description: Notify client that the session is about to start

code: void ClientEndOnlineSession()


description: Tells the client to block until all pending level streaming actions are complete happens at the end of the tick primarily used to force update the client ASAP at join time

module: Engine

code: void ClientFlushLevelStreaming()


description: Forces GC at the end of the tick on the client

code: void ClientForceGarbageCollection()


description: Replicated function called byGameHasEnded().

code: void ClientGameEnded ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * EndGameFocus, bool bIsWinner )


description: Server uses this to force client into NewState .  ALL STATE NAMES NEED TO BE DEFINED IN name table in UnrealNames.h to be correctly replicated (so they are mapped to the same thing on client and server).

code: void ClientGotoState ( [FName](API\Runtime\Core\UObject\FName) NewState )


description: Calls IgnoreLookInput on client

code: void ClientIgnoreLookInput ( bool bIgnore )


description: Calls IgnoreMoveInput on client

code: void ClientIgnoreMoveInput ( bool bIgnore )


description: Outputs a message to HUD

code: void ClientMessage ( const [FString](API\Runtime\Core\Containers\FString) & S, [FName](API\Runtime\Core\UObject\FName) Type, float MsgLifeTime )


description: Tell the client to mute a player for this controller

code: virtual void ClientMutePlayer ( [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) PlayerId )


description: Play a force feedback pattern on the player's controller

code: void ClientPlayForceFeedback ( class [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * ForceFeedbackEffect, [FForceFeedbackParameters](API\Runtime\Engine\GameFramework\FForceFeedbackParameters) Params )


description: Play sound client-side (so only the client will hear it)

code: void ClientPlaySound ( class [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, float VolumeMultiplier, float PitchMultiplier )


description: Play sound client-side at the specified location

code: void ClientPlaySoundAtLocation ( class [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, FVector Location, float VolumeMultiplier, float PitchMultiplier )


description: Asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated

code: void ClientPrepareMapChange ( [FName](API\Runtime\Core\UObject\FName) LevelName, bool bFirst, bool bLast )


description: Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified actor.

code: void ClientPrestreamTextures ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * ForcedActor, float ForceDuration, bool bEnableStreaming, int32 CinematicTextureGroups )


description: Send client localized message id

code: void ClientReceiveLocalizedMessage ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalMessage](API\Runtime\Engine\GameFramework\ULocalMessage) > Message, int32 Switch, class [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * RelatedPlayerState_1, class [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * RelatedPlayerState_2, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * OptionalObject )


description: We call this in ::SendClientAdjustment to tell the client what the last processed input frame was for it and on what local frame number it was processed.

code: void ClientRecvServerAckFrame ( int32 LastProcessedInputFrame, int32 RecvServerFrameNumber, int8 TimeDilation )


code: void ClientRecvServerAckFrameDebug ( uint8 NumBuffered, float TargetNumBufferedCmds )


description: Development RPC for testing object reference replication

code: virtual void ClientRepObjRef ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Tell client to reset the PlayerController

code: void ClientReset()


description: Tell client to restart the level

code: void ClientRestart ( class [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn )


description: Assign Pawn to player, but avoid calling ClientRestart if we have already accepted this pawn

code: void ClientRetryClientRestart ( class [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn )


description: Return the client to the main menu gracefully

code: virtual void ClientReturnToMainMenuWithTextReason ( const [FText](API\Runtime\Core\Internationalization\FText) & ReturnReason )


description: Tells the client to block until all pending level streaming actions are complete. Happens at the end of the tick primarily used to force update the client ASAP at join time.

code: void ClientSetBlockOnAsyncLoading()


description: Tell client to fade camera  bEnableFading - true if we should apply FadeColor/FadeAmount to the screen  FadeColor - Color to fade to  FadeAlpha - Contains the start fade (X) and end fade (Y) values to apply. A start fade of less than 0 will use the screen's current fade value  FadeTime - length of time for fade to occur over  bFadeAudio - true to apply fading of audio alongside the video

code: void ClientSetCameraFade ( bool bEnableFading, [FColor](API\Runtime\Core\Math\FColor) FadeColor, FVector2D FadeAlpha, float FadeTime, bool bFadeAudio, bool bHoldWhenFinished )


description: Replicated function to set camera style on client

code: void ClientSetCameraMode ( [FName](API\Runtime\Core\UObject\FName) NewCamMode )


description: Called by the server to synchronize cinematic transitions with the client

code: void ClientSetCinematicMode ( bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD )


description: Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.

code: void ClientSetForceMipLevelsToBeResident ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, float ForceDuration, int32 CinematicTextureGroups )


description: Set the client's class of HUD and spawns a new instance of it. If there was already a HUD active, it is destroyed.

code: void ClientSetHUD ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AHUD](API\Runtime\Engine\GameFramework\AHUD) > NewHUDClass )


description: Indicate that the Spectator is waiting to join/respawn.

code: void ClientSetSpectatorWaiting ( bool bWaiting )


description: Set the view target

code: void ClientSetViewTarget ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * A, struct [FViewTargetTransitionParams](API\Runtime\Engine\Camera\FViewTargetTransitionParams) TransitionParams )


code: void ClientSpawnCameraLensEffect ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AEmitterCameraLensEffectBase](API\Runtime\Engine\Particles\AEmitterCameraLensEffectBase) > LensEffectEmitterClass )


description: Spawn a camera lens effect (e.g. blood).

code: void ClientSpawnGenericCameraLensEffect ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > LensEffectEmitterClass )


description: Play Camera Shake localized to a given source

code: void ClientStartCameraShakeFromSource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > Shake, class [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * SourceComponent )


description: Play Camera Shake

code: void ClientStartCameraShake ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > Shake, float Scale, ECameraShakePlaySpace PlaySpace, FRotator UserPlaySpaceRot )


description: Stop camera shake on client.

code: void ClientStopCameraShakesFromSource ( class [UCameraShakeSourceComponent](API\Runtime\Engine\Camera\UCameraShakeSourceComponent) * SourceComponent, bool bImmediately )


description: Notify client that the session is starting

code: void ClientStartOnlineSession()


description: Stop camera shake on client.

code: void ClientStopCameraShake ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UCameraShakeBase](API\Runtime\Engine\Camera\UCameraShakeBase) > Shake, bool bImmediately )


description: Stops a playing force feedback pattern

code: void ClientStopForceFeedback ( class [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * ForceFeedbackEffect, [FName](API\Runtime\Core\UObject\FName) Tag )


code: void ClientTeamMessage ( class [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * SenderPlayerState, const [FString](API\Runtime\Core\Containers\FString) & S, [FName](API\Runtime\Core\UObject\FName) Type, float MsgLifeTime )


description: Travel to a different map or IP address. Calls the PreClientTravel event before doing anything. NOTE: This is implemented as a locally executed wrapper for ClientTravelInternal, to avoid API compatability breakage

code: void ClientTravel ( const [FString](API\Runtime\Core\Containers\FString) & URL, enum ETravelType TravelType, bool bSeamless, [FGuid](API\Runtime\Core\Misc\FGuid) MapPackageGuid )


description: Tell the client to unmute a player for this controller

code: virtual void ClientUnmutePlayer ( [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) PlayerId )


description: Internal clientside implementation of ClientTravel - use ClientTravel to call this

code: void ClientTravelInternal ( const [FString](API\Runtime\Core\Containers\FString) & URL, enum ETravelType TravelType, bool bSeamless, [FGuid](API\Runtime\Core\Misc\FGuid) MapPackageGuid )


description: Tell the client to unmute an array of players for this controller

code: virtual void ClientUnmutePlayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) > & PlayerIds )


description: Replicated Update streaming status

code: void ClientUpdateLevelStreamingStatus ( [FName](API\Runtime\Core\UObject\FName) PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex, [FNetLevelVisibilityTransactionId](API\Runtime\Engine\GameFramework\FNetLevelVisibilityTransactionId) TransactionId, bool bNewShouldBlockOnUnload )


description: Replicated Update streaming status. This version allows for the streaming state of many levels to be sent in a single RPC.

code: void ClientUpdateMultipleLevelsStreamingStatus ( const [TArray](API\Runtime\Core\Containers\TArray)< [FUpdateLevelStreamingLevelStatus](API\Runtime\Engine\GameFramework\FUpdateLevelStreamingLevelStatus) > & LevelStatuses )


description: NOTE: This is done as an RPC instead of variable replication because ordering matters


description: Notify client they were kicked from the server

code: void ClientWasKicked ( const [FText](API\Runtime\Core\Internationalization\FText) & KickReason )


description: Executes theExec()command on theUPlayerobject

code: virtual [FString](API\Runtime\Core\Containers\FString) ConsoleCommand ( const [FString](API\Runtime\Core\Containers\FString) & Command, bool bWriteToLog )


description: Console control commands, useful when remote debugging so you can't touch the console the normal way

code: virtual void ConsoleKey ( [FKey](API\Runtime\InputCore\FKey) Key )


description: Create the touch interface, and activate an initial touch interface (if touch interface is desired)

code: virtual void CreateTouchInterface()


description: Create virtual touch interface

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SVirtualJoystick](API\Runtime\Slate\Widgets\Input\SVirtualJoystick) > CreateVirtualJoystick()


description:
Default implementation of pausing check for 'CanUnpause' delegates
True if pausing is allowed

code: virtual bool DefaultCanUnpause()


description: Convert current mouse 2D position to World Space 3D position and direction. Returns false if unable to determine value.

