinResponse ResponseMessage)
 
virtual void Client_WarnIdlePlayerToggle (bool bWarn)
 
virtual void Client_EarlyWarnIdlePlayer ()
 
virtual void ClientSetHUD_Implementation (TSubclassOf< AHUD > NewHUDClass) override
 
virtual void Server_ResetIdleTimer ()
 
virtual void WarnIdlePlayerToggle (bool bWarning)
 
virtual void IdlePlayerTimeout ()
 
virtual void ResetIdleTimerIfNeeded ()
 
virtual void ResetIdleTimerUI ()
 
virtual void ToggleTeamChat ()
 
virtual void ToggleChat ()
 
void SendContextPing ()
 
virtual void UpdatePlayerTargeting (const FVector &PawnLocation, const FRotator &PawnRotation, float DeltaSeconds)
 
void Server_Reliable_SelectSpawnTarget (AActor *SpawnTarget)
 
void Server_Reliable_ClearSpawnTarget ()
 
void Server_Reliable_ReadyStatusUpdated (bool bReady)
 
void Server_Reliable_MatchStartRequest ()
 
void Server_RedeployCharacter ()
 
TArray< AActor * > GetIgnoredAimAssistActors ()
 

Protected Attributes

class UMapRotationReceiverComponentMapRotationReceiverComponent = NULL
 
class UKillCameraComponent * KillCameraComponent = NULL
 
TSubclassOf< class UKillCameraComponent > KillCameraClass = NULL
 
TSubclassOf< UDamageType > SuicideDamageType
 
TSubclassOf< class UKillCameraComponent > KillCameraClassOverride = NULL
 
int32 IdleTimeoutTime = 120
 
float MapOpenDelay = 2.f
 
UVivoxPlayerComponent * VivoxPlayerComponent = NULL
 
bool bWaitingToPlayMatchStart = true
 
float AimAssistFriction = 0.6f
 
float AimAssistAdhesion = 5.0f
 
float TurnRateAccelerationRate = 5.0f
 
float TurnRateDeccelerationRate = 10.0f
 
float TurnRateAccelerationMax = 5.0f
 
float RequestHelpDelay = 5.0f
 
UCurveFloat * DefaultAutoAimFalloffCurve = nullptr
 
TSubclassOf< UAdvancedUserWidgetChatBoxWidgetClass
 
TSubclassOf< class UProjectXDamageTypeReviveDamageType
 
TWeakObjectPtr< UChatBoxWidgetChatBoxInstance
 
TArray< TWeakObjectPtr< AActor > > PlayersToIgnore
 
TArray< TWeakObjectPtr< APlayerState > > PlayerToLoadCosmetics
 
TWeakObjectPtr< AProjectXPlayerStateFollowPlayer = NULL
 

Member Function Documentation

◆ AcceptRevive()

void AProjectXPlayerController::AcceptRevive ( )
virtual

◆ AddPitchInput()

void AProjectXPlayerController::AddPitchInput ( float  Val)
overridevirtual

◆ AddRollInput()

void AProjectXPlayerController::AddRollInput ( float  Val)
overridevirtual

◆ AddYawInput()

void AProjectXPlayerController::AddYawInput ( float  Val)
overridevirtual

◆ ApplyInputSettings()

void AProjectXPlayerController::ApplyInputSettings ( )

◆ BanPlayer()

void AProjectXPlayerController::BanPlayer ( const FString &  PlayerNameOrID,
const FString &  Reason 
)

◆ BeginPlay()

void AProjectXPlayerController::BeginPlay ( )
overridevirtual

◆ CanRestartPlayer()

bool AProjectXPlayerController::CanRestartPlayer ( )
overridevirtual

◆ ChangeSquad()

bool AProjectXPlayerController::ChangeSquad ( int32  Squad)
inline

◆ ChangeTeam()

bool AProjectXPlayerController::ChangeTeam ( uint8  Team)

◆ ClearSpawnTarget()

void AProjectXPlayerController::ClearSpawnTarget ( )

