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UE3:WorldInfo (UDK)

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UDK Object >> Actor >> Info >> ZoneInfo >> WorldInfo

Contents

Package: 
Engine
This class in other games:
UT3

WorldInfo

Actor containing all script accessible world properties.

Constants

MAX_INSTANCES_PER_CLASS

Value: 5

Path constraint

Properties

Property group 'Editor'

BookMarks

Type: BookMark

Array size: 10

Level bookmarks

ClipPadEntries

Type: array<ClipPadEntry>

Modifiers: editinline

Clip pad entries

Property group 'Fracture'

bEnableChanceOfPhysicsChunkOverride

Type: bool

Modifiers: private, config

If TRUE, uses ChanceOfPhysicsChunkOverride instead of that set in the FracturedStaticMesh.

bLimitDamageChunkSize

Type: bool

Modifiers: private, config

If TRUE, limit the max dimension of the bounding box of a fracture chunk due to weapon damage to bLimitDamageChunkSize

bLimitExplosionChunkSize

Type: bool

Modifiers: private, config

If TRUE, limit the max dimension of the bounding box of a fracture chunk due to explosion to MaxExplosionChunkSize

ChanceOfPhysicsChunkOverride

Type: float

Modifiers: private, config

Allows global override of the ChanceOfPhysicsChunk setting.

Default value: 1.0

FractureExplosionVelScale

Type: float

Modifiers: private, config

Scaling for chunk thrown out during explosion on a fractured mesh

Default value: 1.0

MaxDamageChunkSize

Type: float

Modifiers: private, config

Max dimension of the bounding box of a fracture chunk due to weapon damage.

MaxExplosionChunkSize

Type: float

Modifiers: private, config

Max dimension of the bounding box of a fracture chunk due to explosion.

MaxNumFacturedChunksToSpawnInAFrame

Type: int

Modifiers: private

Max number of Fractured Chunks to Spawn in a frame. *

Default value: 12

Property group 'Lightmass'

bUseGlobalIllumination

Type: bool

Modifiers: editoronly

Whether this level should be using fully-featured global illumination. If not, it will use old-style direct lightmaps.

Default value: True

LightmassSettings

Type: LightmassWorldInfoSettings

Modifiers: editoronly


Default value:

Member Value
DiffuseBoost 5.0
DirectIlluminationOcclusionFraction 0.5
EmissiveBoost 1.0
EnvironmentIntensity 1.0
FullyOccludedSamplesFraction 1.0
IndirectIlluminationOcclusionFraction 1.0
IndirectNormalInfluenceBoost 0.3
MaxOcclusionDistance 200.0
NumIndirectLightingBounces 3
OcclusionExponent 1.0
SpecularBoost 1.0
StaticLightingLevelScale 1.0

Property group 'Physics'

bSupportDoubleBufferedPhysics

Type: bool

Double buffered physics compartments enabled

CompartmentRunFrames

Type: array<CompartmentRunList>

Which compartments run on which frames (list is cyclic). An empty list means all compartments run on all frames.

MaxPhysicsDeltaTime

Type: float

The maximum frame time allowed for physics calculations

Default value: 0.333333

PhysicsProperties

Type: PhysXSceneProperties

Modifiers: editinline

Timing parameters for the scene, primary and compartments.

Default value:

Member Value
CompartmentCloth
Member Value
bFixedTimeStep True
bUseHardware True
MaxSubSteps 2
TimeStep 0.02
CompartmentFluid
Member Value
bUseHardware True
MaxSubSteps 1
TimeStep 0.02
CompartmentRigidBody
Member Value
MaxSubSteps 2
TimeStep 0.02
CompartmentSoftBody
Member Value
bFixedTimeStep True
bUseHardware True
MaxSubSteps 2
TimeStep 0.02
PrimaryScene
Member Value
MaxSubSteps 5
TimeStep 0.02

VerticalProperties

Type: PhysXVerticalProperties

Modifiers: editinline

Vertical parameters.

Default value:

Member Value
Emitters
Member Value
bApplyCylindricalPacketCulling True
PacketsPerPhysXParticleSystemMax 500
ParticlesLodMax 15000
SpawnLodVsFifoBias 1.0

Property group 'WorldInfo'

Author

Type: string


bAllowLightEnvSphericalHarmonicLights

Type: bool

Whether to allow spherical harmonic lights on light environments. If FALSE, a cheaper skylight will be used instead.

Default value: True

bAllowModulateBetterShadows

Type: bool

Whether to allow modulate-better shadows. If FALSE, all modulate-better shadows will be rendered as cheaper modulated shadows.