code: bool DeprojectMousePositionToWorld ( FVector & WorldLocation, FVector & WorldDirection ) const


description: Used to wait until a map change can be prepared when one was already in progress

code: virtual void DelayedPrepareMapChange()


description: Convert 2D screen position to World Space 3D position and direction. Returns false if unable to determine value.

code: bool DeprojectScreenPositionToWorld ( float ScreenX, float ScreenY, FVector & WorldLocation, FVector & WorldDirection ) const


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description:
Called by DestroyActor(), gives actors a chance to op out of actor destruction Used by network code to have the net connection timeout/cleanup first
true if DestroyActor() should not continue with actor destruction, false otherwise


description: Destroys the SpectatorPawn and sets it to nullptr.

code: virtual void DestroySpectatorPawn()


description: Removes this actor from the stack of input being handled by a PlayerController.

code: virtual void DisableInput ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


description: Pushes this actor on to the stack of input being handled by a PlayerController.

code: virtual void EnableInput ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController )


description: Called when leaving the inactive state

code: virtual void EndInactiveState()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Leave playing state.

code: virtual void EndPlayingState()


description: Event when no longer spectating.

code: virtual void EndSpectatingState()


description: Enqueues a command to run at the time specified by AsyncPhysicsTimestamp. Note that if the time specified was missed the command is triggered as soon as possible as part of the async tick. These commands are all run on the game thread. If you want to run on the physics thread see FPhysicsSolverBase::RegisterSimOneShotCallback If OwningObject is not null this command will only fire as long as the object is still alive. This allows a lambda to still use the owning object's data for read/write (assuming data is designed for async physics tick)

code: void ExecuteAsyncPhysicsCommand ( const [FAsyncPhysicsTimestamp](API\Runtime\Engine\GameFramework\FAsyncPhysicsTimestamp) & AsyncPhysicsTimestamp, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> & Command, const bool bEnableResim )


description: GameMode failed to spawn pawn for me.

code: virtual void FailedToSpawnPawn()


code: int32 GetLocalFrameOffset&40;&41; const


className: FClientFrameInfo

description: Client

code: struct FClientFrameInfo

TargetNumBufferedCmds

type: float


description: Called when the actor falls out of the world 'safely' (below KillZ and such)

code: virtual void FellOutOfWorld ( const class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) & dmgType )


code: const TArray< uint8 > & Get &40; int32 Frame &41; const


description: Run from the console to try and manually enable cheats which are disabled by default in multiplayer, games can override this

code: virtual void EnableCheats()


code: TArray< uint8 > & Write &40; int32 Frame &41;


className: FInputCmdBuffer

description: This is meant ot provide a mechanism for client side prediction to correlate client input and server frame numbers. Frame is a loose concept here. It doesn't necessary mean GFrameNumber. Its just an arbitrary increasing sequence of numbers that is used to label disrete units of client->Server input. For example the main thread may tick at a high variable rate but input is generated at a fixed step interval.

code: struct FInputCmdBuffer


description: Flushes the current key state.

code: virtual void FlushPressedKeys()


description: Forces a full replication check of the specified Actor on only the client that owns this PlayerController this function has no effect if this PC is not a remote client or if the Actor is not relevant to that client

code: void ForceSingleNetUpdateFor ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Target )


description: Set the field of view to NewFOV

code: virtual void FOV ( float NewFOV )


className: FServerFrameInfo

description: Server

code: struct FServerFrameInfo

bFault

type: bool


description: Called from game mode upon end of the game, used to transition to proper state.

code: virtual void GameHasEnded ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * EndGameFocus, bool bIsWinner )


description: Mutes a remote player on the server and then tells the client to mute

code: void GameplayMutePlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerNetId )


description: Unmutes all remote players muted due to gameplay rules on the server and then tells the client to unmute

code: void GameplayUnmuteAllPlayers()


description: Unmutes a remote player on the server and then tells the client to unmute

code: void GameplayUnmutePlayer ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerNetId )


description: Returns the point of view of the actor. Note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.

code: virtual void GetActorEyesViewPoint ( FVector & OutLocation, FRotator & OutRotation ) const


description: Get the async physics data to execute logic off of. This data should not be modified and will NOT make its way back. Must be used during async tick

code: const [UAsyncPhysicsData](API\Runtime\Engine\Physics\UAsyncPhysicsData) * GetAsyncPhysicsDataToConsume() const


description: Get the async physics data to write to. This data will make its way to the async physics tick on client and server. Should not be used during async tick

code: [UAsyncPhysicsData](API\Runtime\Engine\Physics\UAsyncPhysicsData) * GetAsyncPhysicsDataToWrite() const


description: Generates a timestamp for the upcoming physics step (plus any pending time). Useful for synchronizing client and server events on a specific physics step

code: [FAsyncPhysicsTimestamp](API\Runtime\Engine\GameFramework\FAsyncPhysicsTimestamp) GetAsyncPhysicsTimestamp ( float DeltaSeconds )


description: Gets the attenuation position override.

code: virtual bool GetAudioListenerAttenuationOverridePosition ( FVector & OutLocation ) const


description: Get audio listener position and orientation

code: virtual void GetAudioListenerPosition ( FVector & OutLocation, FVector & OutFrontDir, FVector & OutRightDir ) const


code: virtual [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * GetAutoActivateCameraForPlayer() const


code: const [FClientFrameInfo](API\Runtime\Engine\GameFramework\APlayerController\FClientFrameInfo) & GetClientFrameInfo() const


description: Keep track of the current input mode debug string here. Set inAPlayerController::SetInputMode

code: const [FString](API\Runtime\Core\Containers\FString) & GetCurrentInputModeDebugString() const


description: A getter for the deprecated InputPitchScale property. This should only be used ifUInputSettings::bEnableLegacyInputScalesis turned on.


description: A getter for the deprecated InputRollScale property. This should only be used ifUInputSettings::bEnableLegacyInputScalesis turned on.


description: A getter for the deprecated InputYawScale property. This should only be used ifUInputSettings::bEnableLegacyInputScalesis turned on.


description: Returns the location the PlayerController is focused on. If there is a possessed Pawn, returns the Pawn's location. If there is a spectator Pawn, returns that Pawn's location. Otherwise, returns the PlayerController's spawn location (usually the last known Pawn location after it has died).

code: virtual FVector GetFocalLocation() const


description: Returns hit results from doing a collision query at a certain location on the screen

code: bool GetHitResultAtScreenPosition ( const FVector2D ScreenPosition, const ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & CollisionQueryParams, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


code: bool GetHitResultAtScreenPosition ( const FVector2D ScreenPosition, const ECollisionChannel TraceChannel, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


code: bool GetHitResultAtScreenPosition ( const FVector2D ScreenPosition, const ETraceTypeQuery TraceChannel, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


code: bool GetHitResultAtScreenPosition ( const FVector2D ScreenPosition, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


description: Performs a collision query under the mouse cursor, looking on a trace channel

code: bool GetHitResultUnderCursorByChannel ( ETraceTypeQuery TraceChannel, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


description: Performs a collision query under the mouse cursor, looking for object types

code: bool GetHitResultUnderCursorForObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


description: Performs a collision query under the finger, looking on a trace channel

code: bool GetHitResultUnderFingerByChannel ( [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex, ETraceTypeQuery TraceChannel, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


description: Performs a collision query under the finger, looking for object types

code: bool GetHitResultUnderFingerForObjects ( [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


code: bool GetHitResultUnderCursor ( ECollisionChannel TraceChannel, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


code: bool GetHitResultUnderFinger ( [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


description: Gets the HUD currently being used by this player controller

code: [AHUD](API\Runtime\Engine\GameFramework\AHUD) * GetHUD() const


description: Templated version of GetHUD, will return nullptr if cast fails

code: template<class T> T * GetHUD() const


description: Returns the analog value for the given key/button. If analog isn't supported, returns 1 for down and 0 for up.

code: float GetInputAnalogKeyState ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: Retrieves the X and Y displacement of the given analog stick.

code: void GetInputAnalogStickState ( [EControllerAnalogStick::Type](API\Runtime\Engine\Components\EControllerAnalogStick__Type) WhichStick, float & StickX, float & StickY ) const


code: void GetInputAnalogStickState ( [EControllerAnalogStick::Type](API\Runtime\Engine\Components\EControllerAnalogStick__Type) WhichStick, double & StickX, double & StickY ) const


code: virtual int32 GetInputIndex() const


description: Returns how long the given key/button has been down. Returns 0 if it's up or it just went down this frame.

