Actions
Detach from Controller Pending Destroy |
Call this function to detach safely pawn from its controller, knowing that we will be destroyed soon. Target is Pawn |
Get Base Aim Rotation |
Return the aim rotation for the Pawn. If we have a controller, by default we aim at the player's 'eyes' direction that is by default the Pawn rotation for AI, and camera (crosshair) rotation for human players. Target is Pawn |
Get Control Rotation |
Get the control rotation. This is the full aim rotation, which may be different than a camera orientation (for example in a third person view), and may differ from the rotation of the controlled Pawn (which may choose not to visually pitch or roll, for example). Target is Controller |
Get Controlled Pawn |
Return the Pawn that is currently 'controlled' by this PlayerController Target is Controller |
Get Controller |
Returns controller for this actor. Target is Pawn |
Get Desired Rotation |
Get the desired pawn target rotation Target is Controller |
Get Focal Location |
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). Target is Player Controller |
Get Movement Base Actor |
Gets the owning actor of the Movement Base Component on which the pawn is standing. Target is Pawn |
Get Movement Component |
Return our PawnMovementComponent, if we have one. Target is Pawn |
Get Nav Agent Location |
Basically retrieved pawn's location on navmesh Target is Pawn |
Get Spectator Pawn |
Get the Pawn used when spectating. nullptr when not spectating. Target is Player Controller |
Get View Target |
Get the actor the controller is looking at Target is Controller |
Is Bot Controlled |
Returns true if controlled by a bot. Target is Pawn |
Is Controlled |
Is Controlled Target is Pawn |
Is Local Controller |
Returns whether this Controller is a local controller. Target is Controller |
Is Local Player Controller |
Returns whether this Controller is a locally controlled PlayerController. Target is Controller |
Is Locally Controlled |
Returns true if controlled by a local (not network) Controller. Target is Pawn |
Is Pawn Controlled |
Check if this actor is currently being controlled at all (the actor has a valid Controller) Target is Pawn |
Is Player Controlled |
Returns true if controlled by a human player (possessed by a PlayerController). Target is Pawn |
Is Player Controller |
Returns whether this Controller is a PlayerController. Target is Controller |
Look Up at Rate |
Called via input to look up at a given rate (or down if Rate is negative). Target is Default Pawn |
Move Forward |
Input callback to move forward in local space (or backward if Val is negative). Target is Default Pawn |
Move Right |
Input callback to strafe right in local space (or left if Val is negative). Target is Default Pawn |
Move Up World |
Input callback to move up in world space (or down if Val is negative). Target is Default Pawn |
Possess |
Handles attaching this controller to the specified pawn. Only runs on the network authority (where HasAuthority() returns true). Derived native classes can override OnPossess to filter the specified pawn. When possessed pawn changed, blueprint class gets notified by ReceivePossess and OnNewPawn delegate is broadcasted. Target is Controller |
Set Control Rotation |
Set the control rotation. Target is Controller |
Set Initial Location and Rotation |
Set the initial location and rotation of the controller, as well as the control rotation. Typically used when the controller is first created. Target is Controller |
Spawn Default Controller |
Spawn default controller for this Pawn, and get possessed by it. Target is Pawn |
Turn at Rate |
Called via input to turn at a given rate. Target is Default Pawn |
Un Possess |
Called to unpossess our pawn for any reason that is not the pawn being destroyed (destruction handled by PawnDestroyed()). Target is Controller |
Update Stereo Atlas |
Update Stereo Atlas Target is Stereo Capture Pawn |
Categories
Components |
Components |
Input |
These are nodes that provide input from various sources (keyboard, mouse, gamepad etc.) |