◆ ClearWaitingOnReviveState()

void AProjectXPlayerController::ClearWaitingOnReviveState ( )
virtual

◆ Client_AntiCheatMessage()

void AProjectXPlayerController::Client_AntiCheatMessage ( const TArray< uint8 > &  Message)

◆ Client_BeginSession()

void AProjectXPlayerController::Client_BeginSession ( )

◆ Client_ConfirmHitActor()

void AProjectXPlayerController::Client_ConfirmHitActor ( AActor *  Victim,
UClass *  Weapon,
bool  bHeadshot,
float  Damage,
bool  bHealing 
)

◆ Client_EarlyWarnIdlePlayer()

virtual void AProjectXPlayerController::Client_EarlyWarnIdlePlayer ( )
protectedvirtual

◆ Client_EndSession()

void AProjectXPlayerController::Client_EndSession ( )

◆ Client_PlayerEquipRequest()

void AProjectXPlayerController::Client_PlayerEquipRequest ( AProjectXPlayerState PXPlayerState,
const TArray< FEquipInfo > &  Equips 
)

◆ Client_Reliable_TeamChangeResponse()

virtual void AProjectXPlayerController::Client_Reliable_TeamChangeResponse ( ETeamJoinResponse  ResponseMessage)
protectedvirtual

◆ Client_Reliable_ViewPlayer()

void AProjectXPlayerController::Client_Reliable_ViewPlayer ( AProjectXPlayerState TargetPlayerState)

◆ Client_RequestRedeploy()

void AProjectXPlayerController::Client_RequestRedeploy ( )

◆ Client_ServerRestartPlayerFailed()

void AProjectXPlayerController::Client_ServerRestartPlayerFailed ( ESpawnError  ErrorType)

◆ Client_WarnIdlePlayerToggle()

virtual void AProjectXPlayerController::Client_WarnIdlePlayerToggle ( bool  bWarn)
protectedvirtual

◆ ClientSetHUD_Implementation()

void AProjectXPlayerController::ClientSetHUD_Implementation ( TSubclassOf< AHUD >  NewHUDClass)
overrideprotectedvirtual

◆ ClientWasKicked_Implementation()

void AProjectXPlayerController::ClientWasKicked_Implementation ( const FText &  KickReason)
overridevirtual

◆ CloseChat()

void AProjectXPlayerController::CloseChat ( )
virtual

◆ CloseRevivePrompt()

void AProjectXPlayerController::CloseRevivePrompt ( )
virtual

◆ CurrentViewHitResultInDistance()

void AProjectXPlayerController::CurrentViewHitResultInDistance ( const float  Distance,
FHitResult &  ReturnHitResult 
)
virtual

◆ DeclineRevive()

void AProjectXPlayerController::DeclineRevive ( )
virtual

◆ DumpChat()

void AProjectXPlayerController::DumpChat ( )

◆ EnableSpectatorMode()

void AProjectXPlayerController::EnableSpectatorMode ( )

◆ EndPlay()

void AProjectXPlayerController::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overridevirtual

◆ FindPlayerByNameOrID()

AProjectXPlayerState * AProjectXPlayerController::FindPlayerByNameOrID ( const FString &  PlayerNameOrID) const

◆ FlySpeed()

void AProjectXPlayerController::FlySpeed ( const float  NewFlySpeed = 1000.0f)

◆ FocusReviveBeacon()

void AProjectXPlayerController::FocusReviveBeacon ( float  BlendTime)

◆ GetCharacter()

AProjectXCharacter * AProjectXPlayerController::GetCharacter ( ) const
virtual

◆ GetChatBoxWidgetClass()

TSubclassOf< UAdvancedUserWidget > AProjectXPlayerController::GetChatBoxWidgetClass ( )
inline

◆ GetFollowPlayer()

AProjectXPlayerState * AProjectXPlayerController::GetFollowPlayer ( ) const

◆ GetHasDeployedAtLeastOnce()

FORCEINLINE bool AProjectXPlayerController::GetHasDeployedAtLeastOnce ( ) const
inline

◆ GetIgnoredAimAssistActors()

TArray< AActor * > AProjectXPlayerController::GetIgnoredAimAssistActors ( )
protected