code: float GetInputKeyTimeDown ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: Retrieves the current motion state of the player's input device

code: void GetInputMotionState ( FVector & Tilt, FVector & RotationRate, FVector & Gravity, FVector & Acceleration ) const


description: Retrieves how far the mouse moved this frame.

code: void GetInputMouseDelta ( float & DeltaX, float & DeltaY ) const


code: void GetInputMouseDelta ( double & DeltaX, double & DeltaY ) const


code: void GetInputTouchState ( [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex, double & LocationX, double & LocationY, bool & bIsCurrentlyPressed ) const


description: Retrieves the X and Y screen coordinates of the specified touch key. Returns false if the touch index is not down

code: void GetInputTouchState ( [ETouchIndex::Type](API\Runtime\InputCore\ETouchIndex__Type) FingerIndex, float & LocationX, float & LocationY, bool & bIsCurrentlyPressed ) const


description: Returns the vector value for the given key/button.

code: FVector GetInputVectorKeyState ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Returns theULocalPlayerfor this controller if it exists, or null otherwise

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayer() const


description: Calculate minimal respawn delay

code: virtual float GetMinRespawnDelay()


description: Returns the current estimated offset between the local async physics step and the server. This is useful for dealing with low level synchronization. In general it's recommended to use GetAsyncPhysicsTimestamp which accounts for the offset automatically


description: Returns the current mouse cursor, or None

code: virtual [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) GetMouseCursor() const


description: Retrieves the X and Y screen coordinates of the mouse cursor. Returns false if there is no associated mouse device

code: bool GetMousePosition ( float & LocationX, float & LocationY ) const


code: bool GetMousePosition ( double & LocationX, double & LocationY ) const


description: Returns the list of netcondition groups we are part of.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetNetConditionGroups() const


description: Return the actor responsible for replication, if any. Typically the player controller

code: virtual const [AActor](API\Runtime\Engine\GameFramework\AActor) * GetNetOwner() const


description:
Get the owning connection used for communicating between client/server
NetConnection to the client or server for this actor

code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


description: Return the owningUPlayer(if any) of this actor. This will be a local player, a net connection, or nullptr.

code: virtual [UPlayer](API\Runtime\Engine\Engine\UPlayer) * GetNetOwningPlayer()


description: Get next active viewable player in PlayerArray.

code: virtual [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetNextViewablePlayer ( int32 dir )


description:
Function used to prioritize actors when deciding which to replicate
Priority of this actor for replication, higher is more important

code: virtual float GetNetPriority ( const FVector & ViewPos, const FVector & ViewDir, [AActor](API\Runtime\Engine\GameFramework\AActor) * Viewer, [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * InChannel, float Time, bool bLowBandwidth )


description: Returns the first ofGetPawn()orGetSpectatorPawn()that is not nullptr, or nullptr otherwise.

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawnOrSpectator() const


description: Returns the platform user that is assigned to this Player Controller's Local Player. If there is no local player, then this will return PLATFORMUSERID_NONE


description: Get a remote player controller on the server for muting

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerControllerForMuting ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & PlayerNetId )


description:
Get the local players network address
the address


description: out_Location, view location of player  out_rotation, view rotation of player

code: virtual void GetPlayerViewPoint ( FVector & Location, FRotator & Rotation ) const


description: also GameModeBase::GetSeamlessTravelActorList() (the function that's called on servers)

code: virtual void GetSeamlessTravelActorList ( bool bToEntry, [TArray](API\Runtime\Core\Containers\TArray)< class [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorList )


description:
Get the server network address
the adress


description: Returns the current estimated offset between the server async physics step and the local one.


description: Get the location used when initially created, or when changing states when there is no pawn or spectator.

code: FVector GetSpawnLocation() const


description: Get the Pawn used when spectating. nullptr when not spectating.

code: [ASpectatorPawn](API\Runtime\Engine\GameFramework\ASpectatorPawn) * GetSpectatorPawn() const


description:
Returns the PlayerState associated with the player at the specified index.
the PlayerState associated with the player at the specified index, or None if the player is not a split-screen player or the index was out of range.

code: [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetSplitscreenPlayerByIndex ( int32 PlayerIndex ) const


description:
Returns the number of split-screen players playing on this player's machine.
the total number of players on the player's local machine, or 0 if this player isn't playing split-screen.

code: int32 GetSplitscreenPlayerCount() const


code: virtual bool GetStreamingSource ( [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) & OutStreamingSource ) const


description: Gets the streaming source location and rotation. Default implementation returnsAPlayerController::GetPlayerViewPointbut can be overriden in child classes.

code: virtual void GetStreamingSourceLocationAndRotation ( FVector & OutLocation, FRotator & OutRotation ) const


code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetStreamingSourceOwner() const


description:
Gets the streaming source priority. Default implementation returns StreamingSourcePriority but can be overriden in child classes.
the streaming source priority.

code: virtual EStreamingSourcePriority GetStreamingSourcePriority() const


description:
Gets the streaming source priority. Default implementation returns StreamingSourceShapes but can be overriden in child classes.
the streaming source priority.

code: virtual void GetStreamingSourceShapes ( [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingSourceShape](API\Runtime\Engine\WorldPartition\FStreamingSourceShape) > & OutShapes ) const


description:
Gets the PlayerController's streaming sources
the streaming sources.

code: virtual bool GetStreamingSources ( [TArray](API\Runtime\Core\Containers\TArray)< [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) > & OutStreamingSources ) const


code: virtual bool GetStreamingSourcesInternal ( [TArray](API\Runtime\Core\Containers\TArray)< [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) > & OutStreamingSources ) const


description: Helper to get the size of the HUD canvas for this player controller. Returns 0 if there is no HUD

code: void GetViewportSize ( int32 & SizeX, int32 & SizeY ) const


description: Returns whether the client has completely loaded the server's current world (valid on server only)

code: bool HasClientLoadedCurrentWorld()


description: Get the actor the controller is looking at

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetViewTarget() const


description: Overridden to return that player controllers are capable of RPCs

code: virtual bool HasNetOwner() const


description: Make this player a member of a netcondition group. Any subobject registered in the group may now be replicated to this player's connection.

code: void IncludeInNetConditionGroup ( [FName](API\Runtime\Core\UObject\FName) NetGroup )


description: Spawn the appropriate class of PlayerInput. Only called for playercontrollers that belong to local players.

code: virtual void InitInputSystem()


description: Handles a controller axis input

code: virtual bool InputAxis ( [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description: Handles a key press

code: virtual bool InputKey ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


description: Handles a key press

code: virtual bool InputKey ( [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent EventType, float AmountDepressed, bool bGamepad )


description: Handles motion control

code: virtual bool InputMotion ( const FVector & Tilt, const FVector & RotationRate, const FVector & Gravity, const FVector & Acceleration )


description: Handles a touch screen action

code: virtual bool InputTouch ( uint32 Handle, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) Type, const FVector2D & TouchLocation, float Force, [FDateTime](API\Runtime\Core\Misc\FDateTime) DeviceTimestamp, uint32 TouchpadIndex )


description: Returns true if input should be frozen (whether UnFreeze timer is active)

code: virtual bool IsFrozen()


description: Returns true if the given input component is in this PlayerController's CurrentInputStack

code: virtual bool IsInputComponentInStack ( const [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * Input ) const


description: Returns true if the given key/button is pressed on the input of the controller (if present)

code: bool IsInputKeyDown ( [FKey](API\Runtime\InputCore\FKey) Key ) const


code: virtual bool IsInViewportClient ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * ViewportClient ) const


description: Returns whether this Controller is a local controller.

code: virtual bool IsLocalController() const


description: Returns true if the player controller is a member of the netcondition group

code: bool IsMemberOfNetConditionGroup ( [FName](API\Runtime\Core\UObject\FName) NetGroup ) const


description:
Checks to see if this actor is relevant for a specific network connection
bool - true if this actor is network relevant to the client associated with RealViewer

code: virtual bool IsNetRelevantFor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * RealViewer, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ViewTarget, const FVector & SrcLocation ) const


description: Returns true if game is currently paused.

code: bool IsPaused() const


description:
Is the specified player muted by this controlling player for any reason (gameplay, system, etc), check voice interface IsMuted() for system mutes
true if player is muted, false otherwise

code: virtual bool IsPlayerMuted ( const class [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & PlayerId )


description:
Wrapper for determining whether this player is the first player on their console.
true if this player is not using splitscreen, or is the first player in the split-screen layout.

code: bool IsPrimaryPlayer() const


description:
Determines whether this player is playing split-screen.
true if this player is playing splitscreen.

code: bool IsSplitscreenPlayer ( int32 * OutSplitscreenPlayerIndex ) const


description:
Whether the PlayerController should be used as a World Partiton streaming source. Default implementation returns bEnableStreamingSource but can be overriden in child classes.
true if it should.

