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UE3:UTGameReplicationInfo (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo

Contents

Package: 
UTGame
Direct subclasses:
UTBetrayalGRI, UTMissionGRI, UTOnslaughtGRI
This class in other games:
UDK

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

                    • Map Voting **********

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

native final function SetNoStreamWorldTextureForFrames (int NumFrames)

Function that disables streaming of world textures for NumFrames.

[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: GameReplicationInfo.Destroyed

Called when this actor is destroyed

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: GameReplicationInfo.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: GameReplicationInfo.ReplicatedEvent


[edit] Timer

simulated event Timer ()

Overrides: GameReplicationInfo.Timer


[edit] Other instance functions

See UTGameReplicationInfo instance functions.