Default value: True

bIncreaseFogNearPrecision

Type: bool

Whether to increase precision close to the camera at the cost of distant precision

Default value: True

bNoDefaultInventoryForPlayer

Type: bool

if true, do not grant player with default inventory (presumably, the LD's will be setting it manually)

bNoPathWarnings

Type: bool

If true, don't add "no paths from" warnings to map error list in editor. Useful for maps that don't need AI support, but still have a few NavigationPoint actors in them.

DefaultAmbientZoneSettings

Type: ReverbVolume.InteriorSettings

Modifiers: config

Default interior settings used by reverb volumes.

Default value:

Member Value
bIsWorldInfo True
ExteriorLPF 1.0
ExteriorLPFTime 0.5
ExteriorTime 0.5
ExteriorVolume 1.0
InteriorLPF 1.0
InteriorLPFTime 0.5
InteriorTime 0.5
InteriorVolume 1.0

DefaultColorScale

Type: Object.Vector

Default color scale for the level

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

DefaultPostProcessSettings

Type: PostProcessVolume.PostProcessSettings

Modifiers: config

Default post process settings used by post processing volumes.

Default value:

Member Value
bAllowAmbientOcclusion True
bEnableBloom True
bEnableMotionBlur True
bEnableSceneEffect True
Bloom_InterpolationDuration 1.0
Bloom_Scale 0.2
bOverride_AllowAmbientOcclusion True
bOverride_Bloom_InterpolationDuration True
bOverride_Bloom_Scale True
bOverride_DOF_BlurBloomKernelSize True
bOverride_DOF_BlurKernelSize True
bOverride_DOF_FalloffExponent True
bOverride_DOF_FocusDistance True
bOverride_DOF_FocusInnerRadius True
bOverride_DOF_FocusPosition True
bOverride_DOF_FocusType True
bOverride_DOF_InterpolationDuration True
bOverride_DOF_MaxFarBlurAmount True
bOverride_DOF_MaxNearBlurAmount True
bOverride_DOF_ModulateBlurColor True
bOverride_EnableBloom True
bOverride_EnableDOF True
bOverride_EnableMotionBlur True
bOverride_EnableSceneEffect True
bOverride_MotionBlur_Amount True
bOverride_MotionBlur_CameraRotationThreshold True
bOverride_MotionBlur_CameraTranslationThreshold True
bOverride_MotionBlur_FullMotionBlur True
bOverride_MotionBlur_InterpolationDuration True
bOverride_MotionBlur_MaxVelocity True
bOverride_OverrideRimShaderColor True
bOverride_RimShader_Color True
bOverride_RimShader_InterpolationDuration True
bOverride_Scene_Desaturation True
bOverride_Scene_HighLights True
bOverride_Scene_InterpolationDuration True
bOverride_Scene_MidTones True
bOverride_Scene_Shadows True
DOF_BlurBloomKernelSize 16.0
DOF_BlurKernelSize 12.0
DOF_FalloffExponent 4.0
DOF_FocusInnerRadius 2000.0
DOF_InterpolationDuration 1.0
DOF_MaxFarBlurAmount 1.0
DOF_ModulateBlurColor
Member Value
A 255
B 255
G 255
R 255
MotionBlur_Amount 0.5
MotionBlur_CameraRotationThreshold 45.0
MotionBlur_CameraTranslationThreshold 10000.0
MotionBlur_FullMotionBlur True
MotionBlur_InterpolationDuration 1.0
MotionBlur_MaxVelocity 1.0
RimShader_Color
Member Value
A 1.0
B 0.827726
G 0.585973
R 0.47044
RimShader_InterpolationDuration 1.0
Scene_HighLights
Member Value
X 1.0
Y 1.0
Z 1.0
Scene_InterpolationDuration 1.0
Scene_MidTones
Member Value
X 1.0
Y 1.0
Z 1.0

DefaultReverbSettings

Type: ReverbVolume.ReverbSettings

Modifiers: config

Default reverb settings used by reverb volumes.

Default value:

Member Value
bApplyReverb True
FadeTime 2.0
Volume 0.5

GameTypeForPIE

Type: class<GameInfo>

Modifiers: editoronly

This is the gametype that should be used when starting the map in PIE.

GameTypesSupportedOnThisMap

Type: array<class<GameInfo> >

This is the list of GameTypes which this map can support. This is used for SeekFree loading code so the map has a reference to the game type it will be played with so it can cook all of the specific assets

GlobalGravityZ

Type: float

optional level specific gravity override set by level designer

MyMapInfo

Type: MapInfo

Modifiers: protected, instanced

game specific map information - access through GetMapInfo()/SetMapInfo()

PackedLightAndShadowMapTextureSize

Type: int

Maximum size of textures for packed light and shadow maps

Default value: 1024

SquintModeKernelSize

Type: float

Modifiers: config

Squint mode kernel size (same as DOF).

