Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:LevelInfo internal variables (UT2004)

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UT2004 Object >> Actor >> Info >> ZoneInfo >> LevelInfo (internal variables)
LevelInfo internal variables in other games:
U2, U2XMP, UE2Runtime, UT2003

Date/Time[edit]

Year[edit]

Type: int

Modifiers: transient

Current year.

Month[edit]

Type: int

Modifiers: transient

Current month of the year. (1 = January, ..., 12 = December)

Day[edit]

Type: int

Modifiers: transient

Current day of the month. (1 to 31)

DayOfWeek[edit]

Type: int

Modifiers: transient

Current day of week. (0 = Sunday, 1 = Monday, ..., 6 = Saturday)

Hour[edit]

Type: int

Modifiers: transient

Current hour. (0 to 23)

Minute[edit]

Type: int

Modifiers: transient

Current minute. (0 to 59)

Second[edit]

Type: int

Modifiers: transient

Current second of the minute. (0 to 59)

Millisecond[edit]

Type: int

Modifiers: transient

Current millisecond. (0 to 999)

TimeDilation[edit]

Type: float

Game time scaling in relation to real time.

Default value: 1.1

TimeSeconds[edit]

Type: float

Time (in game seconds) passed since the level was loaded.

Other variables[edit]

AnimMeshGlobalLOD[edit]

Type: float


Default value: 1.0

bAggressiveLOD[edit]

Type: bool

If True, the frame rate is more than 10 FPS below the DesiredFrameRate, so effect complexity should be reduced more aggressively. (Also see bDropDetail.)

bBegunPlay[edit]

Type: bool

Whether UnrealScript code execution has begun. (See What happens at map startup#General preparations for details.)

bClassicView[edit]

Type: bool

Unused.

bDesireSkinPreload[edit]

Type: bool

Modifiers: globalconfig

Whether all player skins should be precached.

bDropDetail[edit]

Type: bool

Whether the frame rate is below DesiredFrameRate. Effects should reduce complexity or not spawn at all to prevent further slowdowns. (Also see bAggressiveLOD.)

bFreezeKarma[edit]

Type: bool

Stop all Karma physics from being evolved.

bHasPathNodes[edit]

Type: bool

Set by the path building logic if the level contains at least one PathNode. The editor won't report pathing-related errors if this isn't set.

bIsSaveGame[edit]

Type: bool

Set to True when the game is saved, reset to False after a saved game was loaded.

bKickLiveIdlers[edit]

Type: bool

Modifiers: globalconfig

If false, only dead players are considered for idle kicking.

bLevelChange[edit]

Type: bool

Set to True when the a new map is about to be loaded.

bLowSoundDetail[edit]

Type: bool

Modifiers: config

Whether all voice packs should be overridden with the Juggernaut voices.

bNeverPrecache[edit]

Type: bool

Modifiers: config

Unused.

bNextItems[edit]

Type: bool

Set at map change to indicate that items should travel to the new level. Note that the stock game types delete items received from the previous level by default.

bPathsRebuilt[edit]

Type: bool

Set to True by the editor after paths have been built. Reset to False whenever a NavigationPoint is added, moved or deleted, geometry is rebuilt or path-colliding actors or pickups are deleted.

bPlayersOnly[edit]

Type: bool

Restricts updates to PlayerControllers and their owned Pawn. Any other actors, including non-Pawn actors owned by PlayerControllers or their Pawns will not be updated if this is set.

bShouldPreload[edit]

Type: bool

Modifiers: globalconfig

Whether all player skins should be precached. Defaults to True after detecting initial system configuration if the system has more than 600MB RAM.

bSkinsPreloaded[edit]

Type: bool

Set after skins are preloaded.

bStartup[edit]

Type: bool

Set to True during the events described on What happens at map startup and to False afterwards.

ComputerName[edit]

Type: string

Machine's name according to the OS.

ControllerList[edit]

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.

DecalStayScale[edit]

Type: float

Modifiers: config

affects decal stay time

Default value: 1.0

DefaultGravity[edit]

Type: float

Z component of the DefaultPhysicsVolume's Gravity property. X and Y components will be zero.

Default value: -950.0

DefaultTexture[edit]

Type: Texture


Default value: DefaultTexture

DetailMode[edit]

Type: Object.EDetailMode

Modifiers: const

Client detail mode.

Default value: DM_SuperHigh

EngineVersion[edit]

Type: string

The current engine version this client/server is running on.

Game[edit]

Type: GameInfo

A reference to the current used GameInfo instance. Note: This is only set on the serverside because the GameInfo doesn't exist on clients.

GRI[edit]

Type: GameReplicationInfo

Modifiers: transient

A reference to the current GameReplicationInfo instance. Available on server and clients as soon as the GRI was spawned or replicated.

HubStackLevel[edit]

Type: int


LargeVertex[edit]

Type: Texture


Default value: LargeVertex

LastTaunt[edit]

Type: int

Array size: 2

'Global' last taunts used.

LastVehicleCheck[edit]

Type: float


LevelAction[edit]

Type: ELevelAction

Modifiers: transient


LocalPlayerController[edit]

Type: PlayerController

Modifiers: private

Cached reference to the local PlayerController.

MaxClientFrameRate[edit]

Type: float

Modifiers: globalconfig


Default value: 90.0

MaxTimeMargin[edit]

Type: float

Modifiers: globalconfig


Default value: 1.0

MinNetVersion[edit]

Type: string

Minimum required remote engine version for network play.

MinTimeMargin[edit]

Type: float

Modifiers: globalconfig


Default value: -1.0

MoveRepSize[edit]

Type: float


Default value: 42.0

NavigationPointList[edit]

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.

NetMode[edit]

Type: ENetMode


NextSwitchCountdown[edit]

Type: float


NextURL[edit]

Type: string


ObjectPool[edit]

Type: ObjectPool

Modifiers: transient


PauseDelay[edit]

Type: float


Pauser[edit]

Type: PlayerReplicationInfo

If paused, name of person pausing the game.

PrecacheMaterials[edit]

Type: array<Material>

Modifiers: transient


PrecacheStaticMeshes[edit]

Type: array<StaticMesh>

Modifiers: transient


ReplicationViewer[edit]

Type: PlayerController

Modifiers: const

The player currently replicating to. (Only valid in replication conditions.)

ReplicationViewTarget[edit]

Type: Actor

Modifiers: const

ViewTarget of the player currently replicating to. (Only valid in replication conditions.)

Summary[edit]

Type: LevelSummary

Mirrors the level summary properties. This is created automatically when the map is saved in the editor.

TimeMarginSlack[edit]

Type: float

Modifiers: globalconfig


Default value: 1.35

VisibleGroups[edit]

Type: string

Comma-separated list of visible actor groups.

Default value: "None"

WhiteSquareTexture[edit]

Type: Texture


Default value: WhiteSquareTexture

WireframeTexture[edit]

Type: Texture


Default value: WhiteSquareTexture