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UE3:GameReplicationInfo (UDK)

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UDK Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo

Contents

Package: 
Engine
Direct subclass:
UTGameReplicationInfo
This class in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, 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).

[edit] Properties

[edit] Property group 'GameReplicationInfo'

[edit] MessageOfTheDay

Type: string

Modifiers: databinding, globalconfig

Message of the Day

Default value: "Welcome to a UDK Server!"

[edit] ServerName

Type: string

Modifiers: databinding, globalconfig

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

Default value: "UDK Server"

[edit] Internal variables

[edit] bMatchHasBegun

Type: bool

Modifiers: repnotify

Match is in progress (replicated)

[edit] bMatchIsOver

Type: bool

Modifiers: repnotify

Match is over (replicated)

[edit] bStopCountDown

Type: bool

If true, stop RemainingTime countdown

Default value: True

[edit] CurrentGameData

Type: CurrentGameDataStore

Modifiers: protected

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

[edit] ElapsedTime

Type: int

Modifiers: databinding

Used for counting down time in time limited games

[edit] GameClass

Type: class<GameInfo>

Modifiers: repnotify

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

[edit] GoalScore

Type: int

Modifiers: databinding

Replicates scoring goal for this match

[edit] InactivePRIArray

Type: array<PlayerReplicationInfo>

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

[edit] PRIArray

Type: array<PlayerReplicationInfo>

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

[edit] RemainingMinute

Type: int

Modifiers: databinding

Used for counting down time in time limited games

[edit] RemainingTime

Type: int

Modifiers: databinding

Used for counting down time in time limited games

[edit] Teams

Type: array<TeamInfo>

Modifiers: databinding

Replicated list of teams participating in this match

[edit] TimeLimit

Type: int

Modifiers: databinding

Replicates time limit for this match

[edit] Winner

Type: Actor

Match winner. Set by gameinfo when game ends

[edit] Default values

Property Value
TickGroup TG_DuringAsyncWork

[edit] Functions

[edit] Native functions

[edit] OnSameTeam

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

[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed

Called when this actor is destroyed

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] ReplicatedDataBinding

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.

[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


[edit] Reset

event Reset ()

Overrides: Actor.Reset


[edit] ShouldShowGore

simulated event bool ShouldShowGore ()

Should players show gore?

[edit] Timer

simulated event Timer ()

Overrides: Actor.Timer


[edit] Other instance functions

[edit] AddPRI

simulated function AddPRI (PlayerReplicationInfo PRI)


[edit] CleanupGameDataStore

simulated function CleanupGameDataStore ()

Unregisters the data store for the current game session.

[edit] EndGame

simulated function EndGame ()

Called on the server when the match is over

Network - Server and Client (Via ReplicatedEvent)

[edit] FindPlayerByID

simulated function PlayerReplicationInfo FindPlayerByID (int PlayerID)


[edit] GetPRIArray

simulated function GetPRIArray (out array<PlayerReplicationInfopris)


[edit] InitializeGameDataStore

simulated function InitializeGameDataStore ()

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

[edit] InOrder

simulated function bool InOrder (PlayerReplicationInfo P1, PlayerReplicationInfo P2)

returns true if P1 should be sorted before P2

[edit] IsCoopMultiplayerGame

simulated function bool IsCoopMultiplayerGame ()

Is the current gametype a coop multiplayer game?

[edit] IsMultiplayerGame

simulated function bool IsMultiplayerGame ()

Is the current gametype a multiplayer game?

[edit] ReceivedGameClass

simulated function ReceivedGameClass ()

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

[edit] RemovePRI

simulated function RemovePRI (PlayerReplicationInfo PRI)


[edit] SetTeam

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

[edit] SortPRIArray

simulated function SortPRIArray ()


[edit] StartMatch

simulated function StartMatch ()

Called on the server when the match has begin

Network - Server and Client (Via ReplicatedEvent)