UE2:LevelInfo internal variables (UT2004): Difference between revisions

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==Internal variables==
==Date/Time==
====Year====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Current year.
 
====Month====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Current month of the year. (1 = January, ..., 12 = December)
 
====Day====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Current day of the month. (1 to 31)
 
====DayOfWeek====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Current day of week. (0 = Sunday, 1 = Monday, ..., 6 = Saturday)
 
====Hour====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Current hour. (0 to 23)
 
====Minute====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Current minute. (0 to 59)
 
====Second====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Current second of the minute. (0 to 59)
 
====Millisecond====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Current millisecond. (0 to 999)
 
====TimeDilation====
'''Type:''' [[float]]
 
Game time scaling in relation to real time.
 
'''Default value:''' 1.1
 
====TimeSeconds====
'''Type:''' [[float]]
 
Time (in game seconds) passed since the level was loaded.
 
==Other variables==
====AnimMeshGlobalLOD====
====AnimMeshGlobalLOD====
'''Type:''' [[float]]
'''Type:''' [[float]]
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


frame rate is well below DesiredFrameRate, so make LOD more aggressive
If <code>True</code>, the frame rate is more than 10 FPS below the DesiredFrameRate, so effect complexity should be reduced more aggressively. (Also see {{tl|bDropDetail}}.)


====bBegunPlay====
====bBegunPlay====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


Whether gameplay has begun.
Whether [[UnrealScript]] code execution has begun. (See [[What happens at map startup#General preparations]] for details.)


====bClassicView====
====bClassicView====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


FOV at least 90, eyeheight up, small weapons OBSOLETE
''Unused.''


====bDesireSkinPreload====
====bDesireSkinPreload====
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'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


user set property
Whether all player skins should be precached.


====bDropDetail====
====bDropDetail====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


frame rate is below DesiredFrameRate, so drop high detail actors
Whether the frame rate is below DesiredFrameRate. Effects should reduce complexity or not spawn at all to prevent further slowdowns. (Also see {{tl|bAggressiveLOD}}.)


====bFreezeKarma====
====bFreezeKarma====
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
Set by the path building logic if the level contains at least one {{cl|PathNode}}. The editor won't report pathing-related errors if this isn't set.


====bIsSaveGame====
====bIsSaveGame====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


true while save game is being loaded (GameInfo bIsSaveGame stays true through entire game)
Set to <code>True</code> when the game is saved, reset to <code>False</code> after a saved game was loaded.


====bKickLiveIdlers====
====bKickLiveIdlers====
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'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


if true, even playercontrollers with pawns can be kicked for idling
If false, only dead players are considered for idle kicking.


====bLevelChange====
====bLevelChange====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
Set to <code>True</code> when the a new map is about to be loaded.


====bLowSoundDetail====
====bLowSoundDetail====
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'''[[Variables#Modifiers|Modifiers]]:''' config
'''[[Variables#Modifiers|Modifiers]]:''' config


<!-- enter variable description -->
Whether all voice packs should be overridden with the [[liandri:Juggernaut|Juggernaut]] voices.


====bNeverPrecache====
====bNeverPrecache====
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'''[[Variables#Modifiers|Modifiers]]:''' config
'''[[Variables#Modifiers|Modifiers]]:''' config


<!-- enter variable description -->
''Unused.''


====bNextItems====
====bNextItems====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
Set at map change to indicate that items should travel to the new level. Note that the stock game types delete items received from the previous level by default.


====bPathsRebuilt====
====bPathsRebuilt====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


True if path network is valid
Set to <code>True</code> by the editor after paths have been built. Reset to <code>False</code> whenever a {{cl|NavigationPoint}} is added, moved or deleted, geometry is rebuilt or path-colliding actors or pickups are deleted.


====bPlayersOnly====
====bPlayersOnly====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


Only update players.
Restricts updates to {{cl|PlayerController}}s and their owned {{cl|Pawn}}. Any other actors, including non-Pawn actors owned by PlayerControllers or their Pawns will not be updated if this is set.


====bShouldPreload====
====bShouldPreload====
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'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


if true, preload all skins (initially set true if > 512 MB of system memory)
Whether all player skins should be precached. Defaults to <code>True</code> after detecting initial system configuration if the system has more than 600MB RAM.


====bSkinsPreloaded====
====bSkinsPreloaded====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


set after skins are preloaded
Set after skins are preloaded.


====bStartup====
====bStartup====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


Starting gameplay.
Set to <code>True</code> during the events described on [[What happens at map startup]] and to <code>False</code> afterwards.


====ComputerName====
====ComputerName====
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
The list of Controllers currently in the game. Controllers are added via {{tl|AddController|Controller}}() when they are spawned and removed via {{tl|RemoveController|Controller}}() when they are destroyed. This list is not maintained on clients in network games because only the client players's own PlayerController exists there. You can use {{tl|GetLocalPlayerController}}() to access it.
 
====Day====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Day of month.
 
====DayOfWeek====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Day of week.


