My program doesn't have bugs. It just develops random features.

UE3:WorldInfo internal variables (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Info >> ZoneInfo >> WorldInfo (internal variables)

Contents

WorldInfo internal variables in other games:
UT3
Other member categories for this class:
native functions, structs

Internal variables[edit]

AudioTimeSeconds[edit]

Type: float

Time in seconds since level began play, but IS paused when the game is paused, and is NOT dilated/clamped.

bAggressiveLOD[edit]

Type: bool

Modifiers: transient

frame rate is well below DesiredFrameRate, so make LOD more aggressive

bBegunPlay[edit]

Type: bool

Whether gameplay has begun.

bDropDetail[edit]

Type: bool

Modifiers: transient

frame rate is below DesiredFrameRate, so drop high detail actors

bHasPathNodes[edit]

Type: bool


bHighPriorityLoading[edit]

Type: bool

when this flag is set, more time is allocated to background loading (replicated)

bHighPriorityLoadingLocal[edit]

Type: bool

copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations

bIsMenuLevel[edit]

Type: bool

Modifiers: transient, const

That map is default map or not *

bMapHasDLEsOutsideOfImportanceVolume[edit]

Type: bool

This is a bool on the world which is set when it is detected that a DLE is outside of any of the importance volumes used for lighting. This is then checked in CheckMap.

bMapHasMultipleDominantLightsAffectingOnePrimitive[edit]

Type: bool

Set to true when one or primitives are affected by multiple dominant lights.

bMapHasPathingErrors[edit]

Type: bool

This is a bool on the level which is set when the AI detects that paths are either not set up correctly or need to be rebuilt. If set the HUD will display a warning message on the screen.

bMapNeedsLightingFullyRebuilt[edit]

Type: bool

This is a bool on the level which is set when a light that needs to have lighting rebuilt is moved. This is then checked in CheckMap for errors to let you know that this level should have lighting rebuilt.

bPathsRebuilt[edit]

Type: bool

True if path network is valid

bPlayersOnly[edit]

Type: bool

Only update players.

bPlayersOnlyPending[edit]

Type: bool

Only update players. Next frame will set bPlayersOnly

bRequestedBlockOnAsyncLoading[edit]

Type: bool

Whether it was requested that the engine bring up a loading screen and block on async loading.

BSPVertex[edit]

Type: Texture2D


Default value: Texture2D'EditorResources.BSPVertex'

bStartup[edit]

Type: bool

Starting gameplay.

bUseConsoleInput[edit]

Type: bool

Modifiers: transient

Bool that indicates that 'console' input is desired. This flag is mis named as it is used for a lot of gameplay related things (e.g. increasing collision size, changing vehicle turning behavior, modifying put down/up weapon speed, bot behavior)

currently set when you are running a console build (implicitly or explicitly via ?param on the commandline)

ClientDestroyedActorContent[edit]

Type: array<Object>

Modifiers: const, editconst

list of objects referenced by Actors that will be destroyed by the client on load (because they have bStatic and bNoDelete == false) this is so that they will persist in memory on the client in case the server needs to replicate them (generated at editor time so that server and client memory usage is more consistent)

CommittedPersistentLevelName[edit]

Type: name

Modifiers: const, transient


ComputerName[edit]

Type: string

Machine's name according to the OS.

ControllerList[edit]

Type: Controller

Modifiers: const, private


CoverList[edit]

Type: CoverLink

Modifiers: transient, const


CurrentMusicTrack[edit]

Type: MusicTrackDataStructures.MusicTrackStruct

Modifiers: transient

Param information for the currently playing MusicComp

DecalManagerClassPath[edit]

Type: string

Modifiers: globalconfig

decal pool and lifetime manager

Default value: "UTGame.UTDecalManager"

DefaultGravityZ[edit]

Type: float

Modifiers: const, globalconfig

default gravity (game specific) - set in defaultgame.ini

Default value: -520.0

DefaultTexture[edit]

Type: Texture2D


Default value: Texture2D'EngineResources.DefaultTexture'

DeferredExecs[edit]

Type: array<string>

This is the array of string which will be called after a tick has occurred. This allows functions which GC and/or delete objects to be executed from .uc land!

DeltaSeconds[edit]

Type: float

Modifiers: transient, const

Frame delta time in seconds adjusted by e.g. time dilation.

DemoPlayTimeDilation[edit]

Type: float

additional TimeDilation applied only during demo playback

Default value: 1.0

DestructibleVertical[edit]

Type: PhysicsLODVerticalDestructible


Default value: PhysicsLODVerticalDestructible'Engine.Default__WorldInfo:PhysicsLODVerticalDestructible0'

EmitterPoolClassPath[edit]

Type: string

Modifiers: globalconfig

particle emitter pool for gameplay effects that are spawned independent of their owning Actor

Default value: "UTGame.UTEmitterPool"

EmitterVertical[edit]

Type: PhysicsLODVerticalEmitter

Verticals

Default value: PhysicsLODVerticalEmitter'Engine.Default__WorldInfo:PhysicsLODVerticalEmitter0'

EngineVersion[edit]

Type: string

Engine version.

EnvironmentVolumes[edit]

Type: array<EnvironmentVolume>

Modifiers: const, noimport, transient

An array of environment volumes

FracturedMeshWeaponDamage[edit]

Type: float

Modifiers: config

How much damage weapons do to fractured static meshes.

