I'm a doctor, not a mechanic
UE3:UTGameReplicationInfo (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo |
- Package:
- UTGame
- Direct subclasses:
- UTBetrayalGRI, UTMissionGRI, UTOnslaughtGRI
- This class in other games:
- UDK
| 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 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] bAllowKeyboardAndMouse
Type: bool
Which input types are allowed for this game *
[edit] bAlwaysLoadCustomCharacters
Type: bool
Modifiers: globalconfig
forces custom characters to always load, even after the match has started
[edit] bAnnouncementsDisabled
Type: bool
set by level Kismet to disable announcements during tutorials/cinematics/etc
[edit] bConsoleServer
Type: bool
whether the server is a console so we need to make adjustments to sync up
[edit] bForceDefaultCharacter
Type: bool
Modifiers: globalconfig
forces other players to be viewed on this machine with the default character
[edit] bHeroesAllowed
Type: bool
Whether or not heroes are allowed in the game
[edit] BotDifficulty
Type: int
for bPlayersVsBots
Default value: -1
[edit] bProcessedInitialCharacters
Type: bool
whether we have processed all the custom characters for players that were initially in the game (clientside flag)
[edit] bRequireReady
Type: bool
[edit] bShowMenuOnDeath
Type: bool
[edit] bShowMOTD
Type: bool
Modifiers: repnotify
[edit] bStoryMode
Type: bool
If this is set, the game is running in story mode
[edit] bWarmupRound
Type: bool
Amount of Warmup Time Remaining
[edit] CharStatus
Type: array<CreateCharStatus>
[edit] CurrentMidGameMenu
Type: UTUIScene_MidGameMenu
Holds the current Mid Game Menu Scene
[edit] FlagState
Type: EFlagState
Array size: 2
[edit] IsPlayersVsBots
Type: int
If set, players are all on one team vs bots - made an int for replication compatibility
[edit] LastUsedMidgameTab
Type: name
[edit] LocalPCsLeftToProcess
Type: array<PlayerController>
Array of local players that have not been processed yet.
[edit] MapVoteTimeRemaining
Type: int
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Default value: -1
[edit] MinNetPlayers
Type: int
[edit] ModClientSettingsScene
Type: string
NOTE: This is replicated, instead of being retrieved clientside, so that clients can't change the loaded scene through .ini editing
[edit] MutatorList
Type: string
Modifiers: databinding
[edit] RulesString
Type: string
Modifiers: databinding
[edit] ScoreboardScene
Type: UTUIScene_Scoreboard
We hold a reference to the live scoreboard to adapt for split screen
[edit] SinglePlayerBotNames
Type: string
Array size: 4
Default value, index 0: "Reaper"
Default value, index 1: "Othello"
Default value, index 2: "Bishop"
Default value, index 3: "Jester"
[edit] SinglePlayerMissionID
Type: int
Holds the Mission index of the current mission
[edit] StartCreateCharTime
Type: float
[edit] TotalPlayersSetToProcess
Type: int
Total number of players set to be processed so far.
[edit] VehicleWeaponEffects
Type: array<MeshEffect>
[edit] VoteRoundTimeCounter
Type: int
Default value: -1
[edit] VoteRoundTimeModified
Type: int
Modifiers: repnotify
[edit] VoteRoundTimeRemaining
Type: int
Modifiers: repnotify
Default value: -1
[edit] WeaponBerserk
Type: float
Default value: 1.0
[edit] WeaponOverlays
Type: array<MaterialInterface>
weapon overlays that are available in this map - figured out in PostBeginPlay() from UTPowerupPickupFactories in the level each entry in the array represents a bit in UTPawn's WeaponOverlayFlags property
See: UTWeapon::SetWeaponOverlayFlags() for how this is used
[edit] Default values
| Property | Value |
|---|---|
| TickGroup | TG_PreAsyncWork |
[edit] Enums
[edit] EFlagState
- FLAG_Home
- FLAG_HeldFriendly
- FLAG_HeldEnemy
- FLAG_Down
[edit] Structs
[edit] CreateCharStatus
Modifiers: native
- UTCustomChar_Data.CustomCharMergeState MergeState
- UTCharFamilyAssetStore AssetStore
- UTCharFamilyAssetStore ArmAssetStore
- UTPlayerReplicationInfo PRI
- float StartMergeTime
- bool bOtherTeamSkin
- bool bNeedsArms
- bool bForceFallbackArms
[edit] MeshEffect
Modifiers: native
vehicle weapon effects available in this map - works exactly like WeaponOverlays, except these are meshes that get attached to the vehicle mesh when the corresponding bit is set on the driver's WeaponOverlayFlags
- StaticMesh Mesh
- mesh for the effect
- MaterialInterface Material
- material for the effect
[edit] Functions
[edit] Native functions
[edit] SetNoStreamWorldTextureForFrames
Function that disables streaming of world textures for NumFrames.
[edit] Events
[edit] Destroyed
Overrides: GameReplicationInfo.Destroyed
Called when this actor is destroyed
[edit] PostBeginPlay
Overrides: GameReplicationInfo.PostBeginPlay
[edit] ReplicatedEvent
Overrides: GameReplicationInfo.ReplicatedEvent
[edit] Timer
Overrides: GameReplicationInfo.Timer