====DecalStayScale====
====DecalStayScale====
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'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
Z component of the {{cl|DefaultPhysicsVolume}}'s Gravity property. X and Y components will be zero.


'''Default value:''' -950.0
'''Default value:''' -950.0
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'''Type:''' [[string]]
'''Type:''' [[string]]


Engine version.
The current engine version this client/server is running on.


====Game====
====Game====
'''Type:''' {{cl|GameInfo}}
'''Type:''' {{cl|GameInfo}}


<!-- enter variable description -->
A reference to the current used {{cl|GameInfo}} instance.
'''Note:''' This is only set on the serverside because the GameInfo doesn't exist on clients.


====GRI====
====GRI====
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'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' transient


<!-- enter variable description -->
A reference to the current GameReplicationInfo instance. Available on server and clients as soon as the GRI was spawned or replicated.
 
====Hour====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Hour.


====HubStackLevel====
====HubStackLevel====
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'''[[Variables#Modifiers|Modifiers]]:''' private
'''[[Variables#Modifiers|Modifiers]]:''' private


<!-- enter variable description -->
Cached reference to the local PlayerController.


====MaxClientFrameRate====
====MaxClientFrameRate====
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'''Default value:''' 1.0
'''Default value:''' 1.0
====Millisecond====
'''Type:''' [[int]]
'''[[Variables#Modifiers|Modifiers]]:''' transient
Millisecond.


====MinNetVersion====
====MinNetVersion====
'''Type:''' [[string]]
'''Type:''' [[string]]


<!-- enter variable description -->
Minimum required remote engine version for network play.


====MinTimeMargin====
====MinTimeMargin====
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'''Default value:''' -1.0
'''Default value:''' -1.0
====Minute====
'''Type:''' [[int]]
'''[[Variables#Modifiers|Modifiers]]:''' transient
Minute.
====Month====
'''Type:''' [[int]]
'''[[Variables#Modifiers|Modifiers]]:''' transient
Month.


====MoveRepSize====
====MoveRepSize====
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
[[Linked list]] of all NavigationPoints for which paths have been built. The list will be empty if paths have never been built in [[UnrealEd]]. NavigationPoints added after the last path rebuild are not in this list.


====NetMode====
====NetMode====
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
The player currently replicating to. (Only valid in [[replication condition]]s.)


====ReplicationViewTarget====
====ReplicationViewTarget====
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
{{tl|ViewTarget||PlayerController internal variables}} of the player currently replicating to. (Only valid in [[replication condition]]s.)
 
====Second====
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' transient
 
Second.


====Summary====
====Summary====
'''Type:''' {{cl|LevelSummary}}
'''Type:''' {{cl|LevelSummary}}


<!-- enter variable description -->
Mirrors the level summary properties. This is created automatically when the map is saved in the editor.
 
====TimeDilation====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 1.1


====TimeMarginSlack====
====TimeMarginSlack====
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'''Default value:''' 1.35
'''Default value:''' 1.35
====TimeSeconds====
'''Type:''' [[float]]
Time in seconds since level began play.


====VisibleGroups====
====VisibleGroups====
'''Type:''' [[string]]
'''Type:''' [[string]]


<!-- enter variable description -->
Comma-separated list of visible actor groups.


'''Default value:''' "None"
'''Default value:''' "None"
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'''Default value:''' WhiteSquareTexture
'''Default value:''' WhiteSquareTexture
====Year====
'''Type:''' [[int]]
'''[[Variables#Modifiers|Modifiers]]:''' transient
Year.

Latest revision as of 08:44, 30 August 2010

UT2004 Object >> Actor >> Info >> ZoneInfo >> LevelInfo (internal variables)
LevelInfo internal variables in other games:

Date/Time

Year

Type: int

Modifiers: transient

Current year.

Month

Type: int

Modifiers: transient

Current month of the year. (1 = January, ..., 12 = December)

Day

Type: int

Modifiers: transient

Current day of the month. (1 to 31)

DayOfWeek

Type: int

Modifiers: transient

Current day of week. (0 = Sunday, 1 = Monday, ..., 6 = Saturday)

Hour

Type: int

Modifiers: transient

Current hour. (0 to 23)

Minute

Type: int

Modifiers: transient

Current minute. (0 to 59)

Second

Type: int

Modifiers: transient

Current second of the minute. (0 to 59)

Millisecond

Type: int

Modifiers: transient

Current millisecond. (0 to 999)

TimeDilation

Type: float

Game time scaling in relation to real time.

Default value: 1.1

TimeSeconds

Type: float

Time (in game seconds) passed since the level was loaded.

