Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTMissionGRI (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo >> UTMissionGRI |
- Package:
- UTGame
| 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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Constants
[edit] MAXMISSIONS
Value: 5
This list will hold the mission tags of all available missions on the client. When it gets replicated, the client will clear their AvailMissionList and rebuild it using this list.
[edit] Properties
[edit] AvailMissionList
Type: array<UTMissionInfo.EMissionInformation>
Modifiers: transient
These are missions that are currently available to the Player
[edit] bBonesUpToDate
Type: bool
[edit] BoneMask
Type: BoneMaskData
Modifiers: repnotify
[edit] bPlayingBinkMovie
Type: bool
If this is true, we are playing a bink movie
[edit] BriefingScene
Type: UTUIScene_CMissionBriefing
Modifiers: transient
[edit] BriefingSceneTemplate
Type: string
Default value: "UI_Scenes_Campaign.Scenes.CampMissionBriefing"
[edit] bShowCredits
Type: bool
Modifiers: repnotify
[edit] bWasPlayingBinkMovie
Type: bool
[edit] ClientMissionTagCount
Type: int
[edit] ClientMissionTagList
Type: TagListWrapper
Modifiers: repnotify
[edit] CreditsSceneRef
Type: string
Default value: "UI_Scenes_FrontEnd.Scenes.Credits"
[edit] CurrentMenuState
Type: EMenuState
[edit] CurrentMissionID
Type: int
The Current Mission ID
[edit] FullMissionList
Type: array<UTSeqObj_SPMission>
The full mission list
[edit] GameModifierCard
Type: name
Modifiers: repnotify
[edit] Globes
[edit] HostChapterMask
Type: int
Modifiers: repnotify
[edit] HostPRI
Type: UTMissionSelectionPRI
[edit] LastMissionID
Type: int
The ID of the last mission
[edit] LastMissionResult
Type: UTMissionSelectionGame.ESinglePlayerMissionResult
Holds the result of the previous mission
[edit] MapPointSFXTemplate
Type: StaticMesh
Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingEnabled'
[edit] MissionData
Type: UTMissionInfo
Modifiers: transient
[edit] MissionInfoClassName
Type: string
Default value: "UTGameContent.UTMissionInfo_Content"
[edit] MovieThatIsPlaying
Type: string
[edit] PendingMissionInfo
Type: MissionRepData
Modifiers: repnotify
[edit] PlayBinkMission
Type: int
Modifiers: repnotify
Holds the mission tag of a bink movie to play
Default value: -1
[edit] PrevMapPointSFXTemplate
Type: StaticMesh
Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingPrevious'
[edit] SelectedMapPointSFXTemplate
Type: StaticMesh
Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRing'
[edit] SelectionScene
Type: UTUIScene_CMissionSelection
Modifiers: transient
[edit] SelectionSceneTemplate
Type: string
Scene information
Default value: "UI_Scenes_Campaign.Scenes.CampMissionSelection"
[edit] Enums
[edit] EMenuState
- EMS_None
- EMS_Selection
- EMS_Brief
- EMS_Launch
[edit] Structs
[edit] BoneMaskData
Modifiers: native
[edit] MissionRepData
Modifiers: native
We bundle these to insure they are replicated together
- int PendingMissionID
- EMenuState PendingMenuState
[edit] TagListWrapper
Modifiers: native
We replicate the Tag list as a struct to avoid repnotify on each element
- int Data[5] (MAXMISSIONS)
[edit] Delegates
[edit] OnBinkMovieFinished
If assigned, this delegate will be called when the movie has been completed
[edit] Functions
[edit] Native functions
[edit] FillMissionList
Bink Movie Support
[edit] PlayBinkMovie
Plays a bink movie
[edit] StopBinkMovie
Stops a bink movie
[edit] Events
[edit] PostBeginPlay
Overrides: UTGameReplicationInfo.PostBeginPlay
[edit] ReplicatedEvent
Overrides: UTGameReplicationInfo.ReplicatedEvent
[edit] Other instance functions
[edit] AddAvailableMission
[edit] ChangeMenuState
We need a different menu
[edit] ChangeMission
Note, until the menu scene is activated, this will be unused
[edit] ClientShowCredits
[edit] ClientSyncMissions
This function will take the data replicated from the server and fill out the available missions array.
[edit] FindGlobe
Returns:
- a globe
[edit] GetCurrentMission
[edit] GetCurrentMissionObj
Returns:
- the current mission
[edit] GetMission
Returns:
- a mission associated with a tag
[edit] GetMissionObj
Given a mission index, look up the mission
Parameters:
- MissionTag - Name of the mission to get
[edit] GetMissionStyleName
[edit] SetChapterMask
[edit] SetModifierCard
[edit] SetupBoneIndicators
[edit] ShowCredits
[edit] States
[edit] MenuStateChanged
We might not have all of the needed data replicated when we get the first menu state change. So we use a state to wait for all the information and then perform the action
[edit] MenuStateChanged.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
