Mostly Harmless
UE3:GameInfo instance functions (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- GameInfo instance functions in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004
- Other member categories for this class:
- properties
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[edit] Instance functions
[edit] AddGameRules
[edit] AddInactivePRI
AddInactivePRI() Add PRI to the inactive list, remove from the active list
[edit] AddMutator
[edit] AddObjectiveScore
[edit] AllowCheats
[edit] ArbitrationRegistrationComplete
Empty implementation of the code that handles the callback for completion
[edit] AtCapacity
[edit] AttemptReconnect
[edit] BeginPlay
[edit] BroadcastDeathMessage
[edit] BroadcastTeam
[edit] CalculatedNetSpeed
[edit] CanLeaveVehicle
[edit] CanSpectate
[edit] ChangeName
[edit] ChangeTeam
[edit] CheckEndGame
[edit] CheckModifiedEndGame
[edit] CheckRelevance
[edit] CheckScore
[edit] ChoosePlayerStart
ChoosePlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().
Parameters:
- Player - is the controller for whom we are choosing a playerstart
- InTeam - specifies the Player's team (if the player hasn't joined a team yet)
Returns:
- NavigationPoint chosen as player start (usually a PlayerStart)
[edit] ClearAutoLoginDelegates
Clears the login delegates once the login process has passed or failed
[edit] ClearPause
Checks the list of delegates to determine if the pausing can be cleared. If the delegate says it's ok to unpause, that delegate is removed from the list and the rest are checked. The game is considered unpaused when the list is empty.
[edit] DebugPause
Dumps the pause delegate list to track down who has the game paused
[edit] DiscardInventory
[edit] DriverEnteredVehicle
[edit] DriverLeftVehicle
[edit] EnableAutoReconnect
[edit] EndGame
[edit] FindInactivePRI
FindInactivePRI() returns the PRI associated with this re-entering player
[edit] FindPlayerByID
[edit] FindPlayerStart
FindPlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().
Parameters:
- Player - is the controller for whom we are choosing a playerstart
- InTeam - specifies the Player's team (if the player hasn't joined a team yet)
- IncomingName - specifies the tag of a teleporter to use as the Playerstart
Returns:
- NavigationPoint chosen as player start (usually a PlayerStart)
[edit] GetCoverReplicator
[edit] GetDefaultPlayerClass
Returns the default pawn class for the specified controller,
Parameters:
- C - controller to figure out pawn class for
Returns:
- default pawn class
[edit] GetNextMap
Returns:
- the map we should travel to for the next game
[edit] GetNumPlayers
[edit] GetServerPort
[edit] GetTravelType
Returns true if we want to travel_absolute
[edit] InitGameReplicationInfo
[edit] Kick
[edit] KickBan
[edit] Killed
[edit] Logout
[edit] MatchIsInProgress
[edit] ModifyScoreKill
For subclasses which don't call GameInfo.ScoreKill()
[edit] Mutate
[edit] NotifyArbitratedMatchEnd
Tells all clients to disconnect and then goes to the menu
[edit] NotifyKilled
[edit] NotifyNavigationChanged
notification when a NavigationPoint becomes blocked or unblocked
[edit] OnConnectionStatusChange
Delegate fired when the online server connection state changes
Parameters:
- ConnectionStatus - the new connection status
[edit] OnDestroyOnlineGameComplete
[edit] OnLoginChange
Used to tell the game when the autologin has completed
[edit] OnLoginFailed
Called if the autologin fails
Parameters:
- LocalUserNum - the controller number of the associated user
- ErrorCode - the async error code that occurred
[edit] OnServerCreateComplete
Notifies us of the game being registered successfully or not
Parameters:
- bWasSuccessful - flag telling us whether it worked or not
[edit] OnStartOnlineGameComplete
Callback when the start completes
Parameters:
- bWasSuccessful - true if it worked, false otherwise
[edit] OverridePRI
OverridePRI() override as needed properties of NewPRI with properties from OldPRI which were assigned during the login process
[edit] PickFriendTeam
[edit] PickTeam
[edit] PickupQuery
PickupQuery: Called when pawn has a chance to pick Item up (i.e. when the pawn touches a weapon pickup). Should return true if he wants to pick it up, false if he does not want it.
