| 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/listen server has a LocalPlayer. It stays active across maps, and there may be several spawned in the case of splitscreen/coop. There will be 0 spawned on dedicated 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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FVector |
LastViewLocation |
The location of the player's view the previous frame. |
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FVector2D |
Origin |
The coordinates for the upper left corner of the primary 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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FVector2D |
Size |
The size of the primary viewport subregion allocated to this player. 0-1 |
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SlateOperations |
FReply used to defer some slate operations. |
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TObjectPtr< cla... |
ViewportClient |
The primary 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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void |
AddReferencedObjects ( |
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FSceneView &... |
CalcSceneView ( |
Calculate the view settings for drawing from this view actor |
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bool |
CalcSceneViewInitOptions ( |
Calculate the view init settings for drawing from this view actor |
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void |
CleanupViewState ( |
Clear cached view state. |
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void |
ExecMacro ( |
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FUniqueNetId... |
GetCachedUniqueNetId() |
Retrieves this player's unique net ID that was previously cached |
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int32 |
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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int32 |
GetIndexInGameInstance() |
Returns the index of this player in the Game instances local players array |
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int32 |
GetLocalPlayerIndex() |
Returns the logical local player index where 0 is the first LocalPlayer that was created. |
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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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bool |
GetPixelBoundingBox ( |
This function will give you two points in Pixel Space that surround the World Space box. |
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bool |
GetPixelBoundingBox ( |
This function will give you two points in Pixel Space that surround the World Space box. |
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bool |
GetPixelPoint ( |
This function will give you a point in Pixel Space from a World Space position |
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bool |
GetPixelPoint ( |
This function will give you a point in Pixel Space from a World Space position |
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FPlatformUse... |
GetPlatformUserId() |
Returns the platform user that is assigned to this player |
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int32 |
GetPlatformUserIndex() |
Converts the platform user id to an index where 0 is the first logged in user. |
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FUniqueNetId... |
GetPreferredUniqueNetId() |
Retrieves the preferred unique net id. |
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bool |
GetProjectionData ( |
Helper function for deriving various bits of data needed for projection |
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const FReply... |
GetSlateOperations() |
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FReply & |
GetSlateOperations() |
Getter for slate operations. |
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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 from the provided LocalPlayer returns nullptr if the Subsystem cannot be found or the LocalPlayer is null |
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TSubsystemCl... |
GetSubsystem() |
Get a Subsystem of specified type |
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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... |
GetUniqueNetIdForPlatformUser() |
Retrieves this player's unique net ID from the online subsystem using the platform user Id |
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FUniqueNetId... |
GetUniqueNetIdFromCachedControllerId() |
This should be deprecated when engine code has been changed to expect FPlatformUserId UE_DEPRECATED(5.x, "Use GetUniqueNetIdForPlatformUser instead") |
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void |
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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bool |
HandleDNCommand ( |
Exec command handlers |
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bool |
HandleExecCommand ( |
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bool |
HandleExitCommand ( |
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bool |
HandleListAwakeBodiesCommand ( |
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bool |
HandleListMoveBodyCommand ( |
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bool |
HandleListPawnComponentsCommand ( |
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bool |
HandleListSimBodiesCommand ( |
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bool |
HandleListSkelMeshesCommand ( |
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bool |
HandleMoveComponentTimesCommand ( |
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bool |
HandleToggleDrawEventsCommand ( |
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bool |
HandleToggleStreamingVolumesCommand ( |
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void |
InitOnlineSession() |
Called to initialize the online delegates |
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bool |
IsPrimaryPlayer() |
Determines whether this player is the first and primary player on their machine. |
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FOnControlle... |
OnControllerIdChanged() |
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FOnPlatformU... |
OnPlatformUserIdChanged() |
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FOnPlayerCon... |
OnPlayerControllerChanged() |
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void |
PlayerAdded ( |
Called at creation time for internal setup |
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void |
PlayerAdded ( |
Called at creation time for internal setup |
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void |
PlayerRemoved() |
Called when the player is removed from the viewport client |
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void |
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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void |
SetCachedUniqueNetId ( |
Sets the players current cached unique net id |
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void |
SetControllerId ( |
Change the physical 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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void |
SetPlatformUserId ( |
Changes the platform user that is assigned to this player |
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bool |
SpawnPlayActor |
Create an actor for this player. |
Name | Description | ||
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void |
ReceivedPlayerController ( |
Called when this player has had it's outer Player Controller set for remote net connections |
Name | Description | ||
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void |
FinishDestroy() |
Called to finish destroying the object. |
Name | Description | ||
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bool |
Exec_Editor ( |
Implementation of Exec that is only called in editor |
Name |
Description |
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FOnControllerIdChanged |
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FOnPlatformUserIdChanged |
Event called when this local player has been assigned to a new platform-level user |
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FOnPlayerControllerChanged |
Event called when this local player has had a new outer PlayerController set |
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FOptionalAllottedSize |
Name | Description | ||
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bool |
GetPixelBoundingBox ( |
Please use const FVector2f* directly |
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bool |
GetPixelBoundingBox ( |
Please use const FVector2f* directly |
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bool |
GetPixelPoint ( |
Please use const FVector2f* directly |
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bool |
GetPixelPoint ( |
Please use const FVector2f* directly |
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bool |
IsCachedUniqueNetIdPairedWithControllerId() |
Platform User Id now has priority over ControllerId, these are not expected to be the same |
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void |
SetCachedUniqueNetId ( |
Use SetCachedUniqueNetId with FUniqueNetIdRepl |
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void |
SetCachedUniqueNetId ( |
Use SetCachedUniqueNetId with FUniqueNetIdRepl |