The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:WorldInfo internal variables (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- WorldInfo internal variables in other games:
- UDK
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[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
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
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 |
|
[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
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
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
