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UE3:UTGame instance functions (UT3)

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UT3 Object >> Actor >> Info >> GameInfo >> UTGame (instance functions)

Contents

UTGame instance functions in other games:
UDK
Other member categories for this class:
constants, internal variables

[edit] Instance functions

[edit] ActivateVehicleFactory

function ActivateVehicleFactory (UTVehicleFactory VF)

ActivateVehicleFactory() Called by UTVehicleFactory in its PostBeginPlay()

[edit] AddBot

function UTBot AddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex)


[edit] AddInitialBots

function AddInitialBots ()


[edit] AddMutator

function AddMutator (string mutname, optional bool bUserAdded)

Overrides: GameInfo.AddMutator


[edit] AdjustSkill

function AdjustSkill (AIController B, PlayerController P, bool bWinner)


[edit] AllowBecomeActivePlayer

function bool AllowBecomeActivePlayer (PlayerController P)


[edit] AllowBecomeHero

function bool AllowBecomeHero (UTPlayerReplicationInfo PendingHeroPRI)


[edit] AllowCheats

function bool AllowCheats (PlayerController P)

Overrides: GameInfo.AllowCheats

AllowCheats - Allow cheating in single player games and coop games.

[edit] AllowClientToTeleport

function bool AllowClientToTeleport (UTPlayerReplicationInfo ClientPRI, Actor DestinationActor)

This function allows the server to override any requested teleport attempts from a client

Returns:

returns true if the teleport is allowed

[edit] AssignHoverboard

function AssignHoverboard (UTPawn P)


[edit] AtCapacity

function bool AtCapacity (bool bSpectator)

Overrides: GameInfo.AtCapacity


[edit] BecomeSpectator

function bool BecomeSpectator (PlayerController P)


[edit] BroadcastDeathMessage

function BroadcastDeathMessage (Controller Killer, Controller Other, class<DamageTypeDamageType)

Overrides: GameInfo.BroadcastDeathMessage


[edit] CampaignSkillAdjust

function CampaignSkillAdjust (UTBot aBot)

Called to adjust skill when bot respawns

[edit] CanDisableObjective

function bool CanDisableObjective (UTGameObjective GO)


[edit] CanSpectate

function bool CanSpectate (PlayerController Viewer, PlayerReplicationInfo ViewTarget)

Overrides: GameInfo.CanSpectate


[edit] ChangeName

function ChangeName (Controller Other, string S, bool bNameChange)

Overrides: GameInfo.ChangeName


[edit] CheckEndGame

function bool CheckEndGame (PlayerReplicationInfo Winner, string Reason)

Overrides: GameInfo.CheckEndGame


[edit] CheckMaxLives

function bool CheckMaxLives (PlayerReplicationInfo Scorer)


[edit] CheckScore

function bool CheckScore (PlayerReplicationInfo Scorer)

Overrides: GameInfo.CheckScore


[edit] CheckTeamSize

function bool CheckTeamSize ()


[edit] ChoosePlayerStart

function PlayerStart ChoosePlayerStart (Controller Player, optional byte InTeam)

Overrides: GameInfo.ChoosePlayerStart

(Description copied from GameInfo.ChoosePlayerStart)
ChoosePlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().

Parameters:

  • Player - is the controller for whom we are choosing a playerstart
  • InTeam - specifies the Player's team (if the player hasn't joined a team yet)

Returns:

NavigationPoint chosen as player start (usually a PlayerStart)

[edit] ContinueSeamlessTravel

function ContinueSeamlessTravel ()


[edit] DecodeEvent

function string DecodeEvent (name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<ObjectAdditionalObj)


[edit] DiscardInventory

function DiscardInventory (Pawn Other, optional Controller Killer)

Overrides: GameInfo.DiscardInventory


[edit] DoEndGameMapVote

function DoEndGameMapVote ()


[edit] DoMapVote

function DoMapVote ()


[edit] DominatingVictory

function bool DominatingVictory ()


[edit] DriverEnteredVehicle

function DriverEnteredVehicle (Vehicle V, Pawn P)

Overrides: GameInfo.DriverEnteredVehicle


[edit] DriverLeftVehicle

function DriverLeftVehicle (Vehicle V, Pawn P)

Overrides: GameInfo.DriverLeftVehicle


[edit] EndGame

function EndGame (PlayerReplicationInfo Winner, string Reason)

Overrides: GameInfo.EndGame


[edit] EndRound

function EndRound (Actor EndRoundFocus)

ends the current round; sends the game into state RoundOver and sets the ViewTarget for all players to be the given actor

[edit] EndSpree

function EndSpree (UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other)


[edit] FindNewObjectives

function FindNewObjectives (UTGameObjective DisabledObjective)

re-evaluate objectives for players because the specified one has been changed/completed

[edit] FindPlayerStart

function NavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName)

Overrides: GameInfo.FindPlayerStart

FindPlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().

