Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:GameInfo properties (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- GameInfo properties in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
- Other member categories for this class:
- instance functions
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[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
[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
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 |
