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UE3:HUD (UT3)

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UT3 Object >> Actor >> HUD

Contents

Package: 
Engine
Direct subclasses:
DebugCameraHUD, GameHUD, ScoreBoard
This class in other games:
RTNP, U1, U2XMP, UDK, UE2Runtime, UT

HUD: Superclass of the heads-up display.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Property group 'HUD'

[edit] bShowBadConnectionAlert

Type: bool

Display indication of bad connection

[edit] ConsoleMessagePosX

Type: float


[edit] ConsoleMessagePosY

Type: float

DP_LowerLeft

Default value: 0.8

[edit] LocalMessages

Type: HudLocalizedMessage

Array size: 8

Modifiers: transient


[edit] Internal variables

[edit] bMessageBeep

Type: bool

Modifiers: globalconfig

If true, any console messages will make a beep

Default value: True

[edit] bShowDebugInfo

Type: bool

if true, show properties of current ViewTarget

[edit] bShowHUD

Type: bool

Modifiers: config

Is the hud visible

Default value: True

[edit] bShowScores

Type: bool

Is the Scoreboard visible

[edit] Canvas

Type: Canvas

Canvas to Draw HUD on. NOTE: a new Canvas is given every frame, only draw on it from the HUD::PostRender() event

[edit] CenterX

Type: float

Modifiers: transient

Center of Viewport

[edit] CenterY

Type: float

Modifiers: transient

Center of Viewport

[edit] ConsoleColor

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 255
B 253
G 216
R 153

[edit] ConsoleFontSize

Type: int

Modifiers: globalconfig


Default value: 5

[edit] ConsoleMessageCount

Type: int

Modifiers: globalconfig


Default value: 4

[edit] ConsoleMessages

Type: array<ConsoleMessage>


[edit] DebugDisplay

Type: array<name>

Modifiers: globalconfig


Default value: 'AI'

[edit] GreenColor

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 255
B 0
G 255
R 0

[edit] HudCanvasScale

Type: float

Modifiers: globalconfig


Default value: 0.95

[edit] HudOwner

Type: HUD

Used for sub-huds like the scoreboard

[edit] LastHUDRenderTime

Type: float

Modifiers: transient

Used to create DeltaTime

[edit] LostFocusPaused

Type: bool

Modifiers: transient

Tells whether the game was paused due to lost focus

[edit] MaxHUDAreaMessageCount

Type: int


Default value: 3

[edit] MessageFontOffset

Type: int

Modifiers: globalconfig


[edit] MOTDColor

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 255

[edit] PlayerOwner

Type: PlayerController

always the actual owner

[edit] ProgressFadeTime

Type: float


Default value: 1.0

[edit] RatioX

Type: float

Modifiers: transient

Ratio of viewport compared to native resolution 1024x768

[edit] RatioY

Type: float

Modifiers: transient

Ratio of viewport compared to native resolution 1024x768

[edit] RedColor

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 255
B 0
G 0
R 255

[edit] RenderDelta

Type: float

Modifiers: transient

Time since last render

[edit] Scoreboard

Type: ScoreBoard


[edit] SizeX

Type: float

Modifiers: transient

Size of ViewPort in pixels

[edit] SizeY

Type: float

Modifiers: transient

Size of ViewPort in pixels

[edit] ViewedInfo

Type: PlayerReplicationInfo

The PRI of the current view target

[edit] WhiteColor

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 255
B 255
G 255
R 255

[edit] Default values

Property Value
bHidden True
CollisionType COLLIDE_CustomDefault
TickGroup TG_DuringAsyncWork

[edit] Structs

[edit] ConsoleMessage

Modifiers: native

string Text 
Object.Color TextColor 
float MessageLife 
PlayerReplicationInfo PRI 

[edit] HudLocalizedMessage

Modifiers: native

class<LocalMessage> Message 
string StringMessage 
int Switch 
float EndOfLife 
float Lifetime 
float PosY 
Object.Color DrawColor 
int FontSize 
Font StringFont 
float DX 
float DY 
bool Drawn 
int Count 
Object OptionalObject 

[edit] Functions

[edit] Static functions

[edit] GetFontSizeIndex

static function Font GetFontSizeIndex (int FontSize)


[edit] GetRYGColorRamp

static function Object.Color GetRYGColorRamp (float Pct)


[edit] Exec functions

[edit] FXPlay

exec function FXPlay (class<PawnaClass, string FXAnimPath)

Finds the nearest pawn of the given class (excluding the owner's pawn) and plays the specified FaceFX animation.