◆ GetKillCameraComponent()

virtual UKillCameraComponent * AProjectXPlayerController::GetKillCameraComponent ( ) const
inlinevirtual

◆ GetMapRotationReceiverComponent()

FORCEINLINE class UMapRotationReceiverComponent * AProjectXPlayerController::GetMapRotationReceiverComponent ( ) const
inline

◆ GetMusicTrack()

void AProjectXPlayerController::GetMusicTrack ( )

◆ GetNextViewablePlayer()

APlayerState * AProjectXPlayerController::GetNextViewablePlayer ( int32  dir)
overridevirtual

◆ GetOwnedPlayerState()

APlayerState * AProjectXPlayerController::GetOwnedPlayerState ( ) const
overridevirtual

Reimplemented from IOwnedInterface.

◆ GetPlayerAimAssistHitResult()

const FHitResult & AProjectXPlayerController::GetPlayerAimAssistHitResult ( UObject *const  WorldContextObject)
static

◆ GetPlayerViewHitResult()

const FHitResult & AProjectXPlayerController::GetPlayerViewHitResult ( UObject *const  WorldContextObject)
static

◆ GetReviveTimeMultiplier()

FORCEINLINE float AProjectXPlayerController::GetReviveTimeMultiplier ( ) const
inline

◆ GetSeamlessTravelActorList()

void AProjectXPlayerController::GetSeamlessTravelActorList ( bool  bToEntry,
TArray< class AActor * > &  ActorList 
)
overridevirtual

◆ GetTargetedActors()

const TArray< AActor * > AProjectXPlayerController::GetTargetedActors ( UObject *const  WorldContextObject)
static

◆ GetTargetingHitResult()

const TArray< FHitResult > & AProjectXPlayerController::GetTargetingHitResult ( UObject *const  WorldContextObject)
static

◆ GetTargets()

const TArray< TWeakObjectPtr< AActor > > & AProjectXPlayerController::GetTargets ( UObject *const  WorldContextObject)
static

◆ GetTeam()

int32 AProjectXPlayerController::GetTeam ( ) const
overridevirtual

Reimplemented from ITeamInterface.

◆ GetVehicle()

AProjectXVehicle * AProjectXPlayerController::GetVehicle ( ) const
virtual

◆ GetVivoxComponent()

FORCEINLINE UVivoxPlayerComponent * AProjectXPlayerController::GetVivoxComponent ( ) const
inline

◆ IdlePlayerTimeout()

void AProjectXPlayerController::IdlePlayerTimeout ( )
protectedvirtual

◆ IncrementPlayerStat()

void AProjectXPlayerController::IncrementPlayerStat ( int8  EnumElement,
int32  NumToAdd,
int32  DebugMapType,
FString  MapName 
)

◆ InitializePlayerCosmeticRequestInfo()

void AProjectXPlayerController::InitializePlayerCosmeticRequestInfo ( )

◆ InteractPressed()

void AProjectXPlayerController::InteractPressed ( )
virtual

◆ InteractReleased()

void AProjectXPlayerController::InteractReleased ( )
virtual

◆ IsPlayerBindingNewButton()

bool AProjectXPlayerController::IsPlayerBindingNewButton ( ) const
inline

◆ IsPlayerHoldingControllerContextChangeButton()

bool AProjectXPlayerController::IsPlayerHoldingControllerContextChangeButton ( ) const
inline

◆ K2_CanRestartPlayer()

bool AProjectXPlayerController::K2_CanRestartPlayer ( )
inline
Returns
true if this controller thinks it's able to restart.

