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UE2:GameInfo functions (UT2004)

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UT2004 Object >> Actor >> Info >> GameInfo (functions)

;Other member categories for this class::instance functions, properties

Functions[edit]

Static native functions[edit]

LoadMapList[edit]

native final static function LoadMapList (string MapPrefix, out array<stringMaps)


ParseKillMessage[edit]

static native function string ParseKillMessage (string KillerName, string VictimName, string DeathMessage)


Static events[edit]

AcceptPlayInfoProperty[edit]

static event bool AcceptPlayInfoProperty (string PropName)

Overrides: Info.AcceptPlayInfoProperty


GetDescriptionText[edit]

static event string GetDescriptionText (string PropName)

Overrides: Info.GetDescriptionText


Other static functions[edit]

AddServerDetail[edit]

static function AddServerDetail (out ServerResponseLine ServerState, string RuleName, coerce string RuleValue)


AdjustBotInterface[edit]

static function AdjustBotInterface (bool bSinglePlayer)


AllowMutator[edit]

static function bool AllowMutator (string MutatorClassName)


FillPlayInfo[edit]

static function FillPlayInfo (PlayInfo PlayInfo)

Overrides: Info.FillPlayInfo


FindTeamDesignation[edit]

static function string FindTeamDesignation (GameReplicationInfo GRI, Actor A)


GetAllLoadHints[edit]

static function array<stringGetAllLoadHints (optional bool bThisClassOnly)


GetBindWeight[edit]

static function int GetBindWeight (byte KeyNumber)


GetDisplayText[edit]

static function string GetDisplayText (string PropName)


GetKeyBindName[edit]

static function string GetKeyBindName (string Cmd, PlayerController Ref)


GetKeyValue[edit]

static function GetKeyValue (string Pair, out string Key, out string Value)


GetLoadingHint[edit]

static function string GetLoadingHint (PlayerController Ref, string MapName, Object.Color HintColor)


GetNextLoadHint[edit]

static function string GetNextLoadHint (string MapName)


GetRandomTeamSymbol[edit]

static function Texture GetRandomTeamSymbol (int base)


GrabOption[edit]

static function bool GrabOption (out string Options, out string Result)


HasOption[edit]

static function bool HasOption (string Options, string InKey)


IsVehicleMutator[edit]

static function bool IsVehicleMutator (string MutatorClassName)


MakeColorCode[edit]

static function string MakeColorCode (Object.Color NewColor)


NoBlood[edit]

static function bool NoBlood ()


OrderToIndex[edit]

static function int OrderToIndex (int Order)


ParseChatPercVar[edit]

static function string ParseChatPercVar (Mutator BaseMutator, Controller Who, string Cmd)


ParseLoadingHint[edit]

static function string ParseLoadingHint (string Hint, PlayerController Ref, Object.Color HintColor)


ParseMessageString[edit]

static function string ParseMessageString (Mutator BaseMutator, Controller Who, string Message)


ParseOption[edit]

static function string ParseOption (string Options, string InKey)


PrecacheGameAnnouncements[edit]

static function PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds)


PrecacheGameStaticMeshes[edit]

static function PrecacheGameStaticMeshes (LevelInfo myLevel)


PrecacheGameTextures[edit]

static function PrecacheGameTextures (LevelInfo myLevel)


UseLowGore[edit]

static function bool UseLowGore ()


Iterator functions[edit]

AllDataObjects[edit]

native final iterator function AllDataObjects (Class objClass, out Object obj, string packageName)


Exec functions[edit]

AdminSay[edit]

exec function AdminSay (string Msg)


KillBots[edit]

exec function KillBots (int num)


Native functions[edit]

CreateDataObject[edit]

native final function Object CreateDataObject (Class objClass, string objName, string packageName)

Creates a data object. The result of this function is automatically typecasted to the specified class. There is no check whether the specified object already exists. If it does, its properties will be reset to the class default values.

Objects created with this function do not get their Created() event called, that only happens when creating objects with the new operator.

DeleteDataObject[edit]

native final function bool DeleteDataObject (Class objClass, string objName, string packageName)

Destroys the specified data object.

DeletePackage[edit]

native final function bool DeletePackage (string packageName)

Deletes a data package.

GetNetworkNumber[edit]

native function string GetNetworkNumber ()


GetSavedGames[edit]

native final function Manifest GetSavedGames ()

Returns an object with a list of data package names. Originally the data package/object feature was only used to store single player ladder progress, hence the function name.

LoadDataObject[edit]

native final function Object LoadDataObject (Class objClass, string objName, string packageName)

Attempts to load an existing data object from an existing data package. The result of this function is automatically typecasted to the specified class.

LoadSRGrammar[edit]

native function LoadSRGrammar (string Grammar)


SavePackage[edit]

native final function bool SavePackage (string packageName)

Writes a data package to disk. Use this to make any changes via *DataObject() functions permanent.

Events[edit]

AcceptInventory[edit]

event AcceptInventory (Pawn PlayerPawn)


Broadcast[edit]

event Broadcast (Actor Sender, coerce string Msg, optional name Type)


BroadcastLocalized[edit]

event BroadcastLocalized (Actor Sender, class<LocalMessageMessage, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


DetailChange[edit]

event DetailChange ()


GameEnding[edit]

event GameEnding ()


GetBeaconText[edit]

event string GetBeaconText ()


InitGame[edit]

event InitGame (string Options, out string Error)


KickIdler[edit]

event KickIdler (PlayerController PC)


Login[edit]

event PlayerController Login (string Portal, string Options, out string Error)


NoTranslocatorKeyPressed[edit]

event NoTranslocatorKeyPressed (PlayerController PC)


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostLogin[edit]

event PostLogin (PlayerController NewPlayer)


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


PreLogin[edit]

event PreLogin (string Options, string Address, string PlayerID, out string Error, out string FailCode)


SceneAbort[edit]

event SceneAbort ()


SceneEnded[edit]

event SceneEnded (SceneManager SM, Actor Other)


SceneStarted[edit]

event SceneStarted (SceneManager SM, Actor Other)


SetGrammar[edit]

event SetGrammar ()


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

See GameInfo instance functions.