code: virtual bool IsStreamingSourceEnabled() const


description: Play a force feedback pattern on the player's controller

code: void K2_ClientPlayForceFeedback ( class [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * ForceFeedbackEffect, [FName](API\Runtime\Core\UObject\FName) Tag, bool bLooping, bool bIgnoreTimeDilation, bool bPlayWhilePaused )


description: Notify player of change to level

code: void LevelStreamingStatusChanged ( class [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int32 LODIndex )


description: Notify player of change to level

code: void LevelStreamingStatusChanged ( class [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * LevelObject, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, bool bNewShouldBlockOnUnload, int32 LODIndex )


description: Causes the client to travel to the given URL

code: virtual void LocalTravel ( const [FString](API\Runtime\Core\Containers\FString) & URL )


description: Handles remapping a package name for networking, call on both the client and server when sending package names manually for RPCs

code: [FName](API\Runtime\Core\UObject\FName) NetworkRemapPath ( [FName](API\Runtime\Core\UObject\FName) InPackageName, bool bReading )


description: Called on the server when the client sends a message indicating it was unable to initialize an Actor channel, most commonly because the desired Actor's archetype couldn't be serialized the default is to do nothing (Actor simply won't exist on the client), but this function gives the game code an opportunity to try to correct the problem

code: virtual void NotifyActorChannelFailure ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * ActorChan )


description: Called to notify the server when the client has loaded a new world via seamless traveling

code: virtual void NotifyLoadedWorld ( [FName](API\Runtime\Core\UObject\FName) WorldPackageName, bool bFinalDest )


description:
Notify the server that client data was received on the Pawn.
true if InPawn is acknowledged on the server, false otherwise.

code: virtual bool NotifyServerReceivedClientData ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn, float TimeStamp )


description: Allows for a specific response from the actor when the actor channel is opened (client side)

code: virtual void OnActorChannelOpen ( class [FInBunch](API\Runtime\Engine\Net\FInBunch) & InBunch, class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Called when player controller gets added to its owning world player controller list.

code: void OnAddedToPlayerControllerList()


description: Handles cleaning up the associated Actor when killing the connection

code: virtual void OnNetCleanup ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Overridable native function for when this controller is asked to possess a pawn.

code: virtual void OnPossess ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


description: Called when player controller gets removed from its owning world player controller list.


description: Notify from server that Visual Logger is recording, to show that information on client about possible performance issues

code: void OnServerStartedVisualLogger ( bool bIsLogging )


description: SerializeNewActor has just been called on the actor before network replication (server side)

code: virtual void OnSerializeNewActor ( class [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & OutBunch )


description: Overridable native function for when this controller unpossesses its pawn.

code: virtual void OnUnPossess()


description: Command to try to pause the game.

code: virtual void Pause()


description: Clean up when a Pawn's player is leaving a game. Base implementation destroys the pawn.

code: virtual void PawnLeavingGame()


description:
Allows playing of a dynamic force feedback event from native code Begins playing when Start is called. Calling with Action set to Update or Stop if the feedback is not active will have no effect. When Update is called the Intensity, Duration, and affect values will be updated
The index to pass in to the function to update the latent action in the future if needed. Returns 0 if the feedback was stopped or the specified UniqueID did not map to an action that can be started/updated.

code: FDynamicForceFeedbackHandle PlayDynamicForceFeedback ( float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, [EDynamicForceFeedbackAction::Type](API\Runtime\Engine\GameFramework\EDynamicForceFeedbackAction__Typ-) Action, FDynamicForceFeedbackHandle ActionHandle )


description: Latent action that controls the playing of force feedback Begins playing when Start is called. Calling Update or Stop if the feedback is not active will have no effect. Completed will execute when Stop is called or the duration ends. When Update is called the Intensity, Duration, and affect values will be updated with the current inputs

code: void PlayDynamicForceFeedback &40; float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, TEnumAsByte< EDynamicForceFeedbackAction::Type > Action, FLatentActionInfo LatentInfo &41;


description: Play a haptic feedback curve on the player's controller

code: void PlayHapticEffect ( class [UHapticFeedbackEffect_Base](API\Runtime\Engine\Haptics\UHapticFeedbackEffect_Base) * HapticEffect, EControllerHand Hand, float Scale, bool bLoop )


description: Processes player input (immediately after PlayerInput gets ticked) and callsUpdateRotation(). PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will only be called for locally controlled PlayerControllers.

code: virtual void PlayerTick ( float DeltaTime )


description: Removes given inputcomponent from the input stack (regardless of if it's the top, actually).

code: virtual bool PopInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * Input )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Overridden to create the player replication info and perform other mundane initialization tasks.

code: virtual void PostInitializeComponents()


description: Method called after processing input

code: virtual void PostProcessInput ( const float DeltaTime, const bool bGamePaused )


description: Called after this player controller has transitioned through seamless travel, but before that player is initialized This is called both when a new player controller is created, and when it is maintained

code: virtual void PostSeamlessTravel()


description:
After successful world to screen projection, allows custom post-processing of the resulting ScreenLocation.
Whether projected location remains valid.

code: virtual bool PostProcessWorldToScreen ( FVector WorldLocation, FVector2D & ScreenLocation, bool bPlayerViewportRelative ) const


description: Called when the local player is about to travel to a new map or IP address. Provides subclass with an opportunity to perform cleanup or other tasks prior to the travel.

code: virtual void PreClientTravel ( const [FString](API\Runtime\Core\Containers\FString) & PendingURL, ETravelType TravelType, bool bIsSeamlessTravel )


description: Method called prior to processing input

code: virtual void PreProcessInput ( const float DeltaTime, const bool bGamePaused )


code: void ProcessForceFeedbackAndHaptics ( const float DeltaTime, const bool bGamePaused )


description:
Convert a World Space 3D position into a 3D Screen Space position.
true if the world coordinate was successfully projected to the screen.

code: bool ProjectWorldLocationToScreenWithDistance ( FVector WorldLocation, FVector & ScreenLocation, bool bPlayerViewportRelative ) const


code: virtual void ProcessPlayerInput ( const float DeltaTime, const bool bGamePaused )


description:
Convert a World Space 3D position into a 2D Screen Space position.
true if the world coordinate was successfully projected to the screen.

code: bool ProjectWorldLocationToScreen ( FVector WorldLocation, FVector2D & ScreenLocation, bool bPlayerViewportRelative ) const


description: Client pushes input data locally. RPC is sent here but also includes redundant data.

code: void PushClientInput ( int32 ClientInputFrame, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Adds an inputcomponent to the top of the input stack.

code: virtual void PushInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * Input )


description: GameModeClass - The Class of the game that was replicated

code: virtual void ReceivedGameModeClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) > GameModeClass )


description: Called after this PlayerController's viewport/net connection is associated with this player controller.

code: virtual void ReceivedPlayer()


description: Called to notify the controller that the spectator class has been received.

code: virtual void ReceivedSpectatorClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ASpectatorPawn](API\Runtime\Engine\GameFramework\ASpectatorPawn) > SpectatorClass )


description: Remove this player from a netcondition group.

code: void RemoveFromNetConditionGroup ( [FName](API\Runtime\Core\UObject\FName) NetGroup )


description: Reset actor to initial state - used when restarting level without reloading.

code: virtual void Reset()


description: Reset Camera Mode to default.

code: virtual void ResetCameraMode()


description: Resets the light color of the player's controller to default

code: void ResetControllerLightColor()


description: Reset move and look input ignore flags to defaults

code: virtual void ResetIgnoreInputFlags()


description: Restarts the current level

code: virtual void RestartLevel()


description: Call ClientRetryClientRestart, but only if the current pawn is not the currently acknowledged pawn (and throttled to avoid saturating the network).

code: virtual void SafeRetryClientRestart()


description: Call ServerCheckClientPossession on the server, but only if the current pawn is not the acknowledged pawn (and throttled to avoid saturating the network).


description: Calls ServerSetSpectatorLocation but throttles it to reduce bandwidth and only calls it when necessary.

code: void SafeServerUpdateSpectatorState()


description: Called when seamless traveling and the specified PC is being replaced by this one copy over data that should persist (not called if PlayerController is the same for the from and to GameModes)

code: virtual void SeamlessTravelFrom ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * OldPC )


description: Called when seamless traveling and we are being replaced by the specified PC clean up any persistent state (post process chains on LocalPlayers, for example) (not called if PlayerController is the same for the from and to GameModes)

code: virtual void SeamlessTravelTo ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPC )


description: Called on server at end of tick, to let client Pawns handle updates from the server. Done this way to avoid ever sending more than one ClientAdjustment per server tick.