Parameters:

  • Player - is the controller for whom we are choosing a playerstart
  • InTeam - specifies the Player's team (if the player hasn't joined a team yet)
  • IncomingName - specifies the tag of a teleporter to use as the Playerstart

Returns:

NavigationPoint chosen as player start (usually a PlayerStart)

[edit] ForceRespawn

function bool ForceRespawn ()

ForceRespawn() returns true if dead players should respawn immediately

[edit] GetAutoObjectiveFor

function Actor GetAutoObjectiveFor (UTPlayerController PC)

Returns:

an objective that should be recommended to the given player based on their auto objective settings and the current game state

[edit] GetBaseUTMutator

function UTMutator GetBaseUTMutator ()

Returns:

the first mutator in the mutator list that's a UTMutator

[edit] GetBestLocker

function UTWeaponLocker GetBestLocker (Pawn PlayerPawn)


[edit] GetBotSkillLevel

function int GetBotSkillLevel ()


[edit] GetBotTeam

function UTTeamInfo GetBotTeam (optional int TeamBots, optional bool bUseTeamIndex, optional int TeamIndex)


[edit] GetCurrentMapCycleIndex

function int GetCurrentMapCycleIndex (const out array<stringMapList)

Returns:

the index of the current map in the given list (used when starting up a server to start counting at the current map)

[edit] GetEndGameConditionRule

function string GetEndGameConditionRule ()


[edit] GetHandicapNeed

function int GetHandicapNeed (Pawn Other)

return a value based on how much this pawn needs help

[edit] GetLocationFor

function bool GetLocationFor (Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset)

Returns through outparameters what location message to play Returns true if it returned message information

[edit] GetMapTypeRule

function string GetMapTypeRule ()


[edit] GetNextMap

function string GetNextMap ()

Overrides: GameInfo.GetNextMap

Returns the next map to play. If we are in story mode, we need to go back to the map selection menu

[edit] GetNextPickupIndex

function int GetNextPickupIndex ()


[edit] GetSinglePlayerResult

function bool GetSinglePlayerResult ()

Retuns: the results of the match.

[edit] GetTravelType

function bool GetTravelType ()

Overrides: GameInfo.GetTravelType

Returns true if we want to travel_absolute

[edit] InitGameReplicationInfo

function InitGameReplicationInfo ()

Overrides: GameInfo.InitGameReplicationInfo


[edit] InitializeBot

function InitializeBot (UTBot NewBot, UTTeamInfo BotTeam, const out UTCustomChar_Data.CharacterInfo BotInfo)


[edit] InitializeMapListManager

function InitializeMapListManager (optional string MLMOverrideClass)


[edit] InitializeVoteCollector

function InitializeVoteCollector ()


[edit] InitialProcessingIsComplete

function bool InitialProcessingIsComplete ()


[edit] IsAWinner

function bool IsAWinner (PlayerController C)


[edit] IsMPOrHardBotsGame

function bool IsMPOrHardBotsGame ()


[edit] IsValidMutatorsForLikeTheBackOfMyHand

function bool IsValidMutatorsForLikeTheBackOfMyHand ()


[edit] JustStarted

function bool JustStarted (float MaxElapsedTime)


[edit] KillBot

function KillBot (UTBot B)


[edit] Killed

function Killed (Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class<DamageTypedamageType)

Overrides: GameInfo.Killed


[edit] LevelRecommendedPlayers

function int LevelRecommendedPlayers ()


[edit] Logout

function Logout (Controller Exiting)

Overrides: GameInfo.Logout


[edit] MatchIsInProgress

function bool MatchIsInProgress ()

Overrides: GameInfo.MatchIsInProgress


[edit] NeedPlayers

function bool NeedPlayers ()


[edit] NotifyNavigationChanged

function NotifyNavigationChanged (NavigationPoint N)

Overrides: GameInfo.NotifyNavigationChanged

notification when a NavigationPoint becomes blocked or unblocked

[edit] NotifySpree

function NotifySpree (UTPlayerReplicationInfo Other, int num)


[edit] ObjectiveDisabled

function ObjectiveDisabled (UTGameObjective DisabledObjective)


[edit] PickupQuery

function bool PickupQuery (Pawn Other, class<InventoryItemClass, Actor Pickup)

Overrides: GameInfo.PickupQuery

(Description copied from GameInfo.PickupQuery)
PickupQuery: Called when pawn has a chance to pick Item up (i.e. when the pawn touches a weapon pickup). Should return true if he wants to pick it up, false if he does not want it.

Parameters:

  • Other - the Pawn that wants the item
  • ItemClass - the Inventory class the Pawn can pick up
  • Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)

Returns:

whether or not the Pickup actor should give its item to Other

[edit] PlayEndOfMatchMessage

function PlayEndOfMatchMessage ()


[edit] PlayRegularEndOfMatchMessage

function PlayRegularEndOfMatchMessage ()


[edit] PlayStartupMessage

function PlayStartupMessage ()


[edit] ProcessServerTravel

function ProcessServerTravel (string URL, optional bool bAbsolute)

Overrides: GameInfo.ProcessServerTravel


[edit] ProcessSpeechRecognition

function ProcessSpeechRecognition (UTPlayerController Speaker, const out array<OnlineSubsystem.SpeechRecognizedWordWords)

parses the given player's recognized speech into bot orders, etc

[edit] ProvideHeroBonus

function ProvideHeroBonus ()

Give bonus hero points when a hero is spawned to anyone who has never been a hero

[edit] RatePlayerStart

function float RatePlayerStart (PlayerStart P, byte Team, Controller Player)

Overrides: GameInfo.RatePlayerStart

RatePlayerStart() Return a score representing how desireable a playerstart is.

