My program doesn't have bugs. It just develops random features.

Difference between revisions of "UE2:LevelInfo internal variables (UT2004)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
m
m (TimeSeconds: reworded for clarity)
 
(One intermediate revision by the same user not shown)
Line 7: Line 7:
 
| parent4 = Object
 
| parent4 = Object
 
}}
 
}}
{{autogenerated}}
+
{{expand}}
==Internal variables==
+
==Date/Time==
 +
====Year====
 +
'''Type:''' [[int]]
 +
 
 +
'''[[Variables#Modifiers|Modifiers]]:''' transient
 +
 
 +
Current year.
 +
 
 +
====Month====
 +
'''Type:''' [[int]]
 +
 
 +
'''[[Variables#Modifiers|Modifiers]]:''' transient
 +
 
 +
Current month of the year. (1 = January, ..., 12 = December)
 +
 
 +
====Day====
 +
'''Type:''' [[int]]
 +
 
 +
'''[[Variables#Modifiers|Modifiers]]:''' transient
 +
 
 +
Current day of the month. (1 to 31)
 +
 
 +
====DayOfWeek====
 +
'''Type:''' [[int]]
 +
 
 +
'''[[Variables#Modifiers|Modifiers]]:''' transient
 +
 
 +
Current day of week. (0 = Sunday, 1 = Monday, ..., 6 = Saturday)
 +
 
 +
====Hour====
 +
'''Type:''' [[int]]
 +
 
 +
'''[[Variables#Modifiers|Modifiers]]:''' transient
 +
 
 +
Current hour. (0 to 23)
 +
 
 +
====Minute====
 +
'''Type:''' [[int]]
 +
 
 +
'''[[Variables#Modifiers|Modifiers]]:''' transient
 +
 
 +
Current minute. (0 to 59)
 +
 
 +
====Second====
 +
'''Type:''' [[int]]
 +
 
 +
'''[[Variables#Modifiers|Modifiers]]:''' transient
 +
 
 +
Current second of the minute. (0 to 59)
 +
 
 +
====Millisecond====
 +
'''Type:''' [[int]]
 +
 
 +
'''[[Variables#Modifiers|Modifiers]]:''' transient
 +
 
 +
Current millisecond. (0 to 999)
 +
 
 +
====TimeDilation====
 +
'''Type:''' [[float]]
 +
 
 +
Game time scaling in relation to real time.
 +
 
 +
'''Default value:''' 1.1
 +
 
 +
====TimeSeconds====
 +
'''Type:''' [[float]]
 +
 
 +
Time (in game seconds) passed since the level was loaded.
 +
 
 +
==Other variables==
 
====AnimMeshGlobalLOD====
 
====AnimMeshGlobalLOD====
 
'''Type:''' [[float]]
 
'''Type:''' [[float]]
Line 19: Line 88:
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
frame rate is well below DesiredFrameRate, so make LOD more aggressive
+
If <code>True</code>, the frame rate is more than 10 FPS below the DesiredFrameRate, so effect complexity should be reduced more aggressively. (Also see {{tl|bDropDetail}}.)
  
 
====bBegunPlay====
 
====bBegunPlay====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
Whether gameplay has begun.
+
Whether [[UnrealScript]] code execution has begun. (See [[What happens at map startup#General preparations]] for details.)
  
 
====bClassicView====
 
====bClassicView====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
FOV at least 90, eyeheight up, small weapons OBSOLETE
+
''Unused.''
  
 
====bDesireSkinPreload====
 
====bDesireSkinPreload====
Line 36: Line 105:
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
  
user set property
+
Whether all player skins should be precached.
  
 
====bDropDetail====
 
====bDropDetail====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
frame rate is below DesiredFrameRate, so drop high detail actors
+
Whether the frame rate is below DesiredFrameRate. Effects should reduce complexity or not spawn at all to prevent further slowdowns. (Also see {{tl|bAggressiveLOD}}.)
  