code: virtual void SendClientAdjustment()


description: Sends a command to the console to execute if not shipping version

code: virtual void SendToConsole ( const [FString](API\Runtime\Core\Containers\FString) & Command )


description: Tell the client to block a player for this controller

code: virtual void ServerBlockPlayer ( [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) PlayerId )


description: Acknowledge possession of pawn

code: void ServerAcknowledgePossession ( class [APawn](API\Runtime\Engine\GameFramework\APawn) * P )


description: Change mode of camera

code: void ServerCamera ( [FName](API\Runtime\Core\UObject\FName) NewMode )


description: Change name of server

code: void ServerChangeName ( const [FString](API\Runtime\Core\Containers\FString) & S )


description: Reliable version of ServerCheckClientPossession to be used when there is no likely danger of spamming the network.


description: Tells the server to make sure the possessed pawn is in sync with the client.

code: void ServerCheckClientPossession()


description: Executes command on server (non shipping builds only)

code: void ServerExec ( const [FString](API\Runtime\Core\Containers\FString) & Msg )


description: RPC used by ServerExec. Not intended to be called directly

code: void ServerExecRPC ( const [FString](API\Runtime\Core\Containers\FString) & Msg )


description: Tell the server to mute a player for this controller

code: virtual void ServerMutePlayer ( [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) PlayerId )


description: Called to notify the server when the client has loaded a new world via seamless traveling

code: void ServerNotifyLoadedWorld ( [FName](API\Runtime\Core\UObject\FName) WorldPackageName )


description: Replicate pause request to the server

code: void ServerPause()


description: Client says "Here is input frame number X" (and then calls other RPCs to deliver InputCmd payload)

code: void ServerRecvClientInputFrame ( int32 RecvClientInputFrame, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


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

code: void ServerRestartPlayer()


description: When spectating, updates spectator location/rotation and pings the server to make sure spectating should continue.

code: void ServerSetSpectatorLocation ( FVector NewLoc, FRotator NewRot )


description: Indicate that the Spectator is waiting to join/respawn.

code: void ServerSetSpectatorWaiting ( bool bWaiting )


description: Notifies the server that the client has ticked gameplay code, and should no longer get the extended "still loading" timeout grace period

code: void ServerShortTimeout()


description: Used by UGameplayDebuggingControllerComponent to replicate messages for AI debugging in network games.

code: void ServerToggleAILogging()


description: Tell the client to unblock a player for this controller

code: virtual void ServerUnblockPlayer ( [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) PlayerId )


description: Tell the server to unmute a player for this controller

code: virtual void ServerUnmutePlayer ( [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) PlayerId )


description: If PlayerCamera.bUseClientSideCameraUpdates is set, client will replicate camera positions to the server.

code: void ServerUpdateCamera ( FVector_NetQuantize CamLoc, int32 CamPitchAndYaw )


description: Called when the client adds/removes a streamed level. The server will only replicate references to Actors in visible levels so that it's impossible to send references to Actors the client has not initialized.

code: void ServerUpdateLevelVisibility ( const [FUpdateLevelVisibilityLevelInfo](API\Runtime\Engine\GameFramework\FUpdateLevelVisibilityLevelInfo) & LevelVisibility )


description: Called when the client adds/removes a streamed level. This version of the function allows you to pass the state of multiple levels at once, to reduce the number of RPC events that will be sent.

code: void ServerUpdateMultipleLevelsVisibility ( const [TArray](API\Runtime\Core\Containers\TArray)< [FUpdateLevelVisibilityLevelInfo](API\Runtime\Engine\GameFramework\FUpdateLevelVisibilityLevelInfo) > & LevelVisibilities )


description: Move camera to next player on round ended or spectating

code: void ServerViewNextPlayer()


description: Used by client to request server to confirm current viewtarget (server will respond withClientSetViewTarget()).

code: void ServerVerifyViewTarget()


description: Move camera to previous player on round ended or spectating

code: void ServerViewPrevPlayer()


description: Move camera to current user

code: void ServerViewSelf ( struct [FViewTargetTransitionParams](API\Runtime\Engine\Camera\FViewTargetTransitionParams) TransitionParams )


description: Designate this player controller as local (public for GameModeBase to use, not expected to be called anywhere else)

code: void SetAsLocalPlayerController()


code: void SetAudioListenerAttenuationOverride ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, FVector AttenuationLocationOVerride )


description: Used to override the default positioning of the audio listener

code: void SetAudioListenerOverride ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, FVector Location, FRotator Rotation )


description: Set new camera mode

code: virtual void SetCameraMode ( [FName](API\Runtime\Core\UObject\FName) NewCamMode )


description: Adjust input based on cinematic mode

code: virtual void SetCinematicMode ( bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning )


description: Server/SP only function for changing whether the player is in cinematic mode. Updates values of various state variables, then replicates the call to the client to sync the current cinematic mode.

code: virtual void SetCinematicMode ( bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning )


description: Sets the light color of the player's controller

code: void SetControllerLightColor ( [FColor](API\Runtime\Core\Math\FColor) Color )


description: A getter for the deprecated InputRollScale property. This should only be used ifUInputSettings::bEnableLegacyInputScalesis turned on.

code: void SetDeprecatedInputRollScale ( float NewValue )


description: A getter for the deprecated InputPitchScale property. This should only be used ifUInputSettings::bEnableLegacyInputScalesis turned on.

code: void SetDeprecatedInputPitchScale ( float NewValue )


description: A getter for the deprecated InputYawScale property. This should only be used ifUInputSettings::bEnableLegacyInputScalesis turned on.

code: void SetDeprecatedInputYawScale ( float NewValue )


description: Allows the player controller to disable all haptic requests from being fired, e.g. in the case of a level loading

code: virtual void SetDisableHaptics ( bool bNewDisabled )


description: Sets the value of the haptics for the specified hand directly, using frequency and amplitude. NOTE: If a curve is already playing for this hand, it will be cancelled in favour of the specified values.

code: void SetHapticsByValue ( const float Frequency, const float Amplitude, EControllerHand Hand )


description: Set the initial location and rotation of the controller, as well as the control rotation. Typically used when the controller is first created.

code: virtual void SetInitialLocationAndRotation ( const FVector & NewLocation, const FRotator & NewRotation )


description: Setup an input mode.

code: virtual void SetInputMode ( const [FInputModeDataBase](API\Runtime\Engine\GameFramework\FInputModeDataBase) & InData )


code: void SetMotionControlsEnabled ( bool bEnabled )


description: Sets the Widget for the Mouse Cursor to display

code: void SetMouseCursorWidget ( [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) Cursor, class [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * CursorWidget )


description: Positions the mouse cursor in screen space, in pixels.

code: void SetMouseLocation ( const int X, const int Y )


description: Store the net speed

code: void SetNetSpeed ( int32 NewSpeed )


description: Tries to set the player's name to the given name.

code: virtual void SetName ( const [FString](API\Runtime\Core\Containers\FString) & S )


description:
Locally try to pause game (call serverpause to pause network game); returns success indicator. Calls GameModeBase'sSetPause().
true if succeeded to pause

code: virtual bool SetPause ( bool bPause, FCanUnpause CanUnpauseDelegate )


description: Associate a newUPlayerwith this PlayerController.

code: virtual void SetPlayer ( [UPlayer](API\Runtime\Engine\Engine\UPlayer) * InPlayer )


description: Setter for Pawn. Normally should only be used internally when possessing/unpossessing a Pawn.

code: virtual void SetPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn )


description: Set the offset between the server async physics step and the local one.

code: void SetServerToLocalAsyncPhysicsTickOffset ( const int32 AsyncPhysicsTickOffset )


code: void SetShowMouseCursor ( bool bShow )


description: Set the SpawnLocation for use when changing states or when there is no pawn or spectator.

code: virtual void SetSpawnLocation ( const FVector & NewLocation )


description: Set the spectator pawn. Will also callAttachToPawn()using the new spectator.

code: virtual void SetSpectatorPawn ( [ASpectatorPawn](API\Runtime\Engine\GameFramework\ASpectatorPawn) * NewSpectatorPawn )


description: Sets up input bindings for the input component pushed on the stack in the inactive state.

code: virtual void SetupInactiveStateInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InComponent )


description: Allows the PlayerController to set up custom input bindings.

code: virtual void SetupInputComponent()


description: Set the view target

code: virtual void SetViewTarget ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * NewViewTarget, [FViewTargetTransitionParams](API\Runtime\Engine\Camera\FViewTargetTransitionParams) TransitionParams )


description: Set the view target blending with variable control

code: virtual void SetViewTargetWithBlend ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * NewViewTarget, float BlendTime, enum EViewTargetBlendFunction BlendFunc, float BlendExp, bool bLockOutgoing )


description: Set the virtual joystick visibility.