Other variables

AnimMeshGlobalLOD

Type: float


Default value: 1.0

bAggressiveLOD

Type: bool

If True, the frame rate is more than 10 FPS below the DesiredFrameRate, so effect complexity should be reduced more aggressively. (Also see bDropDetail.)

bBegunPlay

Type: bool

Whether UnrealScript code execution has begun. (See What happens at map startup#General preparations for details.)

bClassicView

Type: bool

Unused.

bDesireSkinPreload

Type: bool

Modifiers: globalconfig

Whether all player skins should be precached.

bDropDetail

Type: bool

Whether the frame rate is below DesiredFrameRate. Effects should reduce complexity or not spawn at all to prevent further slowdowns. (Also see bAggressiveLOD.)

bFreezeKarma

Type: bool

Stop all Karma physics from being evolved.

bHasPathNodes

Type: bool

Set by the path building logic if the level contains at least one PathNode. The editor won't report pathing-related errors if this isn't set.

bIsSaveGame

Type: bool

Set to True when the game is saved, reset to False after a saved game was loaded.

bKickLiveIdlers

Type: bool

Modifiers: globalconfig

If false, only dead players are considered for idle kicking.

bLevelChange

Type: bool

Set to True when the a new map is about to be loaded.

bLowSoundDetail

Type: bool

Modifiers: config

Whether all voice packs should be overridden with the Juggernaut voices.

bNeverPrecache

Type: bool

Modifiers: config

Unused.

bNextItems

Type: bool

Set at map change to indicate that items should travel to the new level. Note that the stock game types delete items received from the previous level by default.

bPathsRebuilt

Type: bool

Set to True by the editor after paths have been built. Reset to False whenever a NavigationPoint is added, moved or deleted, geometry is rebuilt or path-colliding actors or pickups are deleted.

bPlayersOnly

Type: bool

Restricts updates to PlayerControllers and their owned Pawn. Any other actors, including non-Pawn actors owned by PlayerControllers or their Pawns will not be updated if this is set.

bShouldPreload

Type: bool

Modifiers: globalconfig

Whether all player skins should be precached. Defaults to True after detecting initial system configuration if the system has more than 600MB RAM.

bSkinsPreloaded

Type: bool

Set after skins are preloaded.

bStartup

Type: bool

Set to True during the events described on What happens at map startup and to False afterwards.

ComputerName

Type: string

Machine's name according to the OS.

ControllerList

Type: Controller

Modifiers: const

The list of Controllers currently in the game. Controllers are added via Controller.AddController() when they are spawned and removed via Controller.RemoveController() when they are destroyed. This list is not maintained on clients in network games because only the client players's own PlayerController exists there. You can use GetLocalPlayerController() to access it.

DecalStayScale

Type: float

Modifiers: config

affects decal stay time

Default value: 1.0

DefaultGravity

Type: float

Z component of the DefaultPhysicsVolume's Gravity property. X and Y components will be zero.

Default value: -950.0

DefaultTexture

Type: Texture


Default value: DefaultTexture

DetailMode

Type: Object.EDetailMode

Modifiers: const

Client detail mode.

Default value: DM_SuperHigh

EngineVersion

Type: string

The current engine version this client/server is running on.

Game

Type: GameInfo

A reference to the current used GameInfo instance. Note: This is only set on the serverside because the GameInfo doesn't exist on clients.

GRI

Type: GameReplicationInfo

Modifiers: transient

A reference to the current GameReplicationInfo instance. Available on server and clients as soon as the GRI was spawned or replicated.

HubStackLevel

Type: int


LargeVertex

Type: Texture


Default value: LargeVertex

LastTaunt

Type: int

Array size: 2

'Global' last taunts used.

LastVehicleCheck

Type: float


LevelAction

Type: ELevelAction

Modifiers: transient


LocalPlayerController

Type: PlayerController

Modifiers: private

Cached reference to the local PlayerController.

MaxClientFrameRate

Type: float

Modifiers: globalconfig


Default value: 90.0

MaxTimeMargin

Type: float

Modifiers: globalconfig


Default value: 1.0

MinNetVersion

Type: string

Minimum required remote engine version for network play.

MinTimeMargin

Type: float

Modifiers: globalconfig


Default value: -1.0

MoveRepSize

Type: float


Default value: 42.0

NavigationPointList

Type: NavigationPoint

Modifiers: const

Linked list of all NavigationPoints for which paths have been built. The list will be empty if paths have never been built in UnrealEd. NavigationPoints added after the last path rebuild are not in this list.

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

Type: array<Material>

Modifiers: transient


PrecacheStaticMeshes

Type: array<StaticMesh>

Modifiers: transient


ReplicationViewer

Type: PlayerController

Modifiers: const

The player currently replicating to. (Only valid in replication conditions.)

ReplicationViewTarget

Type: Actor

Modifiers: const

ViewTarget of the player currently replicating to. (Only valid in replication conditions.)

Summary

Type: LevelSummary

Mirrors the level summary properties. This is created automatically when the map is saved in the editor.

TimeMarginSlack

Type: float

Modifiers: globalconfig


Default value: 1.35

VisibleGroups

Type: string

Comma-separated list of visible actor groups.

Default value: "None"

WhiteSquareTexture

Type: Texture


Default value: WhiteSquareTexture

WireframeTexture

Type: Texture


Default value: WhiteSquareTexture