[edit] FXStop

exec function FXStop (class<PawnaClass)

Finds the nearest pawn of the given class (excluding the owner's pawn) and stops any currently playing FaceFX animation.

[edit] SetShowScores

exec function SetShowScores (bool bNewValue)

sets bShowScores to a specific value (not toggle)

[edit] ShowDebug

exec function ShowDebug (optional name DebugType)


[edit] ShowHUD

exec function ShowHUD ()


[edit] ShowScores

exec function ShowScores ()


[edit] ToggleHUD

exec function ToggleHUD ()


[edit] Native functions

[edit] Draw2DLine

native final function Draw2DLine (int X1, int Y1, int X2, int Y2, Object.Color LineColor)


[edit] Draw3DLine

native final function Draw3DLine (Object.Vector Start, Object.Vector End, Object.Color LineColor)


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] OnLostFocusPause

event OnLostFocusPause (bool Enable)

Pauses or unpauses the game due to main window's focus being lost.

Parameters:

  • Enable - tells whether to enable or disable the pause state

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] PostRender

event PostRender ()

PostRender is the main draw loop.

[edit] Other instance functions

[edit] AddConsoleMessage

function AddConsoleMessage (string M, class<LocalMessageInMessageClass, PlayerReplicationInfo PRI, optional float LifeTime)

Add a new console message to display.

[edit] AddLocalizedMessage

function AddLocalizedMessage (int Index, class<LocalMessageInMessageClass, string CriticalString, int Switch, float Position, float LifeTime, int FontSize, Object.Color DrawColor, optional int MessageCount, optional Object OptionalObject)

Add the actual message to the array. Made easier to tweak in a subclass

Parameters:

  • Index - The index in to the LocalMessages array to place it.
  • InMessageClass - Class of the message
  • CriticialString - String of the message
  • Switch - The message switch
  • Position - Where on the screen is the message
  • LifeTime - How long does this message live
  • FontSize - How big is the message
  • DrawColor - The Color of the message

[edit] ClearMessage

function ClearMessage (out HudLocalizedMessage M)


[edit] DisplayBadConnectionAlert

function DisplayBadConnectionAlert ()


[edit] DisplayConsoleMessages

function DisplayConsoleMessages ()

Display current messages

[edit] DisplayLocalMessages

function DisplayLocalMessages ()


[edit] DisplayProgressMessage

function DisplayProgressMessage ()

display progress messages in center of screen

[edit] DrawDemoHUD

function DrawDemoHUD ()

Called instead of DrawHUD() if bShowHUD==false

[edit] DrawEngineHUD

function DrawEngineHUD ()

Special HUD for Engine demo

[edit] DrawHUD

function DrawHUD ()

The Main Draw loop for the hud. Gets called before any messaging. Should be subclassed

[edit] DrawMessage

function DrawMessage (int i, float PosY, out float DX, out float DY)


[edit] DrawMessageText

function DrawMessageText (HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY)


[edit] DrawRoute

function DrawRoute (Pawn Target)


[edit] GetScreenCoords

function GetScreenCoords (float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage InMessage)


[edit] LocalizedMessage

function LocalizedMessage (class<LocalMessageInMessageClass, PlayerReplicationInfo RelatedPRI_1, string CriticalString, int Switch, float Position, float LifeTime, int FontSize, Object.Color DrawColor, optional Object OptionalObject)


[edit] Message

function Message (PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime)


[edit] PlayerOwnerDied

function PlayerOwnerDied ()

Called when the player owner has died.

[edit] PreCalcValues

function PreCalcValues ()

Pre-Calculate most common values, to avoid doing 1200 times the same operations

[edit] ShouldDisplayDebug

function bool ShouldDisplayDebug (name DebugType)


[edit] SpawnScoreBoard

function SpawnScoreBoard (class<ScoreBoardScoringType)