Parameters:
- Other - the Pawn that wants the item
- ItemClass - the Inventory class the Pawn can pick up
- Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
Returns:
- whether or not the Pickup actor should give its item to Other
[edit] PlayerCanRestart
[edit] PlayerCanRestartGame
[edit] PreventDeath
[edit] ProcessClientDataWriteCompletion
Removes the specified client from the pending list and tells the game to restart once all clients have notified
Parameters:
- PC - the player controller that completed the write
[edit] ProcessClientRegistrationCompletion
This is a base (empty) implementation of the completion notification
Parameters:
- PC - the player controller to mark as done
- bWasSuccessful - whether the PC was able to register for arbitration or not
[edit] ProcessEndGameHandshake
[edit] ProcessServerLogin
Checks for the login parameters being passed on the command line. If present, it does an async login before starting the dedicated server registration process
Returns:
- true if the login is in progress, false otherwise
[edit] ProcessServerTravel
[edit] RatePlayerStart
RatePlayerStart() Return a score representing how desireable a playerstart is.
Parameters:
- P - is the playerstart being rated
- Team - is the team of the player choosing the playerstart
- Player - is the controller choosing the playerstart
Returns:
- playerstart score
[edit] RecalculateSkillRating
Used by the game type to update the advertised skill for this game
[edit] ReduceDamage
[edit] RegisterServer
Registers the dedicated server with the online service
[edit] RegisterServerForArbitration
Empty implementation of the code that registers the server for arbitration
[edit] RemoveMutator
[edit] ReplicateStreamingStatus
replicates the current level streaming status to the given PlayerController
[edit] RequiresPassword
[edit] ResetLevel
Resets level by calling Reset() on all actors
[edit] ResetLog
[edit] RestartGame
[edit] RestartPlayer
[edit] ScoreKill
[edit] ScoreObjective
[edit] SendPlayer
[edit] ServerWriteArbitrationEndGameData
Commits arbitration data for the server and restarts the match
[edit] SessionBan
[edit] SetGameSpeed
[edit] SetPause
Adds the delegate to the list if the player controller has the right to pause the game. The delegate is called to see if it is ok to unpause the game, e.g. the reason the game was paused has been cleared.
Parameters:
- PC - the player controller to check for admin privs
- CanUnpauseDelegate - the delegate to query when checking for unpause
[edit] SetPlayerDefaults
[edit] ShouldReset
Returns:
- true if ActorToReset should have Reset() called on it while restarting the game, false if the GameInfo will manually reset it or if the actor does not need to be reset
[edit] ShouldRespawn
[edit] ShouldSpawnAtStartSpot
returns whether the given Controller StartSpot property should be used as the spawn location for its Pawn
[edit] SpawnDefaultPawnFor
Returns a pawn of the default pawn class
Parameters:
- NewPlayer - Controller for whom this pawn is spawned
- StartSpot - PlayerStart at which to spawn pawn
Returns:
- pawn
[edit] StartArbitratedMatch
Empty implementation of the code that starts an arbitrated match
[edit] StartArbitrationRegistration
Empty implementation of the code that kicks off async registration
[edit] StartBots
[edit] StartHumans
[edit] StartMatch
[edit] StartOnlineGame
Tells the online system to start the game and waits for the callback. Tells each connected client to register their
[edit] TravelFailed
Called from the WorldInfo when travelling fails
[edit] UpdateGameplayMuteList
Used to notify the game type that it is ok to update a player's gameplay specific muting information now. The playercontroller needs to notify the server when it is possible to do so or the unique net id will be incorrect and the muting not work.
Parameters:
- PC - the playercontroller that is ready for updates
[edit] UpdateGameSettings
Used to update any changes in game settings that need to be published to players that are searching for games
[edit] UpdateGameSettingsCounts
Updates the online subsystem's information for player counts so that LAN matches can show the correct player counts
[edit] UpdateNetSpeeds
[edit] WriteOnlinePlayerScores
Overload this method so that your game writes out player scores
[edit] WriteOnlineStats
Overload this method so that your game writes out stats
