I love the smell of UnrealEd crashing in the morning. – tarquin
UE2:LevelInfo internal variables (UT2003)
Contents
- 1 Internal variables
- 1.1 bAggressiveLOD
- 1.2 bBegunPlay
- 1.3 bCapFramerate
- 1.4 bClassicView
- 1.5 bDropDetail
- 1.6 bHasPathNodes
- 1.7 bLevelChange
- 1.8 bLowSoundDetail
- 1.9 bNeverPrecache
- 1.10 bNextItems
- 1.11 bPathsRebuilt
- 1.12 bPlayersOnly
- 1.13 bShouldPreload
- 1.14 bStartup
- 1.15 ComputerName
- 1.16 ControllerList
- 1.17 Day
- 1.18 DayOfWeek
- 1.19 DecalStayScale
- 1.20 DefaultGravity
- 1.21 DefaultTexture
- 1.22 DetailMode
- 1.23 EngineVersion
- 1.24 Game
- 1.25 GRI
- 1.26 Hour
- 1.27 HubStackLevel
- 1.28 LargeVertex
- 1.29 LastTaunt
- 1.30 LevelAction
- 1.31 LocalPlayerController
- 1.32 Millisecond
- 1.33 MinNetVersion
- 1.34 Minute
- 1.35 Month
- 1.36 MoveRepSize
- 1.37 NavigationPointList
- 1.38 NetMode
- 1.39 NextSwitchCountdown
- 1.40 NextURL
- 1.41 ObjectPool
- 1.42 PauseDelay
- 1.43 Pauser
- 1.44 PrecacheMaterials
- 1.45 PrecacheStaticMeshes
- 1.46 ReplicationViewer
- 1.47 ReplicationViewTarget
- 1.48 Second
- 1.49 Summary
- 1.50 TimeSeconds
- 1.51 VisibleGroups
- 1.52 WhiteSquareTexture
- 1.53 WireframeTexture
- 1.54 Year
- LevelInfo internal variables in other games:
- U2, U2XMP, UE2Runtime, UT2004
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Internal variables
bAggressiveLOD
Type: bool
frame rate is well below DesiredFrameRate, so make LOD more aggressive
bBegunPlay
Type: bool
Whether gameplay has begun.
bCapFramerate
Type: bool
Modifiers: globalconfig
frame rate capped in net play if true (else limit number of servermove updates)
Default value: True
bClassicView
Type: bool
bDropDetail
Type: bool
frame rate is below DesiredFrameRate, so drop high detail actors
bHasPathNodes
Type: bool
bLevelChange
Type: bool
bLowSoundDetail
Type: bool
Modifiers: config
bNeverPrecache
Type: bool
Modifiers: config
bNextItems
Type: bool
bPathsRebuilt
Type: bool
True if path network is valid
bPlayersOnly
Type: bool
Only update players.
bShouldPreload
Type: bool
Modifiers: globalconfig
if true, preload all skins (only set true if > 512 MB of system memory)
bStartup
Type: bool
Starting gameplay.
ComputerName
Type: string
Machine's name according to the OS.
ControllerList
Type: Controller
Modifiers: const
Day
Type: int
Modifiers: transient
Day of month.
DayOfWeek
Type: int
Modifiers: transient
Day of week.
DecalStayScale
Type: float
Modifiers: config
0 to 2 - affects decal stay time
Default value: 1.0
DefaultGravity
Type: float
Default value: -950.0
DefaultTexture
Type: Texture
Default value: DefaultTexture
DetailMode
Type: Actor.EDetailMode
Modifiers: const
Client detail mode.
Default value: DM_SuperHigh
EngineVersion
Type: string
Engine version.
Game
Type: GameInfo
GRI
Type: GameReplicationInfo
Modifiers: transient
Hour
Type: int
Modifiers: transient
Hour.
HubStackLevel
Type: int
LargeVertex
Type: Texture
Default value: LargeVertex
LastTaunt
Type: int
Array size: 2
'Global' last taunts used.
LevelAction
Type: ELevelAction
Modifiers: transient
LocalPlayerController
Type: PlayerController
Modifiers: private
Millisecond
Type: int
Modifiers: transient
Millisecond.
MinNetVersion
Type: string
Minute
Type: int
Modifiers: transient
Minute.
Month
Type: int
Modifiers: transient
Month.
MoveRepSize
Type: float
Default value: 64.0
Type: NavigationPoint
Modifiers: const
NetMode
Type: ENetMode
NextSwitchCountdown
Type: float
NextURL
Type: string
ObjectPool
Type: ObjectPool
Modifiers: transient
PauseDelay
Type: float
Pauser
Type: PlayerReplicationInfo
If paused, name of person pausing the game.
PrecacheMaterials
Modifiers: transient
PrecacheStaticMeshes
Type: array<StaticMesh>
Modifiers: transient
ReplicationViewer
Type: PlayerController
Modifiers: const
ReplicationViewTarget
Type: Actor
Modifiers: const
Second
Type: int
Modifiers: transient
Second.
Summary
Type: LevelSummary
TimeSeconds
Type: float
Time in seconds since level began play.
VisibleGroups
Type: string
Default value: "None"
WhiteSquareTexture
Type: Texture
Default value: WhiteSquareTexture
WireframeTexture
Type: Texture
Default value: WireframeTexture
Year
Type: int
Modifiers: transient
Year.