 
====bFreezeKarma====
 
====bFreezeKarma====
Line 51: Line 120:
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
+
Set by the path building logic if the level contains at least one {{cl|PathNode}}. The editor won't report pathing-related errors if this isn't set.
  
 
====bIsSaveGame====
 
====bIsSaveGame====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
true while save game is being loaded (GameInfo bIsSaveGame stays true through entire game)
+
Set to <code>True</code> when the game is saved, reset to <code>False</code> after a saved game was loaded.
  
 
====bKickLiveIdlers====
 
====bKickLiveIdlers====
Line 63: Line 132:
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
  
if true, even playercontrollers with pawns can be kicked for idling
+
If false, only dead players are considered for idle kicking.
  
 
====bLevelChange====
 
====bLevelChange====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
+
Set to <code>True</code> when the a new map is about to be loaded.
  
 
====bLowSoundDetail====
 
====bLowSoundDetail====
Line 75: Line 144:
 
'''[[Variables#Modifiers|Modifiers]]:''' config
 
'''[[Variables#Modifiers|Modifiers]]:''' config
  
<!-- enter variable description -->
+
Whether all voice packs should be overridden with the [[liandri:Juggernaut|Juggernaut]] voices.
  
 
====bNeverPrecache====
 
====bNeverPrecache====
Line 82: Line 151:
 
'''[[Variables#Modifiers|Modifiers]]:''' config
 
'''[[Variables#Modifiers|Modifiers]]:''' config
  
<!-- enter variable description -->
+
''Unused.''
  
 
====bNextItems====
 
====bNextItems====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
+
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====
 
====bPathsRebuilt====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
True if path network is valid
+
Set to <code>True</code> by the editor after paths have been built. Reset to <code>False</code> whenever a {{cl|NavigationPoint}} is added, moved or deleted, geometry is rebuilt or path-colliding actors or pickups are deleted.
  
 
====bPlayersOnly====
 
====bPlayersOnly====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
Only update players.
+
Restricts updates to {{cl|PlayerController}}s and their owned {{cl|Pawn}}. Any other actors, including non-Pawn actors owned by PlayerControllers or their Pawns will not be updated if this is set.
  
 
====bShouldPreload====
 
====bShouldPreload====
Line 104: Line 173:
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
  
if true, preload all skins (initially set true if > 512 MB of system memory)
+
Whether all player skins should be precached. Defaults to <code>True</code> after detecting initial system configuration if the system has more than 600MB RAM.
  
 
====bSkinsPreloaded====
 
====bSkinsPreloaded====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
set after skins are preloaded
+
Set after skins are preloaded.
  
 
====bStartup====
 
====bStartup====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
Starting gameplay.
+
Set to <code>True</code> during the events described on [[What happens at map startup]] and to <code>False</code> afterwards.
  
 
====ComputerName====
 
====ComputerName====
Line 127: Line 196:
  
 
The list of Controllers currently in the game. Controllers are added via {{tl|AddController|Controller}}() when they are spawned and removed via {{tl|RemoveController|Controller}}() 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 {{tl|GetLocalPlayerController}}() to access it.
 
The list of Controllers currently in the game. Controllers are added via {{tl|AddController|Controller}}() when they are spawned and removed via {{tl|RemoveController|Controller}}() 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 {{tl|GetLocalPlayerController}}() to access it.
 
====Day====
 
'''Type:''' [[int]]
 
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
 
Day of month.
 
 
====DayOfWeek====
 
'''Type:''' [[int]]
 
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
 
Day of week.
 
  
 
====DecalStayScale====
 
====DecalStayScale====
Line 154: Line 209:
 
'''Type:''' [[float]]
 
'''Type:''' [[float]]
  
<!-- enter variable description -->
+
Z component of the {{cl|DefaultPhysicsVolume}}'s Gravity property. X and Y components will be zero.
  
 
'''Default value:''' -950.0
 
'''Default value:''' -950.0
Line 183: Line 238:
  
 
A reference to the current used {{cl|GameInfo}} instance.
 
