Gah - a solution with more questions. – EntropicLqd
UE2:LevelInfo internal variables (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- LevelInfo internal variables in other games:
- U2, U2XMP, UE2Runtime, UT2003
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Internal variables
[edit] AnimMeshGlobalLOD
Type: float
Default value: 1.0
[edit] bAggressiveLOD
Type: bool
frame rate is well below DesiredFrameRate, so make LOD more aggressive
[edit] bBegunPlay
Type: bool
Whether gameplay has begun.
[edit] bClassicView
Type: bool
FOV at least 90, eyeheight up, small weapons OBSOLETE
[edit] bDesireSkinPreload
Type: bool
Modifiers: globalconfig
user set property
[edit] bDropDetail
Type: bool
frame rate is below DesiredFrameRate, so drop high detail actors
[edit] bFreezeKarma
Type: bool
Stop all Karma physics from being evolved.
[edit] bHasPathNodes
Type: bool
[edit] bIsSaveGame
Type: bool
true while save game is being loaded (GameInfo bIsSaveGame stays true through entire game)
[edit] bKickLiveIdlers
Type: bool
Modifiers: globalconfig
if true, even playercontrollers with pawns can be kicked for idling
[edit] bLevelChange
Type: bool
[edit] bLowSoundDetail
Type: bool
Modifiers: config
[edit] bNeverPrecache
Type: bool
Modifiers: config
[edit] bNextItems
Type: bool
[edit] bPathsRebuilt
Type: bool
True if path network is valid
[edit] bPlayersOnly
Type: bool
Only update players.
[edit] bShouldPreload
Type: bool
Modifiers: globalconfig
if true, preload all skins (initially set true if > 512 MB of system memory)
[edit] bSkinsPreloaded
Type: bool
set after skins are preloaded
[edit] bStartup
Type: bool
Starting gameplay.
[edit] ComputerName
Type: string
Machine's name according to the OS.
[edit] ControllerList
Type: Controller
Modifiers: const
The list of Controllers currently in the game. Controllers are added via Controller.AddController() when they are spawned and removed via Controller.RemoveController() when they are destroyed. This list is not maintained on clients in network games because only the client players's own PlayerController exists there. You can use GetLocalPlayerController() to access it.
[edit] Day
Type: int
Modifiers: transient
Day of month.
[edit] DayOfWeek
Type: int
Modifiers: transient
Day of week.
[edit] DecalStayScale
Type: float
Modifiers: config
affects decal stay time
Default value: 1.0
[edit] DefaultGravity
Type: float
Default value: -950.0
[edit] DefaultTexture
Type: Texture
Default value: DefaultTexture
[edit] DetailMode
Type: Object.EDetailMode
Modifiers: const
Client detail mode.
Default value: DM_SuperHigh
[edit] EngineVersion
Type: string
Engine version.
[edit] Game
Type: GameInfo
[edit] GRI
Type: GameReplicationInfo
Modifiers: transient
[edit] Hour
Type: int
Modifiers: transient
Hour.
[edit] HubStackLevel
Type: int
[edit] LargeVertex
Type: Texture
Default value: LargeVertex
[edit] LastTaunt
Type: int
Array size: 2
'Global' last taunts used.
[edit] LastVehicleCheck
Type: float
[edit] LevelAction
Type: ELevelAction
Modifiers: transient
[edit] LocalPlayerController
Type: PlayerController
Modifiers: private
[edit] MaxClientFrameRate
Type: float
Modifiers: globalconfig
Default value: 90.0
[edit] MaxTimeMargin
Type: float
Modifiers: globalconfig
Default value: 1.0
[edit] Millisecond
Type: int
Modifiers: transient
Millisecond.
[edit] MinNetVersion
Type: string
[edit] MinTimeMargin
Type: float
Modifiers: globalconfig
Default value: -1.0
[edit] Minute
Type: int
Modifiers: transient
Minute.
[edit] Month
Type: int
Modifiers: transient
Month.
[edit] MoveRepSize
Type: float
Default value: 42.0
[edit] NavigationPointList
Type: NavigationPoint
Modifiers: const
Linked list of all NavigationPoints for which paths have been built. The list will be empty if paths have never been built in UnrealEd. NavigationPoints added after the last path rebuild are not in this list.
[edit] NetMode
Type: ENetMode
[edit] NextSwitchCountdown
Type: float
[edit] NextURL
Type: string
[edit] ObjectPool
Type: ObjectPool
Modifiers: transient
[edit] PauseDelay
Type: float
[edit] Pauser
Type: PlayerReplicationInfo
If paused, name of person pausing the game.
[edit] PrecacheMaterials
Modifiers: transient
[edit] PrecacheStaticMeshes
Type: array<StaticMesh>
Modifiers: transient
[edit] ReplicationViewer
Type: PlayerController
Modifiers: const
[edit] ReplicationViewTarget
Type: Actor
Modifiers: const
[edit] Second
Type: int
Modifiers: transient
Second.
[edit] Summary
Type: LevelSummary
[edit] TimeDilation
Type: float
Default value: 1.1
[edit] TimeMarginSlack
Type: float
Modifiers: globalconfig
Default value: 1.35
[edit] TimeSeconds
Type: float
Time in seconds since level began play.
[edit] VisibleGroups
Type: string
Default value: "None"
[edit] WhiteSquareTexture
Type: Texture
Default value: WhiteSquareTexture
[edit] WireframeTexture
Type: Texture
Default value: WhiteSquareTexture
[edit] Year
Type: int
Modifiers: transient
Year.
