I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:UTUIScene_SaveProfile (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT3 Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIScene_SaveProfile

Contents

Package: 
UTGame
This class in other games:
UDK

Copyright © 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] bProfileSaved

Type: bool

Modifiers: transient


[edit] bShutdown

Type: bool

Modifiers: transient


[edit] bUseTimedClose

Type: bool

Modifiers: transient

If true, then use the elapsed time to close the save message

[edit] MinOnScreenTime

Type: float

Modifiers: transient


[edit] OnScreenTime

Type: float

Modifiers: transient


[edit] PlayerIndexToSave

Type: int

Modifiers: transient


[edit] Default values

Property Value
SceneInputMode INPUTMODE_Simultaneous
SceneRenderMode SPLITRENDER_Fullscreen

[edit] Subobjects

[edit] SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIScene.SceneEventComponent

No new values.

[edit] Delegates

[edit] OnSaveFinished

delegate OnSaveFinished ()


[edit] Functions

[edit] Events

[edit] PerformSave

event PerformSave ()


[edit] PostInitialize

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Called after this screen object's children have been initialized

[edit] ShutDown

event ShutDown ()


[edit] Other instance functions

[edit] KillInput

function bool KillInput (const out UIRoot.InputEventParameters EventParms)


[edit] OnSaveProfileComplete

function OnSaveProfileComplete (bool bWasSuccessful)

Called when the save has completed the async operation

Parameters:

  • bWasSuccessful - whether the save worked ok or not