A reference to the current used {{cl|GameInfo}} instance.
'''Note:''' This is only set on the serverside!.
+
'''Note:''' This is only set on the serverside because the GameInfo doesn't exist on clients.
  
 
====GRI====
 
====GRI====
Line 190: Line 245:
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
  
<!-- enter variable description -->
+
A reference to the current GameReplicationInfo instance. Available on server and clients as soon as the GRI was spawned or replicated.
 
+
====Hour====
+
'''Type:''' [[int]]
+
 
+
'''[[Variables#Modifiers|Modifiers]]:''' transient
+
 
+
Hour.
+
  
 
====HubStackLevel====
 
====HubStackLevel====
Line 235: Line 283:
 
'''[[Variables#Modifiers|Modifiers]]:''' private
 
'''[[Variables#Modifiers|Modifiers]]:''' private
  
<!-- enter variable description -->
+
Cached reference to the local PlayerController.
  
 
====MaxClientFrameRate====
 
====MaxClientFrameRate====
Line 254: Line 302:
  
 
'''Default value:''' 1.0
 
'''Default value:''' 1.0
 
====Millisecond====
 
'''Type:''' [[int]]
 
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
 
Millisecond.
 
  
 
====MinNetVersion====
 
====MinNetVersion====
 
'''Type:''' [[string]]
 
'''Type:''' [[string]]
  
<!-- enter variable description -->
+
Minimum required remote engine version for network play.
  
 
====MinTimeMargin====
 
====MinTimeMargin====
Line 275: Line 316:
  
 
'''Default value:''' -1.0
 
'''Default value:''' -1.0
 
====Minute====
 
'''Type:''' [[int]]
 
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
 
Minute.
 
 
====Month====
 
'''Type:''' [[int]]
 
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
 
Month.
 
  
 
====MoveRepSize====
 
====MoveRepSize====
Line 355: Line 382:
 
'''[[Variables#Modifiers|Modifiers]]:''' const
 
'''[[Variables#Modifiers|Modifiers]]:''' const
  
<!-- enter variable description -->
+
The player currently replicating to. (Only valid in [[replication condition]]s.)
  
 
====ReplicationViewTarget====
 
====ReplicationViewTarget====
Line 362: Line 389:
 
'''[[Variables#Modifiers|Modifiers]]:''' const
 
'''[[Variables#Modifiers|Modifiers]]:''' const
  
<!-- enter variable description -->
+
{{tl|ViewTarget||PlayerController internal variables}} of the player currently replicating to. (Only valid in [[replication condition]]s.)
 
+
====Second====
+
'''Type:''' [[int]]
+
 
+
'''[[Variables#Modifiers|Modifiers]]:''' transient
+
 
+
Second.
+
  
 
====Summary====
 
====Summary====
 
'''Type:''' {{cl|LevelSummary}}
 
'''Type:''' {{cl|LevelSummary}}
  
<!-- enter variable description -->
+
Mirrors the level summary properties. This is created automatically when the map is saved in the editor.
 
+
====TimeDilation====
+
'''Type:''' [[float]]
+
 
+
<!-- enter variable description -->
+
 
+
'''Default value:''' 1.1
+
  
 
====TimeMarginSlack====
 
====TimeMarginSlack====
Line 391: Line 404:
  
 
'''Default value:''' 1.35
 
'''Default value:''' 1.35
 
====TimeSeconds====
 
'''Type:''' [[float]]
 
 
Time in seconds since level began play.
 
  
 
====VisibleGroups====
 
====VisibleGroups====
 
'''Type:''' [[string]]
 
'''Type:''' [[string]]
  
<!-- enter variable description -->
+
Comma-separated list of visible actor groups.
  
 
'''Default value:''' "None"
 
'''Default value:''' "None"
Line 417: Line 425:
  
 
'''Default value:''' WhiteSquareTexture
 
'''Default value:''' WhiteSquareTexture
 
====Year====
 
'''Type:''' [[int]]
 
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
 
Year.
 

Latest revision as of 09:44, 30 August 2010

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