UE2:LevelInfo internal variables (UT2004): Difference between revisions
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== | ==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 | 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 | Whether [[UnrealScript]] code execution has begun. (See [[What happens at map startup#General preparations]] for details.) | ||
====bClassicView==== | ====bClassicView==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
''Unused.'' | |||
====bDesireSkinPreload==== | ====bDesireSkinPreload==== | ||
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'''[[Variables#Modifiers|Modifiers]]:''' globalconfig | '''[[Variables#Modifiers|Modifiers]]:''' globalconfig | ||
Whether all player skins should be precached. | |||
====bDropDetail==== | ====bDropDetail==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
frame rate is below DesiredFrameRate | 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]] | ||
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]] | ||
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 false, only dead players are considered for idle kicking. | |||
====bLevelChange==== | ====bLevelChange==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
< | 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 | ||
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 | ||
''Unused.'' | |||
====bNextItems==== | ====bNextItems==== | ||
'''Type:''' [[bool]] | '''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==== | ====bPathsRebuilt==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
True | 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]] | ||
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 | ||
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. | |||
====bStartup==== | ====bStartup==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
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 | ||
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. | |||
====DecalStayScale==== | ====DecalStayScale==== | ||
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'''Type:''' [[float]] | '''Type:''' [[float]] | ||
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]] | ||
The current engine version this client/server is running on. | |||
====Game==== | ====Game==== | ||
'''Type:''' {{cl|GameInfo}} | '''Type:''' {{cl|GameInfo}} | ||
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 | ||
A reference to the current GameReplicationInfo instance. Available on server and clients as soon as the GRI was spawned or replicated. | |||
====HubStackLevel==== | ====HubStackLevel==== | ||
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'''[[Variables#Modifiers|Modifiers]]:''' private | '''[[Variables#Modifiers|Modifiers]]:''' private | ||
Cached reference to the local PlayerController. | |||
====MaxClientFrameRate==== | ====MaxClientFrameRate==== | ||
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'''Default value:''' 1.0 | '''Default value:''' 1.0 | ||
====MinNetVersion==== | ====MinNetVersion==== | ||
'''Type:''' [[string]] | '''Type:''' [[string]] | ||
Minimum required remote engine version for network play. | |||
====MinTimeMargin==== | ====MinTimeMargin==== | ||
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'''Default value:''' -1.0 | '''Default value:''' -1.0 | ||
====MoveRepSize==== | ====MoveRepSize==== | ||
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'''[[Variables#Modifiers|Modifiers]]:''' const | '''[[Variables#Modifiers|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==== | ====NetMode==== | ||
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'''[[Variables#Modifiers|Modifiers]]:''' const | '''[[Variables#Modifiers|Modifiers]]:''' const | ||
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 | ||
{{tl|ViewTarget||PlayerController internal variables}} of the player currently replicating to. (Only valid in [[replication condition]]s.) | |||
====Summary==== | ====Summary==== | ||
'''Type:''' {{cl|LevelSummary}} | '''Type:''' {{cl|LevelSummary}} | ||
Mirrors the level summary properties. This is created automatically when the map is saved in the editor. | |||
====TimeMarginSlack==== | ====TimeMarginSlack==== | ||
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'''Default value:''' 1.35 | '''Default value:''' 1.35 | ||
====VisibleGroups==== | ====VisibleGroups==== | ||
'''Type:''' [[string]] | '''Type:''' [[string]] | ||
Comma-separated list of visible actor groups. | |||
'''Default value:''' "None" | '''Default value:''' "None" | ||
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'''Default value:''' WhiteSquareTexture | '''Default value:''' WhiteSquareTexture | ||
Latest revision as of 08:44, 30 August 2010
- LevelInfo internal variables in other games:
Please help improve this article or section by expanding it. |
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
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
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