Parameters:

  • P - is the playerstart being rated
  • Team - is the team of the player choosing the playerstart
  • Player - is the controller choosing the playerstart

Returns:

playerstart score

[edit] ReduceDamage

function ReduceDamage (out int Damage, Pawn injured, Controller instigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: GameInfo.ReduceDamage


[edit] RegisterServer

function RegisterServer ()

Overrides: GameInfo.RegisterServer

Registers the dedicated server with the online service

[edit] RegisterVehicle

function RegisterVehicle (UTVehicle V)


[edit] RemovePlayerFromMuteLists

function RemovePlayerFromMuteLists (UTPlayerController PC)

Removes the specified player from all other player's mute lists

Parameters:

  • PC - Player controller to remove from other mute lists

[edit] ResetAllPlayerMuteListsToSpectatorChannel

function ResetAllPlayerMuteListsToSpectatorChannel ()

Reset everyone's channel to the same thing and then rebuild the gameplay mute lists for each player

[edit] RestartGame

function RestartGame ()

Overrides: GameInfo.RestartGame


[edit] RestartPlayer

function RestartPlayer (Controller aPlayer)

Overrides: GameInfo.RestartPlayer


[edit] ScoreKill

function ScoreKill (Controller Killer, Controller Other)

Overrides: GameInfo.ScoreKill


[edit] SetAlias

function SetAlias (Controller Other, string NewAlias)


[edit] SetEndGameFocus

function SetEndGameFocus (PlayerReplicationInfo Winner)


[edit] SetGameSpeed

function SetGameSpeed (float T)

Overrides: GameInfo.SetGameSpeed


[edit] SetPause

function bool SetPause (PlayerController PC, optional delegate<GameInfo.CanUnpauseCanUnpauseDelegate)

Overrides: GameInfo.SetPause

Only allow local players to pause

[edit] SetupPlayerMuteList

function SetupPlayerMuteList (UTPlayerController PC, bool bForceSpectatorChannel)

Sets up the voice mute list based upon this player's team/spectator state. Opponents are added the specified player's mute list and vice versa.

Parameters:

  • PC - the player controller to initialize muting for

[edit] ShotTeammate

function ShotTeammate (UTBetrayalPRI InstigatorPRI, UTBetrayalPRI HitPRI, Pawn ShotInstigator, Pawn HitPawn)


[edit] ShouldRespawn

function bool ShouldRespawn (PickupFactory Other)

Overrides: GameInfo.ShouldRespawn


[edit] ShowPathTo

function ShowPathTo (PlayerController P, int TeamNum)

displays the path to the given base for the given player

[edit] SinglePlayerAddBot

function UTBot SinglePlayerAddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex)


[edit] SkipCinematics

function SkipCinematics (PlayerController PC)


[edit] SkipPlaySound

function bool SkipPlaySound ()


[edit] SpaceAvailable

function bool SpaceAvailable (UTBot InBot)


[edit] SpawnBot

function UTBot SpawnBot (optional string botName, optional bool bUseTeamIndex, optional int TeamIndex)


[edit] SpawnWait

function float SpawnWait (AIController B)


[edit] StartMatch

function StartMatch ()

Overrides: GameInfo.StartMatch


[edit] TooManyBots

function bool TooManyBots (Controller botToRemove)

Look at the current game rules and determine if there are too many bots. In a single player game, this function will always return false since the teams are preset and changes are not allowed.

Parameters:

  • BotToRemove - The Bot to remove

[edit] TrackMemoryFunctor

function TrackMemoryFunctor ()

This is our TrackMemory functor where we can put anything we want to do every N seconds. *

[edit] TravelFailed

function TravelFailed (string TravelURL, string Error, optional string ErrorCode)

Overrides: GameInfo.TravelFailed

Called from the WorldInfo when travelling fails

[edit] UpdateGameplayMuteList

function UpdateGameplayMuteList (PlayerController PC)

Overrides: GameInfo.UpdateGameplayMuteList

This is called once the client has sent the server their unique net id. It is now possible to set up their mute list.

Parameters:

  • PC - the playercontroller that is ready for updates

[edit] UpdateGameSettings

function UpdateGameSettings ()

Overrides: GameInfo.UpdateGameSettings

Used to update any changes in game settings that need to be published to players that are searching for games

[edit] UpdateGameSettingsCounts

function UpdateGameSettingsCounts ()

Overrides: GameInfo.UpdateGameSettingsCounts

Updates the online subsystem's information for player counts so that LAN matches can show the correct player counts

[edit] ViewObjective

function ViewObjective (PlayerController PC)


[edit] WantFastSpawnFor

function bool WantFastSpawnFor (AIController B)


[edit] WriteOnlinePlayerScores

function WriteOnlinePlayerScores ()

Overrides: GameInfo.WriteOnlinePlayerScores

Write player scores used in skill calculations

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