Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTUIScene_MidGameMenu (UDK)
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| Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIScene_Hud >> UTUIScene_MidGameMenu |
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[edit] Properties
[edit] bInitial
Type: bool
Modifiers: transient
[edit] bLoading
Type: bool
Modifiers: transient
[edit] bNeedsProfileSave
Type: bool
Modifiers: transient
[edit] bOkToAutoClose
Type: bool
Modifiers: transient
[edit] bReturningToMainMenu
Type: bool
Modifiers: transient
[edit] ButtonBar
Type: UTUIButtonBar
Modifiers: transient
[edit] bWaitingForReady
Type: bool
Modifiers: transient
[edit] LoadingPanel
Type: UIPanel
Modifiers: transient
[edit] LoadingRotator
Type: UIImage
Modifiers: transient
[edit] MBScene
Type: UTUIScene_MessageBox
Modifiers: transient
[edit] TabControl
Type: UTUITabControl
Modifiers: transient
[edit] Default values
| Property | Value |
|---|---|
| OnInterceptRawInputKey | HandleInputKey |
| bAlwaysRenderScene | True |
| bDisableWorldRendering | True |
| bDisplayCursor | True |
| bRenderParentScenes | False |
| bSaveSceneValuesOnClose | False |
| SceneRenderMode | SPLITRENDER_Fullscreen |
[edit] Subobjects
[edit] SceneEventComponent
Class: Engine.UIComp_Event
Inherits from: UTUIScene_Hud.SceneEventComponent
No new values.
[edit] Functions
[edit] Events
[edit] BeginLoading
[edit] EndLoading
[edit] PostInitialize
Overrides: UIScreenObject.PostInitialize
Setup the delegates for the scene and cache all of the various UI Widgets
[edit] SceneActivated
Overrides: UIScene.SceneActivated
(Description copied from UIScene.SceneActivated)
Called just after the scene is added to the ActiveScenes array, or when this scene has become the active scene as a result of closing another scene.
Parameters:
- bInitialActivation - TRUE if this is the first time this scene is being activated; FALSE if this scene has become active as a result of closing another scene or manually moving this scene in the stack.
[edit] SceneDeactivated
Overrides: UIScene.SceneDeactivated
Called just after this scene is removed from the active scenes array
[edit] Other instance functions
[edit] ActivateTab
[edit] Back
[edit] ButtonBarBack
Back was selected, exit the menu
Parameters:
- InButton - The button that selected
- InPlayerIndex - Index of the local player that made the selection
[edit] ButtonBarDisconnect
[edit] ButtonBarExitGame
[edit] Disconnect
[edit] ForceTabPageReady
[edit] HandleInputKey
[edit] MB_ExitSelection
[edit] MB_Selection
[edit] OnPageActivated
Called when a new page is activated.
Parameters:
- Sender - the tab control that activated the page
- NewlyActivePage - the page that was just activated
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this event.
[edit] OnSaveProfileComplete
Called when the save has completed the async operation
Parameters:
- bWasSuccessful - whether the save worked ok or not
[edit] ParseScrollback
Parse the scrollback and create a string out of it
[edit] PreRenderCallBack
[edit] Reset
Reset will set the bWaitingForReady flag and reset the button bar
[edit] SaveProfile
Opens the 'save profile' scene, which takes care of saving the player's profile.
[edit] SetupButtonBar
Overrides: UTUIScene.SetupButtonBar
Function that sets up a buttonbar for this scene, automatically routes the call to the currently selected tab of the scene as well.