code: virtual void SetVirtualJoystickVisibility ( bool bVisible )


description: If true, then the GameViewportClient should call FlushPressedKeys on this controller when it loses focus. The default behavior here is to return true if the PlayerController is in any input mode other than GameAndUI

code: virtual bool ShouldFlushKeysWhenViewportFocusChanges() const


description: Useful to spectate other pawn without un-possessing the current pawn

code: virtual bool ShouldKeepCurrentPawnUponSpectating() const


description: Whether this controller should persist through seamless travel Player controllers should always be included in seamless travel

code: virtual bool ShouldParticipateInSeamlessTravel() const


description: Returns true if the mouse cursor should be shown

code: virtual bool ShouldShowMouseCursor() const


description: Returns true if we fully tick when paused (and if our tick function is enabled when paused).


description: Called client-side to smoothly interpolate received TargetViewRotation (result is in BlendedTargetViewRotation)

code: virtual void SmoothTargetViewRotation ( [APawn](API\Runtime\Engine\GameFramework\APawn) * TargetPawn, float DeltaSeconds )


description: Spawn a HUD (make sure that PlayerController always has valid HUD, even ifClientSetHUD()hasn't been called

code: virtual void SpawnDefaultHUD()


description: Spawn cameras for servers and owning players

code: virtual void SpawnPlayerCameraManager()


description: Spawn a SpectatorPawn to use as a spectator and initialize it.Bydefault it is spawned at the PC's current location and rotation.

code: virtual [ASpectatorPawn](API\Runtime\Engine\GameFramework\ASpectatorPawn) * SpawnSpectatorPawn()


description: Fire the player's currently selected weapon with the optional firemode.

code: virtual void StartFire ( uint8 FireModeNum )


description: Start spectating mode, as the only mode allowed.

code: virtual void StartSpectatingOnly()


description: Enable voice chat transmission

code: void StartTalking()


description: Stops a playing haptic feedback curve

code: void StopHapticEffect ( EControllerHand Hand )


description:
Whether the PlayerController streaming source should block on slow streaming. Default implementation returns bStreamingSourceShouldBlockOnSlowStreaming but can be overriden in child classes.
true if it should.

code: virtual bool StreamingSourceShouldBlockOnSlowStreaming() const


description: Disable voice chat transmission

code: void StopTalking()


description:
Whether the PlayerController streaming source should activate cells after loading. Default implementation returns bStreamingSourceShouldActivate but can be overriden in child classes.
true if it should.

code: virtual bool StreamingSourceShouldActivate() const


description: SwitchLevel to the given MapURL.

code: virtual void SwitchLevel ( const [FString](API\Runtime\Core\Containers\FString) & URL )


description: Dispatches the once-per frameTick()function for this actor

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


description: Internal.

code: void TickPlayerInput ( const float DeltaSeconds, const bool bGamePaused )


description: Toggle voice chat on and off

code: virtual void ToggleSpeaking ( bool bInSpeaking )


description: Timer used by RoundEnded and Inactive states to accept player input again

code: virtual void UnFreeze()


description: Update the camera manager; this is called after all actors have been ticked.

code: virtual void UpdateCameraManager ( float DeltaSeconds )


code: virtual void UpdateForceFeedback ( [IInputInterface](API\Runtime\ApplicationCore\GenericPlatform\IInputInterface) * InputInterface, const int32 ControllerId )


description: Builds a list of actors that are hidden based upon gameplay

code: virtual void UpdateHiddenActors ( const FVector & ViewLocation )


description: Builds a list of components that are hidden based upon gameplay

code: virtual void UpdateHiddenComponents ( const FVector & ViewLocation, [TSet](API\Runtime\Core\Containers\TSet)< [FPrimitiveComponentId](API\Runtime\Engine\FPrimitiveComponentId) > & )


description: Takes ping updates from the net driver (both clientside and serverside), and passes them on to PlayerState::UpdatePing

code: virtual void UpdatePing ( float InPing )


description: Updates the rotation of player, based on ControlRotation after RotationInput has been applied. This may then be modified by the PlayerCamera, and is passed to Pawn->FaceRotation().

code: virtual void UpdateRotation ( float DeltaTime )


description: Refresh state specific input components


description: View next active player in PlayerArray.

code: virtual void ViewAPlayer ( int32 dir )


description:
Used by the net connection to determine if a net owning actor should switch to using the shortened timeout value
true to switch from InitialConnectTimeout to ConnectionTimeout values on the net driver

code: virtual bool UseShortConnectTimeout() const


description: Returns true if the given key/button was up last frame and down this frame.

code: bool WasInputKeyJustPressed ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: Returns true if the given key/button was down last frame and up this frame.

code: bool WasInputKeyJustReleased ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: Default Constructor

code: APlayerController ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Returns ArrowComponent subobject

code: [UArrowComponent](API\Runtime\Engine\Components\UArrowComponent) * GetArrowComponent() const


className: APlayerController

code: class APlayerController : public [AController](API\Runtime\Engine\GameFramework\AController), public [IWorldPartitionStreamingSourceProvider](API\Runtime\Engine\WorldPartition\IWorldPartitionStreamingSourcePr-)

AcknowledgedPawn

type: TObjectPtr<APa...

description: Used in net games so client can acknowledge it possessed a specific pawn.

ActiveForceFeedbackEffects

type: TArray<FActive...

type: TSharedPtr< str...

description: Currently playing haptic effects for both the left and right hand

AudioListenerAttenuationComponent

type: TWeakObjectPtr<...

description: Component that is used to only override where attenuation calculations are computed from.

AudioListenerAttenuationOverride

type: FVector

description: Currently overridden vector used to do attenuation calculations for listener.

AudioListenerComponent

description: Component that is currently driving the audio listener position/orientation

AudioListenerLocationOverride

description: Currently overridden location of audio listener

AudioListenerRotationOverride

type: FRotator

description: Currently overridden rotation of audio listener

bAutoManageActiveCameraTarget

description: True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target.

bCinemaDisableInputLook

type: uint32: 1

bCinemaDisableInputMove

description: The state of the inputs from cinematic mode

bCinematicMode

description: Is this player currently in cinematic mode? Prevents rotation/movement/firing/etc

bEnableClickEvents

description: Whether actor/component click events should be generated.

bEnableMotionControls

description: Whether or not to consider input from motion sources (tilt, acceleration, etc)

bEnableMouseOverEvents

description: Whether actor/component mouse over events should be generated.

bEnableStreamingSource

description: Whether the PlayerController should be used as a World Partiton streaming source.

bEnableTouchEvents

description: Whether actor/component touch events should be generated.

bEnableTouchOverEvents

description: Whether actor/component touch over events should be generated.

bHidePawnInCinematicMode

description: When cinematic mode is true, signifies that this controller's pawn should be hidden

bIsUsingStreamingVolumes

description: Whether this controller is using streaming volumes.

BlendedTargetViewRotation

description: Smoothed version of TargetViewRotation to remove jerkiness from intermittent replication updates.

bOverrideAudioAttenuationListener

description: Whether to override the attenuation listener position.

bOverrideAudioListener

description: Whether to override the normal audio listener positioning method

bPlayerIsWaiting

description: True if PlayerController is currently waiting for the match to start or to respawn.

bRenderPrimitiveComponents

description: Whether to render primitives component.

bShortConnectTimeOut

description: When true, reduces connect timeout from InitialConnectionTimeOut to ConnectionTimeout.

bShouldPerformFullTickWhenPaused

type: uint32:  1

description: Whether we fully tick when the game is paused, if our tick function is allowed to do so.

bShowMouseCursor

description: Whether the mouse cursor should be displayed.

bStreamingSourceShouldActivate

description: Whether the PlayerController streaming source should activate cells after loading.

description: Whether the PlayerController streaming source should block on slow streaming.

CheatClass

type: TSubclassOf<UC...

description: Class of my CheatManager.

CheatManager

type: TObjectPtr<UCh...

description: Object that manages "cheat" commands.

ClickEventKeys

type: TArray<FKey>

description: List of keys that will cause click events to be forwarded, default to left click

ClientCap

description: Cap set by server on bandwidth from client to server in bytes/sec (only has impact if >=2600)

CurrentClickablePrimitive

description: Clickable object currently under the mouse cursor.

CurrentClickTraceChannel

type: TEnumAsByte< EC...

description: Trace channel currently being used for determining what world object was clicked on.

CurrentInputStack

type: TArray<TWeakOb...

description: Internal. Current stack of InputComponents.

CurrentMouseCursor

type: TEnumAsByte<EM...

description: Currently visible mouse cursor

CurrentTouchablePrimitives

description: Touchable objects currently under fingers.

CurrentTouchInterface

type: TObjectPtr< cla...

description: The currently set touch interface

DefaultClickTraceChannel

description: Default trace channel used for determining what world object was clicked on.

DefaultMouseCursor

description: Type of mouse cursor to show by default

ForceFeedbackEffectHistoryEntries

type: TArray< FForceF...

description: For debugging, shows the last force feeback effects that played

ForceFeedbackScale

description: Scale applied to force feedback values

ForceFeedbackValues

type: FForceFeedbackV...

description: Currently active force feedback weights

HiddenActors

type: TArray<TObject...

description: The actors which the camera shouldn't see - e.g. used to hide actors which the camera penetrates

HiddenPrimitiveComponents

description: Explicit components the camera shouldn't see (helpful for external systems to hide a component from a single player)

HitResultTraceDistance

description: Distance to trace when computing click events

InactiveStateInputComponent

type: TObjectPtr<UIn...

description: InputComponent we use when player is in Inactive state.

