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UE3:UTUIScene_MidGameMenu (UDK)

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UDK Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIScene_Hud >> UTUIScene_MidGameMenu

Contents

Package: 
UTGame
This class in other games:
UT3


[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

event BeginLoading ()


[edit] EndLoading

event EndLoading ()


[edit] PostInitialize

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Setup the delegates for the scene and cache all of the various UI Widgets

[edit] SceneActivated

event SceneActivated (bool bInitialActivation)

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

event SceneDeactivated ()

Overrides: UIScene.SceneDeactivated

Called just after this scene is removed from the active scenes array

[edit] Other instance functions

[edit] ActivateTab

function ActivateTab (name TabTag)


[edit] Back

function Back ()


[edit] ButtonBarBack

function bool ButtonBarBack (UIScreenObject InButton, int InPlayerIndex)

Back was selected, exit the menu

Parameters:

  • InButton - The button that selected
  • InPlayerIndex - Index of the local player that made the selection

[edit] ButtonBarDisconnect

function bool ButtonBarDisconnect (UIScreenObject InButton, int InPlayerIndex)


[edit] ButtonBarExitGame

function bool ButtonBarExitGame (UIScreenObject InButton, int InPlayerIndex)


[edit] Disconnect

function Disconnect ()


[edit] ForceTabPageReady

function ForceTabPageReady (name TabTag)


[edit] HandleInputKey

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)


[edit] MB_ExitSelection

function MB_ExitSelection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)


[edit] MB_Selection

function MB_Selection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)


[edit] OnPageActivated

function OnPageActivated (UITabControl Sender, UITabPage NewlyActivePage, int PlayerIndex)

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

function OnSaveProfileComplete (byte LocalUserNum, bool bWasSuccessful)

Called when the save has completed the async operation

Parameters:

  • bWasSuccessful - whether the save worked ok or not

[edit] ParseScrollback

function string ParseScrollback (const out array<stringScrollback)

Parse the scrollback and create a string out of it

[edit] PreRenderCallBack

function PreRenderCallBack ()


[edit] Reset

function Reset ()

Reset will set the bWaitingForReady flag and reset the button bar

[edit] SaveProfile

function SaveProfile ()

Opens the 'save profile' scene, which takes care of saving the player's profile.

[edit] SetupButtonBar

function 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.

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