I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:UTGameReplicationInfo (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo
Package: 
UTGame
Direct subclasses:
UTMissionGRI, UTOnslaughtGRI, UTBetrayalGRI
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bAllowKeyboardAndMouse[edit]

Type: bool

Which input types are allowed for this game *

bAlwaysLoadCustomCharacters[edit]

Type: bool

Modifiers: globalconfig

forces custom characters to always load, even after the match has started

bAnnouncementsDisabled[edit]

Type: bool

set by level Kismet to disable announcements during tutorials/cinematics/etc

bConsoleServer[edit]

Type: bool

whether the server is a console so we need to make adjustments to sync up

bForceDefaultCharacter[edit]

Type: bool

Modifiers: globalconfig

forces other players to be viewed on this machine with the default character

bHeroesAllowed[edit]

Type: bool

Whether or not heroes are allowed in the game

BotDifficulty[edit]

Type: int

for bPlayersVsBots

Default value: -1

bProcessedInitialCharacters[edit]

Type: bool

whether we have processed all the custom characters for players that were initially in the game (clientside flag)

bRequireReady[edit]

Type: bool


bShowMenuOnDeath[edit]

Type: bool


bShowMOTD[edit]

Type: bool

Modifiers: repnotify


bStoryMode[edit]

Type: bool

If this is set, the game is running in story mode

bWarmupRound[edit]

Type: bool

Amount of Warmup Time Remaining

CharStatus[edit]

Type: array<CreateCharStatus>


CurrentMidGameMenu[edit]

Type: UTUIScene_MidGameMenu

Holds the current Mid Game Menu Scene

FlagState[edit]

Type: EFlagState

Array size: 2


IsPlayersVsBots[edit]

Type: int

If set, players are all on one team vs bots - made an int for replication compatibility

LastUsedMidgameTab[edit]

Type: name


LocalPCsLeftToProcess[edit]

Type: array<PlayerController>

Array of local players that have not been processed yet.

MapVoteTimeRemaining[edit]

Type: int

                    • Map Voting **********

Default value: -1

MinNetPlayers[edit]

Type: int


ModClientSettingsScene[edit]

Type: string

NOTE: This is replicated, instead of being retrieved clientside, so that clients can't change the loaded scene through .ini editing

MutatorList[edit]

Type: string

Modifiers: databinding


RulesString[edit]

Type: string

Modifiers: databinding


ScoreboardScene[edit]

Type: UTUIScene_Scoreboard

We hold a reference to the live scoreboard to adapt for split screen

SinglePlayerBotNames[edit]

Type: string

Array size: 4


Default value, index 0: "Reaper"

Default value, index 1: "Othello"

Default value, index 2: "Bishop"

Default value, index 3: "Jester"

SinglePlayerMissionID[edit]

Type: int

Holds the Mission index of the current mission

StartCreateCharTime[edit]

Type: float


TotalPlayersSetToProcess[edit]

Type: int

Total number of players set to be processed so far.

VehicleWeaponEffects[edit]

Type: array<MeshEffect>


VoteRoundTimeCounter[edit]

Type: int


Default value: -1

VoteRoundTimeModified[edit]

Type: int

Modifiers: repnotify


VoteRoundTimeRemaining[edit]

Type: int

Modifiers: repnotify


Default value: -1

WeaponBerserk[edit]

Type: float


Default value: 1.0

WeaponOverlays[edit]

Type: array<MaterialInterface>

weapon overlays that are available in this map - figured out in PostBeginPlay() from UTPowerupPickupFactories in the level each entry in the array represents a bit in UTPawn's WeaponOverlayFlags property

See: UTWeapon::SetWeaponOverlayFlags() for how this is used

Default values[edit]

Property Value
TickGroup TG_PreAsyncWork

Enums[edit]

EFlagState[edit]

FLAG_Home 
FLAG_HeldFriendly 
FLAG_HeldEnemy 
FLAG_Down 

Structs[edit]

CreateCharStatus[edit]

Modifiers: native

UTCustomChar_Data.CustomCharMergeState MergeState 
UTCharFamilyAssetStore AssetStore 
UTCharFamilyAssetStore ArmAssetStore 
UTPlayerReplicationInfo PRI 
float StartMergeTime 
bool bOtherTeamSkin 
bool bNeedsArms 
bool bForceFallbackArms 

MeshEffect[edit]

Modifiers: native

vehicle weapon effects available in this map - works exactly like WeaponOverlays, except these are meshes that get attached to the vehicle mesh when the corresponding bit is set on the driver's WeaponOverlayFlags

StaticMesh Mesh 
mesh for the effect
MaterialInterface Material 
material for the effect

Functions[edit]

Native functions[edit]

SetNoStreamWorldTextureForFrames[edit]

native final function SetNoStreamWorldTextureForFrames (int NumFrames)

Function that disables streaming of world textures for NumFrames.

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: GameReplicationInfo.Destroyed

Called when this actor is destroyed

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: GameReplicationInfo.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: GameReplicationInfo.ReplicatedEvent


Timer[edit]

simulated event Timer ()

Overrides: GameReplicationInfo.Timer


Other instance functions[edit]

See UTGameReplicationInfo instance functions.