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Classes

APlayerController

AController > AActor > UObject

PlayerControllers are used by human players to control Pawns. ControlRotation (accessed via GetControlRotation()), determines the aiming orientation of the controlled Pawn. In networked games, PlayerControllers exist on the server for every player-controlled pawn, and also on the controlling client's machine. They do NOT exist on a client's machine for pawns controlled by remote players elsewhere on the network.

Member Type Offset Share
Player

UPlayer associated with this PlayerController.

UPlayer* 0x298
AcknowledgedPawn

Used in net games so client can acknowledge it possessed a specific pawn.

APawn* 0x2a0
ControllingDirTrackInst

Director track that's currently possessing this player controller, or none if not possessed.

UInterpTrackInstDirector* 0x2a8
MyHUD

Heads up display associated with this PlayerController.

AHUD* 0x2b0
PlayerCameraManager

Camera/view related variables Camera manager associated with this Player Controller.

APlayerCameraManager* 0x2b8
PlayerCameraManagerClass

PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used

APlayerCameraManager* 0x2c0
bAutoManageActiveCameraTarget

True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target.

bool 0x2c8
TargetViewRotation

Used to replicate the view rotation of targets not owned/possessed by this PlayerController.

FRotator 0x2cc
SmoothTargetViewRotationSpeed

Interp speed for blending remote view rotation for smoother client updates

float 0x2e4
HiddenActors

The actors which the camera shouldn't see - e.g. used to hide actors which the camera penetrates

TArray<AActor*> 0x2f0
HiddenPrimitiveComponents

Explicit components the camera shouldn't see (helpful for external systems to hide a component from a single player)

TArray<TWeakObjectPtr<UPrimitiveComponent>> 0x300
LastSpectatorStateSynchTime

Used to make sure the client is kept synchronized when in a spectator state

float 0x314
LastSpectatorSyncLocation

Last location synced on the server for a spectator.

FVector 0x318
LastSpectatorSyncRotation

Last rotation synced on the server for a spectator.

FRotator 0x324
ClientCap

Cap set by server on bandwidth from client to server in bytes/sec (only has impact if >=2600)

int32_t 0x330
CheatManager

Object that manages "cheat" commands.

UCheatManager* 0x338
CheatClass

Class of my CheatManager.

UCheatManager* 0x340
PlayerInput

Object that manages player input.

UPlayerInput* 0x348
ActiveForceFeedbackEffects TArray<FActiveForceFeedbackEffect> 0x350
bPlayerIsWaiting : 1 char 0x3d0
NetPlayerIndex

Index identifying players using the same base connection (splitscreen clients) Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection replicated via special internal code, not through normal variable replication

char 0x3d4
PendingSwapConnection

This is set on the OLD PlayerController when performing a swap over a network connection so we know what connection we're waiting on acknowledgment from to finish destroying this PC (or when the connection is closed)

UNetConnection* 0x410
NetConnection

The net connection this controller is communicating on, nullptr for local players on server

UNetConnection* 0x418
InputYawScale

Yaw input speed scaling

float 0x42c
InputPitchScale

Pitch input speed scaling

float 0x430
InputRollScale

Roll input speed scaling

float 0x434
bShowMouseCursor : 1 char 0x438
bEnableClickEvents : 1 char 0x438
bEnableTouchEvents : 1 char 0x438
bEnableMouseOverEvents : 1 char 0x438
bEnableTouchOverEvents : 1 char 0x438
bForceFeedbackEnabled : 1 char 0x438
ForceFeedbackScale

Scale applied to force feedback values

float 0x43c
ClickEventKeys

List of keys that will cause click events to be forwarded, default to left click

TArray<FKey> 0x440
DefaultMouseCursor

Type of mouse cursor to show by default

EMouseCursor 0x450
CurrentMouseCursor

Currently visible mouse cursor

EMouseCursor 0x451
DefaultClickTraceChannel

Default trace channel used for determining what world object was clicked on.

ECollisionChannel 0x452
CurrentClickTraceChannel

Trace channel currently being used for determining what world object was clicked on.

ECollisionChannel 0x453
HitResultTraceDistance

Distance to trace when computing click events

float 0x454
SeamlessTravelCount

Counter for this players seamless travels (used along with the below value, to restrict ServerNotifyLoadedWorld)

uint16_t 0x458
LastCompletedSeamlessTravelCount

The value of SeamlessTravelCount, upon the last call to GameModeBase::HandleSeamlessTravelPlayer; used to detect seamless travel

uint16_t 0x45a
InactiveStateInputComponent

InputComponent we use when player is in Inactive state.

UInputComponent* 0x4d0
bShouldPerformFullTickWhenPaused : 1 char 0x4d8
CurrentTouchInterface

The currently set touch interface

UTouchInterface* 0x4f0
SpectatorPawn ASpectatorPawn* 0x548
bIsLocalPlayerController bool 0x554
SpawnLocation

The location used internally when there is no pawn or spectator, to know where to spawn the spectator or focus the camera on death.

FVector 0x558