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UE3:WorldInfo internal variables (UT3)

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UT3 Object >> Actor >> Info >> ZoneInfo >> WorldInfo (internal variables)

Contents

WorldInfo internal variables in other games:
UDK

[edit] Internal variables

[edit] AudioTimeSeconds

Type: float

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

[edit] bAggressiveLOD

Type: bool

Modifiers: transient

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

[edit] bBegunPlay

Type: bool

Whether gameplay has begun.

[edit] bDropDetail

Type: bool

Modifiers: transient

frame rate is below DesiredFrameRate, so drop high detail actors

[edit] bHasPathNodes

Type: bool


[edit] bHighPriorityLoading

Type: bool

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

[edit] bHighPriorityLoadingLocal

Type: bool

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

[edit] bMapHasPathingErrors

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.

[edit] bMapNeedsLightingFullyRebuilt

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.

[edit] bPathsRebuilt

Type: bool

True if path network is valid

[edit] bPlayersOnly

Type: bool

Only update players.

[edit] bRequestedBlockOnAsyncLoading

Type: bool

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

[edit] BSPVertex

Type: Texture2D


Default value: Texture2D'EngineResources.BSPVertex'

[edit] bStartup

Type: bool

Starting gameplay.

[edit] bUseConsoleInput

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)

[edit] bWithinDemoPlayback

Type: bool

Set during demo playback (WARNING: May not be reliable at the very start of demos, e.g. demo actors PostBeginPlay etc.)

[edit] CommittedLevelNames

Type: array<name>

Modifiers: const, transient


[edit] ComputerName

Type: string

Machine's name according to the OS.

[edit] ControllerList

Type: Controller

Modifiers: const, private


[edit] CoverList

Type: CoverLink

Modifiers: transient, const


[edit] DecalManagerClassPath

Type: string

Modifiers: globalconfig

decal pool and lifetime manager

Default value: "UTGame.UTDecalManager"

[edit] DefaultGravityZ

Type: float

Modifiers: const, globalconfig

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

Default value: -520.0

[edit] DefaultTexture

Type: Texture2D


Default value: Texture2D'EngineResources.DefaultTexture'

[edit] DeferredExecs

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!

[edit] DeltaSeconds

Type: float

Modifiers: transient, const

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

[edit] DemoPlayTimeDilation

Type: float

additional TimeDilation applied only during demo playback

Default value: 1.0

[edit] EmitterPoolClassPath

Type: string

Modifiers: globalconfig

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

Default value: "UTGame.UTEmitterPool"

[edit] EngineVersion

Type: string

Engine version.

[edit] Game

Type: GameInfo


[edit] GRI

Type: GameReplicationInfo

Modifiers: transient


[edit] HighestPriorityPostProcessVolume

Type: PostProcessVolume

Modifiers: const, noimport, transient

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

[edit] HighestPriorityReverbVolume

Type: ReverbVolume

Modifiers: const, noimport, transient

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

[edit] LargeVertex

Type: Texture2D


Default value: Texture2D'EngineResources.LargeVertex'

[edit] LastMusicAction

Type: SeqAct_CrossFadeMusicTracks

Kismet controlled music info (to inform newly joining clients)

[edit] LastMusicTrack

Type: MusicTrackDataStructures.MusicTrackStruct


Default value:

Member Value
Params
Member Value
FadeInTime 5.0
FadeInVolumeLevel 1.0
FadeOutTime 5.0

[edit] LastTravelErrorCode

Type: string


[edit] LastTravelErrorURL

Type: string


[edit] MinNetVersion

Type: string

Min engine version that is net compatible.

[edit] MoveRepSize

Type: float


Default value: 42.0

[edit] MyDecalManager

Type: DecalManager


[edit] MyEmitterPool

Type: EmitterPool


[edit] NavigationPointList

Type: NavigationPoint

Modifiers: transient, const, private


[edit] NetMode

Type: ENetMode


[edit] NextSwitchCountdown

Type: float


[edit] NextURL

Type: string


[edit] PauseDelay

Type: float

time at which to start pause

[edit] Pauser

Type: PlayerReplicationInfo

If paused, name of person pausing the game.

[edit] PawnList

Type: Pawn

Modifiers: const


[edit] PortalVolumes

Type: array<PortalVolume>

Modifiers: const, noimport, transient

A array of portal volumes

[edit] PreparingLevelNames

Type: array<name>

Modifiers: const, transient

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

[edit] RBPhysicsGravityScaling

Type: float

Modifiers: globalconfig

used to scale gravity for rigid body physics

Default value: 2.0

[edit] RealTimeSeconds

Type: float

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

[edit] RealTimeToUnPause

Type: float

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

[edit] ReplicationViewers

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)

[edit] SelectedGroups

Type: string

Modifiers: transient

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

[edit] TimeDilation

Type: float

Normally 1 - scales real time passage.

Default value: 1.0

[edit] TimeSeconds

Type: float

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

[edit] VisibleGroups

Type: string

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

Default value: "None"

[edit] WhiteSquareTexture

Type: Texture2D


Default value: Texture2D'EngineResources.WhiteSquareTexture'

[edit] WireframeTexture

Type: Texture2D


[edit] WorldGravityZ

Type: float

Modifiers: transient

current gravity actually being used