LastCompletedSeamlessTravelCount

description: The value of SeamlessTravelCount, upon the last call to GameModeBase::HandleSeamlessTravelPlayer; used to detect seamless travel

LastMovementHitch

description: Last real time (undilated) a hitch was detected inTickActor()when checking for forced client movement updates.

LastMovementUpdateTime

description: Last real time (undilated) recorded inTickActor()when checking for forced client movement updates.

LastSpectatorStateSynchTime

description: Used to make sure the client is kept synchronized when in a spectator state

LastSpectatorSyncLocation

description: Last location synced on the server for a spectator.

LastSpectatorSyncRotation

description: Last rotation synced on the server for a spectator.

LocalPlayerCachedLODDistanceFactor

description: Last used FOV based multiplier to distance to an object when determining if it exceeds the object's cull distance

MuteList

type: FPlayerMuteList

description: List of muted players in various categories

MyHUD

type: TObjectPtr<AHU...

description: Heads up display associated with this PlayerController.

NetConnection

type: TObjectPtr<UNe...

description: The net connection this controller is communicating on, nullptr for local players on server

NetPlayerIndex

description: Indexidentifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication

OverridePlayerInputClass

type: TSubclassOf<UP...

description: If set, then thisUPlayerInputclass will be used instead of the Input Settings' DefaultPlayerInputClass

PendingMapChangeLevelNames

type: TArray<FName>

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

PendingSwapConnection

description: This is set on the OLD PlayerController when performing a swap over a network connection so we know what connection we're waiting on acknowledgment from to finish destroying this PC (or when the connection is closed)

Player

type: TObjectPtr<UPl...

description: UPlayerassociated with this PlayerController.

PlayerCameraManager

type: TObjectPtr<APl...

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

PlayerCameraManagerClass

type: TSubclassOf<AP...

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

PlayerInput

description: Object that manages player input.

RotationInput

description: Input axes values, accumulated each tick.

SeamlessTravelCount

description: Counter for this players seamless travels (used along with the below value, to restrict ServerNotifyLoadedWorld)

SmoothTargetViewRotationSpeed

description: Interp speed for blending remote view rotation for smoother client updates

SpawnLocation

description: The location used internally when there is no pawn or spectator, to know where to spawn the spectator or focus the camera on death.

StreamingSourceDebugColor

type: FColor

description: Color used for debugging.

StreamingSourcePriority

type: EStreamingSourc...

description: PlayerController streaming source priority.

StreamingSourceShapes

type: TArray<FStream...

description: Optional aggregated shape list used to build a custom shape for the streaming source.

TargetViewRotation

description: Used to replicate the view rotation of targets not owned/possessed by this PlayerController.

type: FTimerHandle

description: Handle for efficient management of UnFreeze timer

VirtualJoystick

type: TSharedPtr< cla...

description: The virtual touch interface


code: APlayerStart ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: APlayerStart

code: class APlayerStart : public [ANavigationObjectBase](API\Runtime\Engine\Engine\ANavigationObjectBase)

PlayerStartTag

type: FName

description: Used when searching for which playerstart to use.


description: Gets the online unique id for a player. If a player is logged in this will be consistent across all clients and servers.


description: Called by Controller when its PlayerState is initially replicated.

code: virtual void ClientInitialize ( class [AController](API\Runtime\Engine\GameFramework\AController) * C )


description: Copy properties which need to be saved in inactive PlayerState

code: virtual void CopyProperties ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * PlayerState )


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


code: void DispatchCopyProperties ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * PlayerState )


description: Calls OverrideWith and triggers OnOverrideWith for BP extension

code: void DispatchOverrideWith ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * PlayerState )


description: Gets the literal value of the compressed Ping value (Ping = PingInMS / 4).

code: uint8 GetCompressedPing() const


description: Create duplicate PlayerState (for saving Inactive PlayerState)

code: virtual [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * Duplicate()


description: Returns the human readable string representation of an object.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetHumanReadableName() const


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Returns previous player name

code: virtual [FString](API\Runtime\Core\Containers\FString) GetOldPlayerName() const


description: Returns the AI or player controller that created this player state, or null for remote clients

code: [AController](API\Runtime\Engine\GameFramework\AController) * GetOwningController() const


description: Return the pawn controlled by this Player State.

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawn() const


description: Convenience helper to return a cast version of the pawn controlled by this Player State.

code: template<class T> T * GetPawn() const


description: Note that replication of CompressedPing is controlled by bShouldUpdateReplicatedPing, and if disabled then this will return 0 or a stale value on clients for player states that aren't related to local players

code: float GetPingInMilliseconds() const


description: Return the player controller that created this player state, or null for remote clients

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerController() const


description: Gets the literal value of PlayerId.

code: int32 GetPlayerId() const


description: Returns current player name


description: Gets the literal value of Score.

code: float GetScore() const


description: Custom access to player name, called only when bUseCustomPlayerNames is set

code: virtual [FString](API\Runtime\Core\Containers\FString) GetPlayerNameCustom() const


description: Gets the literal value of UniqueId.

code: const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & GetUniqueId() const


description: Gets the literal value of StartTime.

code: int32 GetStartTime() const


description: Gets the literal value of bIsABot.

code: bool IsABot() const


description: Called after receiving player name

code: virtual void HandleWelcomeMessage()


description: Gets the literal value of bFromPreviousLevel.

code: bool IsFromPreviousLevel() const


description: Gets the literal value of bIsInactive.

code: bool IsInactive() const


description: Return true if PlayerState is primary (ie. non-splitscreen) player

code: virtual bool IsPrimaryPlayer() const


description: Gets the literal value of bIsSpectator.

code: bool IsSpectator() const


description: Called on the server when the owning player has disconnected, by default this method destroys this player state

code: virtual void OnDeactivated()


description: Called on the server when the owning player has reconnected and this player state is added to the active players array

code: virtual void OnReactivated()


description: Replication Notification Callbacks

code: virtual void OnRep_Score()


description: Called on both the client and server when unique ID has been modified

code: virtual void OnSetUniqueId()


code: virtual void OverrideWith ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * PlayerState )


description: Gets the literal value of bOnlySpectator.

code: bool IsOnlyASpectator() const


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


description: Recalculates the replicated Ping value once per second (both clientside and serverside), based upon collected ping data

code: virtual void RecalculateAvgPing()


description: Can be implemented in Blueprint Child to move more properties from old to new PlayerState when traveling to a new level

code: void ReceiveCopyProperties ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * NewPlayerState )


description: Can be implemented in Blueprint Child to move more properties from old to new PlayerState when reconnecting

code: void ReceiveOverrideWith ( [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * OldPlayerState )


description: Register a player with the online subsystem

code: virtual void RegisterPlayerWithSession ( bool bWasFromInvite )


description: Called by seamless travel when initializing a player on the other side - copy properties to the new PlayerState that should persist

code: virtual void SeamlessTravelTo ( class [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * NewPlayerState )


description: Reset actor to initial state - used when restarting level without reloading.

code: virtual void Reset()


description: Sets the value of CompressedPing without causing other side effects to this instance.

code: void SetCompressedPing ( const uint8 NewPing )


description: Sets the value of bIsABot without causing other side effects to this instance.

code: void SetIsABot ( const bool bNewIsABot )


description: Sets the value of bFromPreviousLevel without causing other side effects to this instance.

code: void SetIsFromPreviousLevel ( const bool bNewFromPreviousLevel )


description: Sets the value of bIsInactive without causing other side effects to this instance.

code: void SetIsInactive ( const bool bNewInactive )


description: Sets the value of bOnlySpectator without causing other side effects to this instance.

code: void SetIsOnlyASpectator ( const bool bNewSpectator )


description: Sets the value of bIsSpectator without causing other side effects to this instance.

code: void SetIsSpectator ( const bool bNewSpectator )


description: Set the player name to S

code: virtual void SetOldPlayerName ( const [FString](API\Runtime\Core\Containers\FString) & S )


description: Sets the value of PlayerId without causing other side effects to this instance.

code: void SetPlayerId ( const int32 NewId )


description: Set the player name to S

code: virtual void SetPlayerName ( const [FString](API\Runtime\Core\Containers\FString) & S )


description: Set the player name to S locally, does not trigger net updates

code: virtual void SetPlayerNameInternal ( const [FString](API\Runtime\Core\Containers\FString) & S )


description: Sets the value of Score without causing other side effects to this instance.

code: void SetScore ( const float NewScore )


description: Sets whether or not the replicated ping value is updated automatically.

