I don't need to test my programs. I have an error-correcting modem.

UE3:GameReplicationInfo (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo
Package: 
Engine
Direct subclass:
UTGameReplicationInfo
This class in other games:
RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, U2, UT2004, UT3

GameReplicationInfo.

Every GameInfo creates a GameReplicationInfo, which is always relevant, to replicate important game data to clients (as the GameInfo is not replicated).

Properties[edit]

Property group 'GameReplicationInfo'[edit]

MessageOfTheDay[edit]

Type: string

Modifiers: databinding, globalconfig

Message of the Day

Default value: "Welcome to a UDK Server!"

ServerName[edit]

Type: string

Modifiers: databinding, globalconfig

Name of the server, i.e.: Bob's Server.

Default value: "UDK Server"

Internal variables[edit]

bMatchHasBegun[edit]

Type: bool

Modifiers: repnotify

Match is in progress (replicated)

bMatchIsOver[edit]

Type: bool

Modifiers: repnotify

Match is over (replicated)

bStopCountDown[edit]

Type: bool

If true, stop RemainingTime countdown

Default value: True

CurrentGameData[edit]

Type: CurrentGameDataStore

Modifiers: protected

The data store instance responsible for presenting state data for the current game session.

ElapsedTime[edit]

Type: int

Modifiers: databinding

Used for counting down time in time limited games

GameClass[edit]

Type: class<GameInfo>

Modifiers: repnotify

Class of the server's gameinfo, assigned by GameInfo.

GoalScore[edit]

Type: int

Modifiers: databinding

Replicates scoring goal for this match

InactivePRIArray[edit]

Type: array<PlayerReplicationInfo>

This list mirrors the GameInfo's list of inactive PRI objects

PRIArray[edit]

Type: array<PlayerReplicationInfo>

Array of all PlayerReplicationInfos, maintained on both server and clients (PRIs are always relevant)

RemainingMinute[edit]

Type: int

Modifiers: databinding

Used for counting down time in time limited games

RemainingTime[edit]

Type: int

Modifiers: databinding

Used for counting down time in time limited games

Teams[edit]

Type: array<TeamInfo>

Modifiers: databinding

Replicated list of teams participating in this match

TimeLimit[edit]

Type: int

Modifiers: databinding

Replicates time limit for this match

Winner[edit]

Type: Actor

Match winner. Set by gameinfo when game ends

Default values[edit]

Property Value
TickGroup TG_DuringAsyncWork

Functions[edit]

Native functions[edit]

OnSameTeam[edit]

simulated native function bool OnSameTeam (Actor A, Actor B)

Checks to see if two actors are on the same team.

Returns:

true if they are, false if they aren't

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed

Called when this actor is destroyed

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedDataBinding[edit]

simulated event ReplicatedDataBinding (name VarName)

Overrides: Actor.ReplicatedDataBinding

Called when a variable is replicated that has the 'databinding' keyword.

Parameters:

  • VarName - the name of the variable that was replicated.

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


ShouldShowGore[edit]

simulated event bool ShouldShowGore ()

Should players show gore?

Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

AddPRI[edit]

simulated function AddPRI (PlayerReplicationInfo PRI)


CleanupGameDataStore[edit]

simulated function CleanupGameDataStore ()

Unregisters the data store for the current game session.

EndGame[edit]

simulated function EndGame ()

Called on the server when the match is over

Network - Server and Client (Via ReplicatedEvent)

FindPlayerByID[edit]

simulated function PlayerReplicationInfo FindPlayerByID (int PlayerID)


GetPRIArray[edit]

simulated function GetPRIArray (out array<PlayerReplicationInfopris)


InitializeGameDataStore[edit]

simulated function InitializeGameDataStore ()

Creates and registers a data store for the current game session.

InOrder[edit]

simulated function bool InOrder (PlayerReplicationInfo P1, PlayerReplicationInfo P2)

returns true if P1 should be sorted before P2

IsCoopMultiplayerGame[edit]

simulated function bool IsCoopMultiplayerGame ()

Is the current gametype a coop multiplayer game?

IsMultiplayerGame[edit]

simulated function bool IsMultiplayerGame ()

Is the current gametype a multiplayer game?

ReceivedGameClass[edit]

simulated function ReceivedGameClass ()

Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients)

RemovePRI[edit]

simulated function RemovePRI (PlayerReplicationInfo PRI)


SetTeam[edit]

simulated function SetTeam (int Index, TeamInfo TI)

Assigns the specified TeamInfo to the location specified.

Parameters:

  • Index - location in the Teams array to place the new TeamInfo.
  • TI - the TeamInfo to assign

SortPRIArray[edit]

simulated function SortPRIArray ()


StartMatch[edit]

simulated function StartMatch ()

Called on the server when the match has begin

Network - Server and Client (Via ReplicatedEvent)