◆ K2_ServerRestartPlayer()

void AProjectXPlayerController::K2_ServerRestartPlayer ( )

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

◆ KeysRebound()

void AProjectXPlayerController::KeysRebound ( )
inline

◆ KickPlayer()

void AProjectXPlayerController::KickPlayer ( const FString &  PlayerNameOrID,
const FString &  Reason 
)

◆ LeaveVehicle()

void AProjectXPlayerController::LeaveVehicle ( )
virtual

◆ MatchStartRequest()

void AProjectXPlayerController::MatchStartRequest ( )
inline

◆ MenuToggled()

void AProjectXPlayerController::MenuToggled ( UAdvancedUserWidget Widget,
bool  bToggle 
)
virtual

◆ ModifyViewAcceleration()

void AProjectXPlayerController::ModifyViewAcceleration ( float  Rate)
virtual

◆ OnInitialHudReady()

void AProjectXPlayerController::OnInitialHudReady ( )

◆ OnNewPawn()

void AProjectXPlayerController::OnNewPawn ( APawn *  NewPawh)

◆ OnPossess()

void AProjectXPlayerController::OnPossess ( APawn *  PawnToPossess)
overridevirtual

◆ OnRep_KillCameraClass()

void AProjectXPlayerController::OnRep_KillCameraClass ( )
virtual

◆ OnRep_Pawn()

void AProjectXPlayerController::OnRep_Pawn ( )
overridevirtual

◆ OnRep_PlayerState()

void AProjectXPlayerController::OnRep_PlayerState ( )
overridevirtual

◆ PawnLeavingGame()

void AProjectXPlayerController::PawnLeavingGame ( )
overridevirtual

◆ PermanentInvisibility()

void AProjectXPlayerController::PermanentInvisibility ( )

◆ RegisterWithAntiCheat()

void AProjectXPlayerController::RegisterWithAntiCheat ( )

◆ ReportPlayer()

void AProjectXPlayerController::ReportPlayer ( const FString &  PlayerNameOrID,
const FString &  Reason 
)

◆ RequestAutoAssignSquad()

void AProjectXPlayerController::RequestAutoAssignSquad ( )
inline

◆ RequestCosmeticFromPlayer()

void AProjectXPlayerController::RequestCosmeticFromPlayer ( )

◆ RequestRevive()

void AProjectXPlayerController::RequestRevive ( )
virtual

◆ ResetIdleTimer()

void AProjectXPlayerController::ResetIdleTimer ( )
virtual

◆ ResetIdleTimerIfNeeded()

void AProjectXPlayerController::ResetIdleTimerIfNeeded ( )
protectedvirtual

◆ ResetIdleTimerUI()

void AProjectXPlayerController::ResetIdleTimerUI ( )
protectedvirtual

◆ RespawnFromReviveBeacon()

void AProjectXPlayerController::RespawnFromReviveBeacon ( )
virtual

◆ SelectBestSpawnTarget()

bool AProjectXPlayerController::SelectBestSpawnTarget ( FVector  TargetLocation,
bool  bUseTargetLocation = false 
)

◆ SelectPlayerClass()

void AProjectXPlayerController::SelectPlayerClass ( TSubclassOf< AProjectXCharacter PlayerClass)

◆ SelectSpawnTarget()

bool AProjectXPlayerController::SelectSpawnTarget ( AActor *  SpawnTarget)

◆ SendContextPing()

void AProjectXPlayerController::SendContextPing ( )
protected

◆ SendHitConfirm()

void AProjectXPlayerController::SendHitConfirm ( AActor *  Victim,
float  Damage,
struct FDamageEvent const &  DamageEvent,
AController *  EventInstigator,
AActor *  DamageCauser,
bool  bHealing 
)
static

◆ Server_AntiCheatMessage()

void AProjectXPlayerController::Server_AntiCheatMessage ( const TArray< uint8 > &  Message)

◆ Server_RedeployCharacter()

void AProjectXPlayerController::Server_RedeployCharacter ( )
protected

◆ Server_Reliable_AutoAssignSquad()

void AProjectXPlayerController::Server_Reliable_AutoAssignSquad ( )
protected

◆ Server_Reliable_ClearSpawnTarget()

void AProjectXPlayerController::Server_Reliable_ClearSpawnTarget ( )
protected

◆ Server_Reliable_DeclineRevive()

void AProjectXPlayerController::Server_Reliable_DeclineRevive ( )