code: void SetShouldUpdateReplicatedPing ( bool bInShouldUpdateReplicatedPing )


description: Sets the value of StartTime without causing other side effects to this instance.

code: void SetStartTime ( const int32 NewStartTime )


description: Associate an online unique id with this player

code: void SetUniqueId ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & NewUniqueId )


code: void SetUniqueId ( [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) && NewUniqueId )


description: Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game

code: virtual bool ShouldBroadCastWelcomeMessage ( bool bExiting )


description: Unregister a player with the online subsystem


description: Receives ping updates for the client (both clientside and serverside), from the net driver NOTE: This updates much more frequently clientside, thus the clientside ping will often be different to what the server displays

code: virtual void UpdatePing ( float InPing )


code: APlayerState ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Destructor for handling property deprecation, please remove after all deprecated properties are gone

code: virtual ~APlayerState()


className: APlayerState

description: A PlayerState is created for every player on a server (or in a standalone game). PlayerStates are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc.

code: class APlayerState : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bHasBeenWelcomed

type: uint8: 1

description: Client side flag - whether this player has been welcomed or not (player entered message)

bUseCustomPlayerNames

type: uint8:  1

description: If set,GetPlayerName()will call virtualGetPlayerNameCustom()to allow custom access

EngineMessageClass

type: TSubclassOf< cl...

description: This is used for sending game agnostic messages that can be localized

ExactPing

type: float

description: Exact ping in milliseconds as float (rounded and compressed in replicated CompressedPing)

OnPawnSet

type: FOnPlayerStateP...

description: Broadcast whenever this player's possessed pawn is set

SavedNetworkAddress

type: FString

description: Used to match up InactivePlayerState with rejoining playercontroller.

SessionName

description: The session that the player needs to join/remove from as it is created/leaves


description: Called via input to look up at a given rate (or down if Rate is negative).

code: virtual void LookUpAtRate ( float Rate )


description: Overridden to avoid changing network role. If subclasses want networked behavior, call the Pawn::PossessedBy() instead.

code: virtual void PossessedBy ( class [AController](API\Runtime\Engine\GameFramework\AController) * NewController )


description: Called via input to turn at a given rate.

code: virtual void TurnAtRate ( float Rate )


code: ASpectatorPawn ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ASpectatorPawn

description: SpectatorPawns are simple pawns that can fly around the world, used by PlayerControllers when in the spectator state.

code: class ASpectatorPawn : public [ADefaultPawn](API\Runtime\Engine\GameFramework\ADefaultPawn)


description: Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

code: virtual void CheckForErrors()


description: true if a sphere/point (with optional radius CheckRadius) overlaps this volume

code: bool EncompassesPoint ( FVector Point, float SphereRadius, float * OutDistanceToPoint ) const


className: FOnVolumeShapeChanged

description: Delegate used for notifications when a volumes initial shape changes

code: typedef TMulticastDelegate_OneParam< void, [AVolume](API\Runtime\Engine\GameFramework\AVolume) & > FOnVolumeShapeChanged


description: the coarse bounds of this volume

code: FBoxSphereBounds GetBounds() const


description: Function to get the 'Volume imported' delegate


description: Indicates whether this actor should participate in level bounds calculations

code: virtual bool IsLevelBoundsRelevant() const


description: true if this is a static brush

code: virtual bool IsStaticBrush() const


description: false

code: virtual bool IsVolumeBrush() const


className: OnVolumeShapeChanged

description: Define static delegate


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


code: AVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool ShouldCheckCollisionComponentForErrors() const


className: AVolume

code: class AVolume : public [ABrush](API\Runtime\Engine\Engine\ABrush)


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


description:
When the bookmark's class is not of the same class as the default bookmark class, the bookmark will be removed on the next update. This will fail if we've overrun MaxNumberOfBookmarks.
The bookmark that was created. Will be nullptr on failure.

code: [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * AddBookmark ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) > BookmarkClass, const bool bExpandIfNecessary )


description: whether given world is restricting actors to +-HALF_WORLD_MAX bounds, destroying actors that move below KillZ


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Clears all references to current bookmarks.

code: void ClearAllBookmarks()


description: Clears the reference to the bookmark from the specified index.

code: void ClearBookmark ( const uint32 BookmarkIndex )


description: Note, this will not rearrange any valid Bookmarks inside the mapped range, but may move bookmarks outside that range to fill up mapped bookmarks.

code: void CompactBookmarks()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Returns the delta time to be used by the tick. Can be overridden if game specific logic is needed.

code: virtual float FixupDeltaSeconds ( float DeltaSeconds, float RealDeltaSeconds )


className: FOnBookmarkClassChanged

code: typedef TMulticastDelegate_OneParam< void, [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * > FOnBookmarkClassChanged


className: FOnNaniteSettingsChanged

code: typedef TMulticastDelegate_OneParam< void, [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * > FOnNaniteSettingsChanged


className: FOnNumberOfBookmarksChanged

code: typedef TMulticastDelegate_OneParam< void, [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * > FOnNumberOfBookmarksChanged


code: virtual [FSoftClassPath](API\Runtime\CoreUObject\UObject\FSoftClassPath) GetAISystemClassName() const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * > * GetAssetUserDataArray() const


code: virtual [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * GetAssetUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Gets the array of bookmarks. It's common for entries to be null as this is treated more like a sparse array.

code: const [TArray](API\Runtime\Core\Containers\TArray)< class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * > & GetBookmarks() const


code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) > GetDefaultBookmarkClass() const


code: const [FWorldPartitionPerWorldSettings](API\Runtime\Engine\WorldPartition\FWorldPartitionPerWorldSettings) * GetDefaultWorldPartitionSettings() const


code: virtual float GetEffectiveTimeDilation() const


description:
Returns the Z component of the current world gravity and initializes it to the default gravity if called for the first time.
Z component of current world gravity.

code: virtual float GetGravityZ() const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetHierarchicalLODBaseMaterial() const


code: [TArray](API\Runtime\Core\Containers\TArray)< struct [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) > & GetHierarchicalLODSetup()


code: const [TArray](API\Runtime\Core\Containers\TArray)< struct [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) > & GetHierarchicalLODSetup() const


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


code: const int32 GetMaxNumberOfBookmarks() const


description: configuration for NavigationSystem's creation. Null means no navigation system will be created

code: [UNavigationSystemConfig](API\Runtime\Engine\AI\UNavigationSystemConfig) *const GetNavigationSystemConfig() const


description: current configuration override for NavigationSystem's creation, if any.

code: const [UNavigationSystemConfig](API\Runtime\Engine\AI\UNavigationSystemConfig) * GetNavigationSystemConfigOverride() const


description: For "plain" access that doesn't cause reallocation, use GetBookmarks

code: [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase) * GetOrAddBookmark ( const uint32 BookmarkIndex, const bool bRecreateOnClassMismatch )


code: [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPauserPlayerState() const


description: Method to get the Physics Collision Handler Class.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UPhysicsCollisionHandler](API\Runtime\Engine\PhysicsEngine\UPhysicsCollisionHandler) > GetPhysicsCollisionHandlerClass()


code: [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * GetWorldPartition() const


description: whether given world is configured to host an AISystem

code: bool IsAISystemEnabled() const


description: whether given world is configured to host any NavigationSystem

code: bool IsNavigationSystemEnabled() const


description: Returns true if this actor can EVER be selected in a level in the editor. Can be overridden by specific actors to make them unselectable.

code: virtual bool IsSelectable() const


description: Called from GameStateBase, used to notify native classes of match startup (such as level scripting)

code: virtual void NotifyMatchStarted()


className: NumMappedBookmarks

description: The number of bookmarks that will have mapped keyboard shortcuts by default.

code: static const uint32 NumMappedBookmarks = 10;


code: virtual void OnRep_NaniteSettings()


code: virtual void OnRep_WorldGravityZ()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Called from GameStateBase, calls BeginPlay on all actors

code: virtual void NotifyBeginPlay()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


description: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


description: Called right before components are initialized, only called during gameplay

code: virtual void PreInitializeComponents()


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Called on the actor before checkpoint data is applied during a replay. Only called if bReplayRewindable is set.

code: virtual void RewindForReplay()


code: virtual void SetAllowMaskedMaterials ( bool bState )


description: Sets a configuration override for NavigationSystem's creation. If set, GetNavigationSystemConfig will return this configuration instead NavigationSystemConfig.

code: void SetNavigationSystemConfigOverride ( [UNavigationSystemConfig](API\Runtime\Engine\AI\UNavigationSystemConfig) * NewConfig )


code: virtual void SetPauserPlayerState ( class [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * PlayerState )


description: Sets the global time dilation value (subject to clamping). Returns the final value that was set.

code: virtual float SetTimeDilation ( float NewTimeDilation )


code: void SetWorldPartition ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * InWorldPartition )


description: Does this actor supports external packaging?

code: virtual bool SupportsExternalPackaging() const


code: virtual bool SupportsWorldPartitionStreaming() const


code: AWorldSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )