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UE3:GameInfo properties (UDK)

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UDK Object >> Actor >> Info >> GameInfo (properties)

Contents

GameInfo properties in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
Other member categories for this class:
instance functions

[edit] Properties

[edit] Property group 'GameInfo'

[edit] GameInfoClassAliases

Type: array<GameClassShortName>

Modifiers: protected, config, const


[edit] GameReplicationInfoClass

Type: class<GameReplicationInfo>


Default value: Class'Engine.GameReplicationInfo'

[edit] Internal variables

[edit] AccessControl

Type: AccessControl

AccessControl controls whether players can enter and/or become admins

[edit] AccessControlClass

Type: class<AccessControl>


Default value: Class'Engine.AccessControl'

[edit] AdjustedNetSpeed

Type: int

Current adjusted net speed - Used for dynamically managing netspeed for listen servers

[edit] ArbitratedLeaderboardId

Type: int

Modifiers: const

The arbitrated leaderboard to write the stats to for skill/scoring

Default value: -65536

[edit] ArbitrationHandshakeTimeout

Type: float

Modifiers: globalconfig

Amount of time a client can take for arbitration handshaking before being kicked

[edit] ArbitrationPCs

Type: array<PlayerController>

Holds the list of players that passed handshaking and require finalization of arbitration data written to the online subsystem

[edit] AutoTestManagerClass

Type: class<AutoTestManager>

Class of automated test manager used by this game class

Default value: Class'Engine.AutoTestManager'

[edit] bAdminCanPause

Type: bool

Modifiers: globalconfig


[edit] BadPingThreshold

Type: int

Modifiers: config

The point we determine the server is either delaying packets or has bad upstream

[edit] bAlreadyChanged

Type: bool


[edit] BaseMutator

Type: Mutator

linked list of Mutators (for modifying actors as they enter the game)

[edit] bChangeLevels

Type: bool

Modifiers: globalconfig


Default value: True

[edit] bDelayedStart

Type: bool


Default value: True

[edit] bDoFearCostFallOff

Type: bool

If true, FearCost will fall off over time in NavigationPoints. Reset to false once all reach FearCosts reach 0.

[edit] bFixedPlayerStart

Type: bool

Whether the game expects a fixed player start for profiling.

[edit] bGameEnded

Type: bool

set when game ends

[edit] bGameRestarted

Type: bool


[edit] bHasArbitratedHandshakeBegun

Type: bool

Whether the arbitrated handshaking has occurred or not. NOTE: The code will reject new connections once handshaking has started

[edit] bHasEndGameHandshakeBegun

Type: bool

Used to indicate when an arbitrated match has started its end sequence

[edit] bHasNetworkError

Type: bool

Tracks whether the server can travel due to a critical network error or not

[edit] bHasStandbyCheatTriggered

Type: bool

Used to determine whether we've already caught a cheat or not

[edit] bIsEndGameHandshakeComplete

Type: bool

Whether the arbitrated handshaking has completed or not.

[edit] bIsStandbyCheckingEnabled

Type: bool

Modifiers: config

Used to determine if checking for standby cheats should occur

[edit] bKickLiveIdlers

Type: bool

Modifiers: globalconfig

if true, even playercontrollers with pawns can be kicked for idling

[edit] bLevelChange

Type: bool

level transition in progress

[edit] bNeedsEndGameHandshake

Type: bool

Whether the arbitrated handshaking has occurred or not.

[edit] bOverTime

Type: bool


[edit] bPauseable

Type: bool

Whether the game is pauseable.

Default value: True

[edit] bRequiresPushToTalk

Type: bool

Modifiers: const

Whether this game type requires voice to be push to talk or not

[edit] bRestartLevel

Type: bool

Level should be restarted when player dies

Default value: True

[edit] BroadcastHandler

Type: BroadcastHandler

handles message (text and localized) broadcasts

[edit] BroadcastHandlerClass

Type: class<BroadcastHandler>


Default value: Class'Engine.BroadcastHandler'

[edit] bTeamGame

Type: bool

This is a team game.

[edit] BugLocString

Type: string

Currently stores the location string form *

[edit] BugRotString

Type: string

Currently stores the rotation in string form *

[edit] bUseSeamlessTravel

Type: bool

perform map travels using SeamlessTravel() which loads in the background and doesn't disconnect clients

See: WorldInfo::SeamlessTravel()

[edit] bUsingArbitration

Type: bool

Whether this match is going to use arbitration or not

[edit] bWaitingToStartMatch

Type: bool


[edit] CauseEventCommand

Type: string

The causeevent= string that the game passed in This is separate from automatedPerfTesting which is going to probably spawn bots / effects *

[edit] CoverReplicatorBase

Type: CoverReplicator

Modifiers: protected

Base copy of cover changes that need to be replicated to clients on join

[edit] CurrentID

Type: int

used to assign unique PlayerIDs to each PlayerReplicationInfo

Default value: 1

[edit] DeathMessageClass

Type: class<LocalMessage>


Default value: Class'Engine.LocalMessage'

[edit] DefaultPawnClass

Type: class<Pawn>


[edit] DefaultPlayerName

Type: string

Modifiers: localized


Default value: "Player"

[edit] FearCostFallOff

Type: float

how fast the FearCost in NavigationPoints falls off

Default value: 0.95

[edit] GameDifficulty

Type: float

Modifiers: globalconfig


Default value: 1.0

[edit] GameInterface

Type: OnlineGameInterface

Cached online game interface variable

[edit] GameMessageClass

Type: class<GameMessage>


Default value: Class'Engine.GameMessage'

[edit] GameName

Type: string

Modifiers: localized


Default value: "Game"

[edit] GameReplicationInfo

Type: GameReplicationInfo


[edit] GameSpeed

Type: float

Scale applied to game rate.

Default value: 1.0

[edit] GoalScore

Type: int

Modifiers: config

what score is needed to end the match

[edit] GoreLevel

Type: int

Modifiers: globalconfig

0=Normal, increasing values=less gore

[edit] HUDType

Type: class<HUD>

HUD class this game uses.

Default value: Class'Engine.HUD'

[edit] InactivePRIArray

Type: array<PlayerReplicationInfo>


[edit] LastNetSpeedUpdateTime

Type: float

Last time netspeed was updated for server (by client entering or leaving)

[edit] LeaderboardId

Type: int

Modifiers: const

The leaderboard to write the stats to for skill/scoring

Default value: -131072

[edit] MaxDynamicBandwidth

Type: int

Modifiers: globalconfig

Maximum bandwidth dynamically set per connection

Default value: 7000

[edit] MaxIdleTime

Type: float

Modifiers: globalconfig

maximum time players are allowed to idle before being kicked

[edit] MaxLives

Type: int

Modifiers: config

max number of lives for match, unless overruled by level's GameDetails

[edit] MaxPlayers

Type: int

Modifiers: globalconfig

Maximum number of players allowed by this server.

Default value: 32

[edit] MaxPlayersAllowed

Type: int

Maximum number of players ever allowed (MaxSPlayers is clamped to this in initgame()

Default value: 32

[edit] MaxSpectators

Type: int

Modifiers: globalconfig

Maximum number of spectators allowed by this server.

Default value: 2

[edit] MaxSpectatorsAllowed

Type: int

Maximum number of spectators ever allowed (MaxSpectators is clamped to this in initgame()

Default value: 32

[edit] MaxTimeMargin

Type: float

Modifiers: globalconfig

Max interval that client clock is allowed to get ahead of server clock before triggering speed hack detection

[edit] MinDynamicBandwidth

Type: int

Modifiers: globalconfig

Minimum bandwidth dynamically set per connection

Default value: 4000

[edit] MinTimeMargin

Type: float

Modifiers: globalconfig

Clamps how far behind server clock we let time margin get. Used to prevent speedhacks where client slows their clock down for a while then speeds it up.

Default value: -1.0

[edit] MyAutoTestManager

Type: AutoTestManager

Instantiated AutoTestManager - only exists if requested by command-line

[edit] NumBots

Type: int

number of non-human players (AI controlled but participating as a player)

[edit] NumPlayers

Type: int

number of human players

[edit] NumSpectators

Type: int

Current number of spectators.

[edit] NumTravellingPlayers

Type: int

number of players that are still travelling from a previous map

[edit] OnlineGameSettingsClass

Type: class<OnlineGameSettings>

Modifiers: const

The class to use when registering dedicated servers with the online service

[edit] OnlineStatsWriteClass

Type: class<OnlineStatsWrite>

Class sent to clients to use to create and hold their stats

[edit] OnlineSub

Type: OnlineSubsystem

Cached online subsystem variable

[edit] Pausers

Type: array<delegate<CanUnpause> >

The list of delegates to check before unpausing a game

[edit] PendingArbitrationPCs

Type: array<PlayerController>

List of player controllers we're awaiting handshakes with

NOTE: Any PC in this list that does not complete the handshake within ArbitrationHandshakeTimeout will be kicked from the match

[edit] PercentForBadPing

Type: float

Modifiers: config

The percentage of clients with bad ping before triggering the standby code

[edit] PercentMissingForRxStandby

Type: float

Modifiers: config

The percentage of clients missing RX data before triggering the standby code

[edit] PercentMissingForTxStandby

Type: float

Modifiers: config

The percentage of clients missing TX data before triggering the standby code

[edit] PlayerControllerClass

Type: class<PlayerController>

type of player controller to spawn for players logging in

Default value: Class'Engine.PlayerController'

[edit] PlayerReplicationInfoClass

Type: class<PlayerReplicationInfo>


Default value: Class'Engine.PlayerReplicationInfo'

[edit] ScoreBoardType

Type: class<ScoreBoard>

Type of class<Menu> to use for scoreboards.

[edit] ServerOptions

Type: string

The options to apply for dedicated server when it starts to register

[edit] StandbyRxCheatTime

Type: float

Modifiers: config

The amount of time without packets before triggering the cheat code

[edit] StandbyTxCheatTime

Type: float

Modifiers: config

The amount of time without packets before triggering the cheat code

[edit] TimeLimit

Type: int

Modifiers: config


[edit] TimeMarginSlack

Type: float

Modifiers: globalconfig

How fast we allow client clock to drift from server clock over time without ever triggering speed hack detection

Default value: 1.35

[edit] TotalNetBandwidth

Type: int

Modifiers: globalconfig

Total available bandwidth for listen server, split dynamically across net connections

Default value: 32000

[edit] Default values

Property Value
CollisionType COLLIDE_CustomDefault
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