◆ Server_Reliable_LeaveVehicle()

virtual void AProjectXPlayerController::Server_Reliable_LeaveVehicle ( )
virtual

◆ Server_Reliable_MatchStartRequest()

void AProjectXPlayerController::Server_Reliable_MatchStartRequest ( )
protected

◆ Server_Reliable_PossessOriginalCharacter()

void AProjectXPlayerController::Server_Reliable_PossessOriginalCharacter ( AProjectXCharacter OriginalCharacter)

◆ Server_Reliable_PossessRecordingPawn()

void AProjectXPlayerController::Server_Reliable_PossessRecordingPawn ( AProjectXCharacter TargetedCharacter,
AProjectXCharacter OriginalCharacter 
)

◆ Server_Reliable_ReadyStatusUpdated()

void AProjectXPlayerController::Server_Reliable_ReadyStatusUpdated ( bool  bReady)
protected

◆ Server_Reliable_RequestCosmeticFromPlayer()

void AProjectXPlayerController::Server_Reliable_RequestCosmeticFromPlayer ( APlayerState *  RequestedPlayerState)

◆ Server_Reliable_RespawnFromReviveBeacon()

void AProjectXPlayerController::Server_Reliable_RespawnFromReviveBeacon ( )

◆ Server_Reliable_SelectPlayerClass()

void AProjectXPlayerController::Server_Reliable_SelectPlayerClass ( TSubclassOf< AProjectXCharacter PlayerClass)

◆ Server_Reliable_SelectSpawnTarget()

void AProjectXPlayerController::Server_Reliable_SelectSpawnTarget ( AActor *  SpawnTarget)
protected

◆ Server_Reliable_SelectSquad()

void AProjectXPlayerController::Server_Reliable_SelectSquad ( int32  Squad)
protected

◆ Server_Reliable_SelectTeam()

void AProjectXPlayerController::Server_Reliable_SelectTeam ( uint8  Team)
protected

◆ Server_RequestActorStateInfo()

void AProjectXPlayerController::Server_RequestActorStateInfo ( )
protected

◆ Server_ResetIdleTimer()

virtual void AProjectXPlayerController::Server_ResetIdleTimer ( )
protectedvirtual

◆ ServerFinalizeRestartPlayer()

void AProjectXPlayerController::ServerFinalizeRestartPlayer ( )
virtual

◆ ServerRestartPlayer_Implementation()

void AProjectXPlayerController::ServerRestartPlayer_Implementation ( )
overridevirtual

◆ ServerViewNextPlayer_Implementation()

void AProjectXPlayerController::ServerViewNextPlayer_Implementation ( )
overridevirtual

◆ ServerViewPrevPlayer_Implementation()

void AProjectXPlayerController::ServerViewPrevPlayer_Implementation ( )
overridevirtual

◆ SessionKickPlayer()

void AProjectXPlayerController::SessionKickPlayer ( const FString &  PlayerNameOrID,
const FString &  Reason 
)

◆ SetAimAssistConfiguration()

void AProjectXPlayerController::SetAimAssistConfiguration ( UCurveFloat *const  FallOffCurve,
FVector2D  Angle 
)

◆ SetControlRotation()

void AProjectXPlayerController::SetControlRotation ( const FRotator &  NewRotation)
virtual

◆ SetHasDeployedAtLeastOnce()

void AProjectXPlayerController::SetHasDeployedAtLeastOnce ( bool  bHasDeployed)
inline

◆ SetLookSensitivityMultiplier()

void AProjectXPlayerController::SetLookSensitivityMultiplier ( float  Multiplier)

◆ SetupInputComponent()

void AProjectXPlayerController::SetupInputComponent ( )
overridevirtual

◆ SetViewTargetWithBlend()

void AProjectXPlayerController::SetViewTargetWithBlend ( class AActor *  NewViewTarget,
float  BlendTime = 0,
enum EViewTargetBlendFunction  BlendFunc = VTBlend_Linear,
float  BlendExp = 0,
bool  bLockOutgoing = false 
)
virtual

◆ SetWelcomeMessage()

void AProjectXPlayerController::SetWelcomeMessage ( const FString &  NewWelcomeMessage)

◆ SkipMap()

void AProjectXPlayerController::SkipMap ( )

◆ SkipWave()

void AProjectXPlayerController::SkipWave ( )