Default value: 128.0

StallZ

Type: float

vehicles stall if they reach this

Default value: 1000000.0

StreamingLevels

Type: array<LevelStreaming>

Modifiers: const, editconst, editinline

Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units

Title

Type: string

Modifiers: localized

title of the map displayed in the UI

Internal variables

See WorldInfo internal variables.

Default values

Property Value
bAlwaysRelevant True
bBlockActors True
bHiddenEd True
bMovable False
bWorldGeometry True
RemoteRole ROLE_SimulatedProxy

Enums

EConsoleType

CONSOLE_Any 
CONSOLE_Xbox360 
CONSOLE_PS3 

ENetMode

NM_Standalone 
Standalone game.
NM_DedicatedServer 
Dedicated server, no local client.
NM_ListenServer 
Listen server.
NM_Client 
Client only, no local server.

Structs

See WorldInfo structs.

Functions

Static native functions

GetWorldInfo

native final static function WorldInfo GetWorldInfo ()

Returns:

Allows non-actor derived classes to get access to the world info easily

IsConsoleBuild

native simulated static final function bool IsConsoleBuild (optional EConsoleType ConsoleType) const

Returns whether we are running on a console platform or on the PC.

Parameters:

  • ConsoleType - if specified, only returns true if we're running on the specified platform

Returns:

TRUE if we're on a console, FALSE if we're running on a PC

IsDemoBuild

native simulated static final function bool IsDemoBuild () const


IsMenuLevel

static native noexport final function bool IsMenuLevel (optional string MapName)

Determines whether a map is the default local map.

Parameters:

  • MapName - if specified, checks whether MapName is the default local map; otherwise, checks the currently loaded map.

Returns:

TRUE if the map is the default local (or front-end) map.

IsPlayInEditor

native simulated static final function bool IsPlayInEditor () const

Returns whether script is executing within the editor.

Iterator functions

AllControllers

native final iterator function AllControllers (class<ControllerBaseClass, out Controller C)

returns all Controllers in the ControllerList that are of the specified class or a subclass

Parameters:

  • BaseClass - the base class of Controller to return
  • out - C the returned Controller for each iteration

Note: this function is only useful on the server; if you need the local player on a client, use Actor::LocalPlayerControllers()

AllNavigationPoints

native final iterator function AllNavigationPoints (class<NavigationPointBaseClass, out NavigationPoint N)


AllPawns

native final iterator function AllPawns (class<PawnBaseClass, out Pawn P, optional Object.Vector TestLocation, optional float TestRadius)

returns all Pawns in the PawnList that are of the specified class or a subclass

Parameters:

  • BaseClass - the base class of Pawn to return
  • out - P the returned Pawn for each iteration
  • optional - TestRadius is the radius checked against using TestLocation, skipping any pawns not within that value

Note: useful on both client and server; pawns are added/removed from pawnlist in PostBeginPlay (on clients, only relevant pawns will be available)

RadiusNavigationPoints

native final iterator function RadiusNavigationPoints (class<NavigationPointBaseClass, out NavigationPoint N, Object.Vector Point, float Radius)

returns all NavigationPoints whose cylinder intersects with a sphere of the specified radius at the specified point this function uses the navigation octree and is therefore fast for reasonably small radii

Parameters:

  • BaseClass - the base class of NavigationPoint to return
  • out - N the returned NavigationPoint for each iteration
  • Radius - the radius to search in

Note: this function cannot be used during level startup because the navigation octree is populated in C++ ANavigationPoint::PreBeginPlay()

Native functions

See WorldInfo native functions.

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset

event Reset ()

Overrides: Actor.Reset

Reset actor to initial state - used when restarting level without reloading.

ServerTravel

simulated event ServerTravel (string URL, optional bool bAbsolute, optional bool bShouldSkipGameNotify)

Jumps the server to new level. If bAbsolute is true and we are using seemless traveling, we will do an absolute travel (URL will be flushed).

Parameters:

  • URL - the URL that we are traveling to
  • bAbsolute - whether we are using relative or absolute travel
  • bShouldSkipGameNotify - whether to notify the clients/game or not

Other instance functions

GetGameClass

simulated function class<GameInfoGetGameClass ()


ThisIsNeverExecuted

function ThisIsNeverExecuted (DefaultPhysicsVolume P)