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

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m (ControllerList: info about the controller list)
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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!.
  
 
====GRI====
 
====GRI====

Revision as of 14:13, 11 July 2010

UT2004 Object >> Actor >> Info >> ZoneInfo >> LevelInfo (internal variables)
LevelInfo internal variables in other games:
U2, U2XMP, UE2Runtime, UT2003

Internal variables

AnimMeshGlobalLOD

Type: float


Default value: 1.0

bAggressiveLOD

Type: bool

frame rate is well below DesiredFrameRate, so make LOD more aggressive

bBegunPlay

Type: bool

Whether gameplay has begun.

bClassicView

Type: bool

FOV at least 90, eyeheight up, small weapons OBSOLETE

bDesireSkinPreload

Type: bool

Modifiers: globalconfig

user set property

bDropDetail

Type: bool

frame rate is below DesiredFrameRate, so drop high detail actors

bFreezeKarma

Type: bool

Stop all Karma physics from being evolved.

bHasPathNodes

Type: bool


bIsSaveGame

Type: bool

true while save game is being loaded (GameInfo bIsSaveGame stays true through entire game)

bKickLiveIdlers

Type: bool

Modifiers: globalconfig

if true, even playercontrollers with pawns can be kicked for idling

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 (initially set true if > 512 MB of system memory)

bSkinsPreloaded

Type: bool

set after skins are preloaded

bStartup

Type: bool

Starting gameplay.

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.

Day

Type: int

Modifiers: transient

Day of month.

DayOfWeek

Type: int

Modifiers: transient

Day of week.

DecalStayScale

Type: float

Modifiers: config

affects decal stay time

Default value: 1.0

DefaultGravity

Type: float


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!.

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.

LastVehicleCheck

Type: float


LevelAction

Type: ELevelAction

Modifiers: transient


LocalPlayerController

Type: PlayerController

Modifiers: private


MaxClientFrameRate

Type: float

Modifiers: globalconfig


Default value: 90.0

MaxTimeMargin

Type: float

Modifiers: globalconfig


Default value: 1.0

Millisecond

Type: int

Modifiers: transient

Millisecond.

MinNetVersion

Type: string


MinTimeMargin

Type: float

Modifiers: globalconfig


Default value: -1.0

Minute

Type: int

Modifiers: transient

Minute.

Month

Type: int

Modifiers: transient

Month.

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


ReplicationViewTarget

Type: Actor

Modifiers: const


Second

Type: int

Modifiers: transient

Second.

Summary

Type: LevelSummary


TimeDilation

Type: float


Default value: 1.1

TimeMarginSlack

Type: float

Modifiers: globalconfig


Default value: 1.35

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: WhiteSquareTexture

Year

Type: int

Modifiers: transient

Year.