◆ SmoothCam()

void AProjectXPlayerController::SmoothCam ( const float  NewSmoothCamSpeed = -1.0f)

◆ SpawnContextPing()

void AProjectXPlayerController::SpawnContextPing ( FVector  SpawnVector)

◆ StartMatch()

void AProjectXPlayerController::StartMatch ( )

◆ StartPlayerTalking()

void AProjectXPlayerController::StartPlayerTalking ( )

◆ StopPlayerTalking()

void AProjectXPlayerController::StopPlayerTalking ( )

◆ SwitchToNextPlayer()

void AProjectXPlayerController::SwitchToNextPlayer ( )
virtual

◆ SwitchToPreviousPlayer()

void AProjectXPlayerController::SwitchToPreviousPlayer ( )
virtual

◆ Tick()

void AProjectXPlayerController::Tick ( float  DeltaSeconds)
overridevirtual

◆ TickAimAssist()

void AProjectXPlayerController::TickAimAssist ( const FVector &  PawnLocation,
const FRotator &  PawnRotation,
float  DeltaTime 
)
virtual

◆ TickConnectionQualityDetection()

void AProjectXPlayerController::TickConnectionQualityDetection ( float  DeltaTime)
virtual

◆ TickCurrentViewHitResult()

void AProjectXPlayerController::TickCurrentViewHitResult ( const FVector &  PawnLocation,
const FRotator &  PawnRotation,
float  DeltaTime 
)
virtual

◆ ToggleChat()

void AProjectXPlayerController::ToggleChat ( )
protectedvirtual

◆ ToggleControllerContextChange()

template<bool bNewToggle>
void AProjectXPlayerController::ToggleControllerContextChange

◆ ToggleFollowCam()

void AProjectXPlayerController::ToggleFollowCam ( bool  bFollowEnabled)

◆ ToggleMap()

void AProjectXPlayerController::ToggleMap ( )
virtual

◆ ToggleMeshes()

void AProjectXPlayerController::ToggleMeshes ( )

◆ ToggleReadyStatus()

void AProjectXPlayerController::ToggleReadyStatus ( bool  bReady)

◆ ToggleTeamChat()

void AProjectXPlayerController::ToggleTeamChat ( )
protectedvirtual

◆ TriggerRevivePrompt()

void AProjectXPlayerController::TriggerRevivePrompt ( AProjectXPlayerState Reviver)
virtual

◆ UnregisterWithAntiCheat()

void AProjectXPlayerController::UnregisterWithAntiCheat ( )

◆ UpdatePlayerTargeting()

void AProjectXPlayerController::UpdatePlayerTargeting ( const FVector &  PawnLocation,
const FRotator &  PawnRotation,
float  DeltaSeconds 
)
protectedvirtual

◆ UpdateRadarSizeMultiplier()

void AProjectXPlayerController::UpdateRadarSizeMultiplier ( float  NewRadarSize)

◆ UpdateReviveTimeMultiplier()

void AProjectXPlayerController::UpdateReviveTimeMultiplier ( float  NewMultiplier)
inline

◆ UpdateRotation()

void AProjectXPlayerController::UpdateRotation ( float  DeltaTime)
virtual

◆ VoteNo()

void AProjectXPlayerController::VoteNo ( )
virtual

◆ VoteYes()

void AProjectXPlayerController::VoteYes ( )
virtual

◆ WaitForInitialHud()

void AProjectXPlayerController::WaitForInitialHud ( )

◆ WaitingToPlayMatchStart()

bool AProjectXPlayerController::WaitingToPlayMatchStart ( )
virtual

◆ WarnIdlePlayerToggle()

void AProjectXPlayerController::WarnIdlePlayerToggle ( bool  bWarning)
protectedvirtual

