| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/LocalPlayer.h |
Include |
#include "Engine/LocalPlayer.h" |
class ULocalPlayer : public UPlayer
Each player that is active on the current client has a LocalPlayer. It stays active across maps There may be several spawned in the case of splitscreen/coop. There may be 0 spawned on servers.
Name | Description | ||
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TEnumAsByte< en... |
AspectRatioAxisConstraint |
How to constrain perspective viewport FOV |
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uint32: 1 |
bSentSplitJoin |
Set when we've sent a split join request |
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CachedUniqueNetId |
The FUniqueNetId which this player is associated with. |
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LastViewLocation |
The location of the player's view the previous frame. |
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Origin |
The coordinates for the upper left corner of the master viewport subregion allocated to this player. |
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TSubclassOf< cl... |
PendingLevelPlayerControllerClass |
The class of PlayerController to spawn for players logging in. |
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Size |
The size of the master viewport subregion allocated to this player. 0-1 |
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SlateOperations |
FReply used to defer some slate operations. |
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ViewportClient |
The master viewport containing this player's view. |
Name | Description | |
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ULocalPlayer ( |
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ULocalPlayer ( |
DO NOT USE. This constructor is for internal usage only for hot-reload purposes. |
Name | Description | ||
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AddReferencedObjects ( |
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FSceneView &... |
CalcSceneView ( |
Calculate the view settings for drawing from this view actor |
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CalcSceneViewInitOptions ( |
Calculate the view init settings for drawing from this view actor |
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CleanupViewState() |
Clear cached view state. |
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ExecMacro ( |
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FUniqueNetId... |
GetCachedUniqueNetId() |
Retrieves this player's unique net ID that was previously cached |
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GetControllerId() |
Returns the controller ID for the player |
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UGameInstanc... |
GetGameInstance() |
Get the game instance associated with this local player |
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GetGameLoginOptions() |
Retrieves any game-specific login options for this player if this function returns a non-empty string, the returned option or options be added passed in to the level loading and connection code. |
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GetNickname() |
Retrieves this player's name/tag from the online subsystem if this function returns a non-empty string, the returned name will replace the "Name" URL parameter passed around in the level loading and connection code, which normally comes from DefaultEngine.ini |
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GetPixelBoundingBox ( |
This function will give you two points in Pixel Space that surround the World Space box. |
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GetPixelBoundingBox |
This function will give you two points in Pixel Space that surround the World Space box. |
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GetPixelPoint |
This function will give you a point in Pixel Space from a World Space position |
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GetPixelPoint ( |
This function will give you a point in Pixel Space from a World Space position |
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FUniqueNetId... |
GetPreferredUniqueNetId() |
Retrieves the preferred unique net id. |
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GetProjectionData ( |
Helper function for deriving various bits of data needed for projection |
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FReply & |
GetSlateOperations() |
Getter for slate operations. |
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const FReply... |
GetSlateOperations() |
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TSharedPtr< ... |
GetSlateUser() |
Get the SlateUser that this LocalPlayer corresponds to |
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TSharedPtr< ... |
GetSlateUser() |
Get the SlateUser that this LocalPlayer corresponds to |
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TSubsystemCl... |
GetSubsystem() |
Get a Subsystem of specified type |
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TSubsystemCl... |
GetSubsystem ( |
Get a Subsystem of specified type from the provided LocalPlayer returns nullptr if the Subsystem cannot be found or the LocalPlayer is null |
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const TArray... |
GetSubsystemArray() |
Get all Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. |
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ULocalPlayer... |
GetSubsystemBase ( |
Get a Subsystem of specified type |
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FUniqueNetId... |
GetUniqueNetIdFromCachedControllerId() |
Retrieves this player's unique net ID from the online subsystem |
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GetViewPoint ( |
Retrieve the viewpoint of this player. |
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UWorld * |
GetWorld() |
Get the world the players actor belongs to |
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HandleCancelMatineeCommand ( |
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HandleDNCommand ( |
Exec command handlers |
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HandleExecCommand ( |
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HandleExitCommand ( |
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HandleListAwakeBodiesCommand ( |
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HandleListMoveBodyCommand ( |
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HandleListPawnComponentsCommand ( |
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HandleListSimBodiesCommand ( |
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HandleListSkelMeshesCommand ( |
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HandleMoveComponentTimesCommand ( |
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HandleToggleDrawEventsCommand ( |
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HandleToggleStreamingVolumesCommand ( |
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InitOnlineSession() |
Called to initialize the online delegates |
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IsCachedUniqueNetIdPairedWithControllerId() |
Returns true if the cached unique net id, is the one assigned to the controller id from the OSS |
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IsPrimaryPlayer() |
Determines whether this player is the first and primary player on their machine. |
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FOnControlle... |
OnControllerIdChanged() |
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PlayerAdded ( |
Called at creation time for internal setup |
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PlayerRemoved() |
Called when the player is removed from the viewport client |
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SendSplitJoin |
Send a splitscreen join command to the server to allow a splitscreen player to connect to the game the client must already be connected to a server for this function to work |
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SetCachedUniqueNetId ( |
Sets the players current cached unique net id |
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SetControllerId ( |
Change the ControllerId for this player; if the specified ControllerId is already taken by another player, changes the ControllerId for the other player to the ControllerId currently in use by this player. |
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SpawnPlayActor |
Create an actor for this player. |
Name | Description | ||
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FinishDestroy() |
Called to finish destroying the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name | Description | ||
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Exec ( |
Exec handler |
Name |
Description |
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FOnControllerIdChanged |