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UE3:UTGameReplicationInfo (UT3)

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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

bAllowKeyboardAndMouse

Type: bool

Which input types are allowed for this game *

bAlwaysLoadCustomCharacters

Type: bool

Modifiers: globalconfig

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

bAnnouncementsDisabled

Type: bool

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

bConsoleServer

Type: bool

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

bForceDefaultCharacter

Type: bool

Modifiers: globalconfig

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

bHeroesAllowed

Type: bool

Whether or not heroes are allowed in the game

BotDifficulty

Type: int

for bPlayersVsBots

Default value: -1

bProcessedInitialCharacters

Type: bool

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

bRequireReady

Type: bool


bShowMenuOnDeath

Type: bool


bShowMOTD

Type: bool

Modifiers: repnotify


bStoryMode

Type: bool

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

bWarmupRound

Type: bool

Amount of Warmup Time Remaining

CharStatus

Type: array<CreateCharStatus>


CurrentMidGameMenu

Type: UTUIScene_MidGameMenu

Holds the current Mid Game Menu Scene

FlagState

Type: EFlagState

Array size: 2


IsPlayersVsBots

Type: int

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

LastUsedMidgameTab

Type: name


LocalPCsLeftToProcess

Type: array<PlayerController>

Array of local players that have not been processed yet.

MapVoteTimeRemaining

Type: int

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

Default value: -1

MinNetPlayers

Type: int


ModClientSettingsScene

Type: string

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

MutatorList

Type: string

Modifiers: databinding


RulesString

Type: string

Modifiers: databinding


ScoreboardScene

Type: UTUIScene_Scoreboard

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

SinglePlayerBotNames

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

Type: int

Holds the Mission index of the current mission

StartCreateCharTime

Type: float


TotalPlayersSetToProcess

Type: int

Total number of players set to be processed so far.

VehicleWeaponEffects

Type: array<MeshEffect>


VoteRoundTimeCounter

Type: int


Default value: -1

VoteRoundTimeModified

Type: int

Modifiers: repnotify


VoteRoundTimeRemaining

Type: int

Modifiers: repnotify


Default value: -1

WeaponBerserk

Type: float


Default value: 1.0

WeaponOverlays

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

Property Value
TickGroup TG_PreAsyncWork

Enums

EFlagState

FLAG_Home 
FLAG_HeldFriendly 
FLAG_HeldEnemy 
FLAG_Down 

Structs

CreateCharStatus

Modifiers: native

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

MeshEffect

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

Native functions

SetNoStreamWorldTextureForFrames

native final function SetNoStreamWorldTextureForFrames (int NumFrames)

Function that disables streaming of world textures for NumFrames.

Events

Destroyed

simulated event Destroyed ()

Overrides: GameReplicationInfo.Destroyed

Called when this actor is destroyed

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: GameReplicationInfo.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: GameReplicationInfo.ReplicatedEvent


Timer

simulated event Timer ()

Overrides: GameReplicationInfo.Timer


Other instance functions

See UTGameReplicationInfo instance functions.