Member Data Documentation

◆ AimAssistAdhesion

float AProjectXPlayerController::AimAssistAdhesion = 5.0f
protected

◆ AimAssistFriction

float AProjectXPlayerController::AimAssistFriction = 0.6f
protected

◆ bClientIdleWarned

bool AProjectXPlayerController::bClientIdleWarned = false

◆ bDebug

bool AProjectXPlayerController::bDebug = false

◆ bFPMeshesVisible

bool AProjectXPlayerController::bFPMeshesVisible = true

◆ bIsRedeploying

bool AProjectXPlayerController::bIsRedeploying = false

◆ bRestartingPlayer

bool AProjectXPlayerController::bRestartingPlayer = false

◆ bSetRedeployTimer

bool AProjectXPlayerController::bSetRedeployTimer = false

◆ bTravelIfGameOverInEditor

bool AProjectXPlayerController::bTravelIfGameOverInEditor = false

◆ bWaitingToPlayMatchStart

bool AProjectXPlayerController::bWaitingToPlayMatchStart = true
protected

◆ ChatBoxInstance

TWeakObjectPtr<UChatBoxWidget> AProjectXPlayerController::ChatBoxInstance
protected

◆ ChatBoxWidgetClass

TSubclassOf<UAdvancedUserWidget> AProjectXPlayerController::ChatBoxWidgetClass
protected

◆ DebugGrenadeKillStat

int8 AProjectXPlayerController::DebugGrenadeKillStat = 99

◆ DefaultAutoAimFalloffCurve

UCurveFloat* AProjectXPlayerController::DefaultAutoAimFalloffCurve = nullptr
protected

◆ FollowPlayer

TWeakObjectPtr<AProjectXPlayerState> AProjectXPlayerController::FollowPlayer = NULL
protected

◆ FOVCameraModifier

TWeakObjectPtr<class UFOVCameraModifier> AProjectXPlayerController::FOVCameraModifier = nullptr

◆ GrenadeDamageType

TSubclassOf<class UProjectXDamageType> AProjectXPlayerController::GrenadeDamageType

◆ IdleTimeoutTime

int32 AProjectXPlayerController::IdleTimeoutTime = 120
protected

◆ InputADSPitchScale

float AProjectXPlayerController::InputADSPitchScale

Pitch input ADS speed scaling

◆ InputADSYawScale

float AProjectXPlayerController::InputADSYawScale

Yaw input ADS speed scaling

◆ KillCameraClass

TSubclassOf<class UKillCameraComponent> AProjectXPlayerController::KillCameraClass = NULL
protected

◆ KillCameraClassOverride

TSubclassOf<class UKillCameraComponent> AProjectXPlayerController::KillCameraClassOverride = NULL
protected

◆ KillCameraComponent

class UKillCameraComponent* AProjectXPlayerController::KillCameraComponent = NULL
protected

◆ MapOpenDelay

float AProjectXPlayerController::MapOpenDelay = 2.f
protected

◆ MapRotationReceiverComponent

class UMapRotationReceiverComponent* AProjectXPlayerController::MapRotationReceiverComponent = NULL
protected

◆ OnBadConnectionDetected

FOnConnectionStatusChangedSignature AProjectXPlayerController::OnBadConnectionDetected

◆ OnClientHitPrediction

FHitPredictionSignature AProjectXPlayerController::OnClientHitPrediction

◆ OnFollowPlayerUpdatedEvent

FOnPlayerFollowedSignature AProjectXPlayerController::OnFollowPlayerUpdatedEvent

◆ OnGamepadStateChanged

FGamePadStateChangeSignature AProjectXPlayerController::OnGamepadStateChanged

◆ OnGoodConnectionDetected

FOnConnectionStatusChangedSignature AProjectXPlayerController::OnGoodConnectionDetected

