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29 lines
1.2 KiB
Plaintext
29 lines
1.2 KiB
Plaintext
Availability:Public
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Title:Controller
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Crumbs:%ROOT%, Gameplay, Gameplay/Framework
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Description: In the context of a player or AI entity, the Controller is essentially the brain.
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Related: Gameplay\Framework\Controller\PlayerController
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Related: Gameplay\Framework\Controller\AIController
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Related: Gameplay\Framework\Pawn
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Related: Gameplay\Framework\Pawn\Character
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Version: 4.9
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type:reference
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parent:Gameplay/Framework
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order:4
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tags:Gameplay Framework
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[INCLUDE:Shared/Glossary/C/#Glossary_Controller_Class]
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Controllers receive notifications for many of the events occurring for the Pawn they are controlling. This gives the Controller the opportunity to implement the behavior
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in response to this event, intercepting the event and superseding the Pawn's default behavior. It is possible to make the Controller tick before a given Pawn, which minimizes latency
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between input processing and Pawn movement.
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By default, there is a one-to-one relationship between Controllers and Pawns; meaning, each Controller controls only one Pawn at any given time. This is acceptable for
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most types of games, but may need to be adjusted as certain types of games - real-time strategy comes to mind - may require the ability to control multiple entities at once.
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