| UObjectBase
|
Module |
|
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 | ||
---|---|---|---|
|
TEnumAsByte< en... |
AspectRatioAxisConstraint |
How to constrain perspective viewport FOV |
|
uint32: 1 |
bSentSplitJoin |
Set when we've sent a split join request |
|
CachedUniqueNetId |
The FUniqueNetId which this player is associated with. |
|
|
LastViewLocation |
The location of the player's view the previous frame. |
|
|
Origin |
The coordinates for the upper left corner of the master viewport subregion allocated to this player. |
|
|
TSubclassOf< cl... |
PendingLevelPlayerControllerClass |
The class of PlayerController to spawn for players logging in. |
|
Size |
The size of the master viewport subregion allocated to this player. 0-1 |
|
|
SlateOperations |
FReply used to defer some slate operations. |
|
|
ViewportClient |
The master viewport containing this player's view. |
Name | Description | |
---|---|---|
|
ULocalPlayer ( |
|
|
ULocalPlayer ( |
DO NOT USE. This constructor is for internal usage only for hot-reload purposes. |
Name | Description | ||
---|---|---|---|
|
AddReferencedObjects ( |
||
|
FSceneView &... |
CalcSceneView ( |
Calculate the view settings for drawing from this view actor |
|
CalcSceneViewInitOptions ( |
Calculate the view init settings for drawing from this view actor |
|
|
CleanupViewState() |
Clear cached view state. |
|
|
ExecMacro ( |
||
|
FUniqueNetId... |
GetCachedUniqueNetId() |
Retrieves this player's unique net ID that was previously cached |
|
GetControllerId() |
Returns the controller ID for the player |
|
|
UGameInstanc... |
GetGameInstance() |
Get the game instance associated with this local player |
|
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. |
|
|
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 |
|
|
GetPixelBoundingBox ( |
This function will give you two points in Pixel Space that surround the World Space box. |
|
|
GetPixelBoundingBox |
This function will give you two points in Pixel Space that surround the World Space box. |
|
|
GetPixelPoint |
This function will give you a point in Pixel Space from a World Space position |
|
|
GetPixelPoint ( |
This function will give you a point in Pixel Space from a World Space position |
|
|
FUniqueNetId... |
GetPreferredUniqueNetId() |
Retrieves the preferred unique net id. |
|
GetProjectionData ( |
Helper function for deriving various bits of data needed for projection |
|
|
FReply & |
GetSlateOperations() |
Getter for slate operations. |
|
const FReply... |
GetSlateOperations() |
|
|
TSharedPtr< ... |
GetSlateUser() |
Get the SlateUser that this LocalPlayer corresponds to |
|
TSharedPtr< ... |
GetSlateUser() |
Get the SlateUser that this LocalPlayer corresponds to |
|
TSubsystemCl... |
GetSubsystem() |
Get a Subsystem of specified type |
|
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 |
|
const TArray... |
GetSubsystemArray() |
Get all Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. |
|
ULocalPlayer... |
GetSubsystemBase ( |
Get a Subsystem of specified type |
|
FUniqueNetId... |
GetUniqueNetIdFromCachedControllerId() |
Retrieves this player's unique net ID from the online subsystem |
|
GetViewPoint ( |
Retrieve the viewpoint of this player. |
|
|
UWorld * |
GetWorld() |
Get the world the players actor belongs to |
|
HandleCancelMatineeCommand ( |
||
|
HandleDNCommand ( |
Exec command handlers |
|
|
HandleExecCommand ( |
||
|
HandleExitCommand ( |
||
|
HandleListAwakeBodiesCommand ( |
||
|
HandleListMoveBodyCommand ( |
||
|
HandleListPawnComponentsCommand ( |
||
|
HandleListSimBodiesCommand ( |
||
|
HandleListSkelMeshesCommand ( |
||
|
HandleMoveComponentTimesCommand ( |
||
|
HandleToggleDrawEventsCommand ( |
||
|
HandleToggleStreamingVolumesCommand ( |
||
|
InitOnlineSession() |
Called to initialize the online delegates |
|
|
IsCachedUniqueNetIdPairedWithControllerId() |
Returns true if the cached unique net id, is the one assigned to the controller id from the OSS |
|
|
IsPrimaryPlayer() |
Determines whether this player is the first and primary player on their machine. |
|
|
FOnControlle... |
OnControllerIdChanged() |
|
|
PlayerAdded ( |
Called at creation time for internal setup |
|
|
PlayerRemoved() |
Called when the player is removed from the viewport client |
|
|
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 @note this happens automatically for all viewports that exist during the initial server connect so it's only necessary to manually call this for viewports created after that if the join fails (because the server was full, for example) all viewports on this client will be disconnected |
|
|
SetCachedUniqueNetId ( |
Sets the players current cached unique net id |
|
|
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. |
|
|
SpawnPlayActor |
Create an actor for this player. |
Name | Description | ||
---|---|---|---|
|
FinishDestroy() |
Called to finish destroying the object. |
|
|
PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name | Description | ||
---|---|---|---|
|
Exec ( |
Exec handler |
Name |
Description |
|
---|---|---|
|
FOnControllerIdChanged |