Default value: 5.0

FractureManagerClassPath[edit]

Type: string

Modifiers: globalconfig

fractured mesh manager

Default value: "Engine.FractureManager"

Game[edit]

Type: GameInfo


GRI[edit]

Type: GameReplicationInfo

Modifiers: transient


HighestPriorityPostProcessVolume[edit]

Type: PostProcessVolume

Modifiers: const, noimport, transient

Linked list of post processing volumes, sorted in descending order of priority.

HighestPriorityReverbVolume[edit]

Type: ReverbVolume

Modifiers: const, noimport, transient

Linked list of reverb volumes, sorted in descending order of priority.

LargeVertex[edit]

Type: Texture2D


Default value: Texture2D'EditorResources.LargeVertex'

LastTimeUnbuiltLightingWasEncountered[edit]

Type: Object.double

Modifiers: transient

Time in appSeconds unbuilt time was last encountered. 0 means not yet.

LMLevelSettings[edit]

Type: LightmassLevelSettings

Modifiers: deprecated, editoronly, instanced

The Lightmass-related settings for this level

MaxPhysicsSubsteps[edit]

Type: int

Modifiers: config

The maximum number of substeps allowed in any physics scene/partition.

Default value: 5

MinNetVersion[edit]

Type: string

Min engine version that is net compatible.

MoveRepSize[edit]

Type: float


Default value: 42.0

MusicComp[edit]

Type: AudioComponent

Modifiers: transient

Audio component used for playing music tracks via SeqAct_PlayMusicTrack

MyDecalManager[edit]

Type: DecalManager

Modifiers: transient


MyEmitterPool[edit]

Type: EmitterPool

Modifiers: transient


MyFractureManager[edit]

Type: FractureManager

Modifiers: transient


MyParticleEventManager[edit]

Type: ParticleEventManager

Modifiers: transient


NavigationPointList[edit]

Type: NavigationPoint

Modifiers: transient, const, private


NavMeshPathConstraintCache[edit]

Type: Map{UClass*, FNavMeshPathConstraintCacheDatum}

Modifiers: native


NavMeshPathGoalEvaluatorCache[edit]

Type: Map{UClass*, FNavMeshPathGoalEvaluatorCacheDatum}

Modifiers: native


NetMode[edit]

Type: ENetMode


NextSwitchCountdown[edit]

Type: float


NextTravelType[edit]

Type: Actor.ETravelType

The type of travel to perform next when doing a server travel

Default value: TRAVEL_Relative

NextURL[edit]

Type: string


NumFacturedChunksSpawnedThisFrame[edit]

Type: int

Modifiers: transient

Number of chunks already spawned this frame *

ParticleEventManagerClassPath[edit]

Type: string

Modifiers: globalconfig

Particle event manager *

PauseDelay[edit]

Type: float

Modifiers: transient

time at which to start pause

Pauser[edit]

Type: PlayerReplicationInfo

If paused, name of person pausing the game.

PawnList[edit]

Type: Pawn

Modifiers: const


PortalVolumes[edit]

Type: array<PortalVolume>

Modifiers: const, noimport, transient

A array of portal volumes

PreparingLevelNames[edit]

Type: array<name>

Modifiers: const, transient

array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients)

PriorityScreenMessages[edit]

Type: array<ScreenMessageString>

Modifiers: transient, native

A collection of messages to display on-screen.

ProjectileList[edit]

Type: Projectile

Modifiers: transient

Singly linked list of all projectiles in the world (limited to relevant actors on clients)

PylonList[edit]

Type: Pylon

Modifiers: transient, const, private


RBPhysicsGravityScaling[edit]

Type: float

Modifiers: globalconfig

used to scale gravity for rigid body physics

Default value: 2.0

RealTimeSeconds[edit]

Type: float

Time in seconds since level began play, but is NOT paused when the game is paused, and is NOT dilated/clamped.

RealTimeToUnPause[edit]

Type: float

Modifiers: transient

If non-zero, when RealTimeSeconds reaches this, unpause the game.

ReplicatedMusicTrack[edit]

Type: MusicTrackDataStructures.MusicTrackStruct

Modifiers: transient, repnotify

Version of a new music track request replicated to clients

ReplicationViewers[edit]

Type: array<NetViewer>

Modifiers: const

valid only during replication - information about the player(s) being replicated to (there could be more than one in the case of a splitscreen client)

ScreenMessages[edit]

Type: Object.Map_Mirror{TMap<INT, FScreenMessageString>}

Modifiers: transient, native

A collection of messages to display on-screen.

SelectedGroups[edit]

Type: string

Modifiers: transient

A list of selected groups in the group browser (only used in editor)

TimeDilation[edit]

Type: float

Normally 1 - scales real time passage.

Default value: 1.0

TimeSeconds[edit]

Type: float

Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.

VisibleGroups[edit]

Type: string

List of the group names which were checked when the level was last saved

Default value: "None"

WhiteSquareTexture[edit]

Type: Texture2D


Default value: Texture2D'EngineResources.WhiteSquareTexture'

WireframeTexture[edit]

Type: Texture2D


WorldGravityZ[edit]

Type: float

Modifiers: transient

current gravity actually being used