◆ OnIdlePlayerStopWarning

FIdlePlayerSignature AProjectXPlayerController::OnIdlePlayerStopWarning

◆ OnIdlePlayerWarning

FIdlePlayerSignature AProjectXPlayerController::OnIdlePlayerWarning

◆ OnInteract

FOnInteractSignature AProjectXPlayerController::OnInteract

◆ OnInteractComplete

FOnInteractComplete AProjectXPlayerController::OnInteractComplete

◆ OnKeybindUpdatedEvent

FOnKeyBindingUpdatedSignature AProjectXPlayerController::OnKeybindUpdatedEvent

◆ OnNewHUDCreatedAndReady

FNewHudCreatedSignature AProjectXPlayerController::OnNewHUDCreatedAndReady

◆ OnPawnChanged

FNewPawnSignature AProjectXPlayerController::OnPawnChanged

◆ OnPlayerError

FPlayerErrorSignature AProjectXPlayerController::OnPlayerError

◆ OnPlayerKicked

FOnPlayerKickedSignature AProjectXPlayerController::OnPlayerKicked

◆ OnPlayerRestartRequested

FOnPlayerRestartEvent AProjectXPlayerController::OnPlayerRestartRequested

◆ OnPlayerStartedSpeaking

FPlayerSpeakSignature AProjectXPlayerController::OnPlayerStartedSpeaking

◆ OnPlayerStoppedSpeaking

FPlayerSpeakSignature AProjectXPlayerController::OnPlayerStoppedSpeaking

◆ OnPlayerTargetedStartedEvent

FOnCharacterTargetedSignature AProjectXPlayerController::OnPlayerTargetedStartedEvent

◆ OnPlayerTargetedStoppedEvent

FOnCharacterTargetedSignature AProjectXPlayerController::OnPlayerTargetedStoppedEvent

◆ OnPlayerVictory

FVictorySignature AProjectXPlayerController::OnPlayerVictory

◆ OnRadarSizeMultiplierUpdated

FOnRadarSizeUpdatedSignature AProjectXPlayerController::OnRadarSizeMultiplierUpdated

◆ OnServerNotRespondingDetected

FOnConnectionStatusChangedSignature AProjectXPlayerController::OnServerNotRespondingDetected

◆ OnServerRequestedRedeploy

FGenericDelegateSignature AProjectXPlayerController::OnServerRequestedRedeploy

◆ OnServerRespondingDetected

FOnConnectionStatusChangedSignature AProjectXPlayerController::OnServerRespondingDetected

◆ OnServerRestartPlayerFailure

FRestartFailureSignature AProjectXPlayerController::OnServerRestartPlayerFailure

◆ OnTeamChangeResponseReceived

FOnTeamChangeResponseReceived AProjectXPlayerController::OnTeamChangeResponseReceived

◆ OnWarnPlayerIdle

FOnWarnPlayerIdle AProjectXPlayerController::OnWarnPlayerIdle

◆ PlayersToIgnore

TArray<TWeakObjectPtr<AActor> > AProjectXPlayerController::PlayersToIgnore
protected

◆ PlayerToLoadCosmetics

TArray<TWeakObjectPtr<APlayerState> > AProjectXPlayerController::PlayerToLoadCosmetics
protected

◆ RadarSizeMultiplier

float AProjectXPlayerController::RadarSizeMultiplier = 1.0f

◆ RedeployModifier

float AProjectXPlayerController::RedeployModifier = 0.0f

◆ RequestHelpDelay

float AProjectXPlayerController::RequestHelpDelay = 5.0f
protected

◆ ReviveDamageType

TSubclassOf<class UProjectXDamageType> AProjectXPlayerController::ReviveDamageType
protected

◆ ServerStatTracking

bool AProjectXPlayerController::ServerStatTracking = false

◆ SmoothCamSpeed

float AProjectXPlayerController::SmoothCamSpeed = -1.0f

◆ SuicideDamageType

TSubclassOf<UDamageType> AProjectXPlayerController::SuicideDamageType
protected

◆ TurnRateAccelerationMax

float AProjectXPlayerController::TurnRateAccelerationMax = 5.0f
protected

◆ TurnRateAccelerationRate

float AProjectXPlayerController::TurnRateAccelerationRate = 5.0f
protected

◆ TurnRateDeccelerationRate

float AProjectXPlayerController::TurnRateDeccelerationRate = 10.0f
protected

◆ ViewRotationUpdateEvent

FViewRotationUpdateEvent AProjectXPlayerController::ViewRotationUpdateEvent

◆ VivoxPlayerComponent

UVivoxPlayerComponent* AProjectXPlayerController::VivoxPlayerComponent = NULL
protected

The documentation for this class was generated from the following files: