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UE3:GameEngine (UDK)

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UDK Object >> Subsystem >> Engine >> GameEngine
Package: 
Engine
This class in other games:
U2XMP, UT2003, U2, UE2Runtime, UT2004, UT3

GameEngine: The game subsystem.

Properties[edit]

bClearAnimSetLinkupCachesOnLoadMap[edit]

Type: bool

Modifiers: config

If true - clear all AnimSet LinkupCaches during map load. You need to do this is the set of skeletal meshes that you are playing anims on is not bounded.

Default value: True

bShouldCommitPendingMapChange[edit]

Type: bool

Modifiers: const

If TRUE, commit map change the next frame.

bWorldWasLoadedThisTick[edit]

Type: bool

Modifiers: const, transient

set for one tick after completely loading and initializing a new world (regardless of whether it's LoadMap() or seamless travel)

GPendingLevel[edit]

Type: PendingLevel


LastRemoteURL[edit]

Type: URL

last server we connected to (for "reconnect" command)

Default value:

Member Value
Valid 1

LastURL[edit]

Type: URL

URL the last time we travelled

Default value:

Member Value
Valid 1

LevelsToLoadForPendingMapChange[edit]

Type: array<name>

Modifiers: const

Array of package/ level names that need to be loaded for the pending map change. First level in that array is going to be made a fake persistent one by using ULevelStreamingPersistent.

LoadedLevelsForPendingMapChange[edit]

Type: array<Level>

Modifiers: const

Array of already loaded levels. The ordering is arbitrary and depends on what is already loaded and such.

MaxDeltaTime[edit]

Type: float

Modifiers: config

Maximium delta time the engine uses to populate GDeltaTime. If 0, unbound.

NamedNetDrivers[edit]

Type: array<NamedNetDriver>

Modifiers: const, transient

A list of named UNetDrivers

ObjectReferencers[edit]

Type: array<ObjectReferencer>

Modifiers: const

Handles to object references; used by the engine to e.g. the prevent objects from being garbage collected.

OnlineSubsystem[edit]

Type: OnlineSubsystem

The singleton online interface for all game code to use

PackagesToFullyLoad[edit]

Type: array<FullyLoadedPackagesInfo>

A list of tag/array pairs that is used at LoadMap time to fully load packages that may be needed for the map/game with DLC, but we can't use DynamicLoadObject to load from the packages

PendingLevelPlayerControllerClassName[edit]

Type: string

Modifiers: config

The name of the class to spawn as the temporary pending level player controller

PendingLevelStreamingStatusUpdates[edit]

Type: array<LevelStreamingStatus>

Modifiers: const


PendingMapChangeFailureDescription[edit]

Type: string

Modifiers: const

Human readable error string for any failure during a map change request. Empty if there were no failures.

ServerActors[edit]

Type: array<string>

Modifiers: config


TravelType[edit]

Type: byte


TravelURL[edit]

Type: string


Enums[edit]

EFullyLoadPackageType[edit]

FULLYLOAD_Map 
Load the packages when the map in Tag is loaded
FULLYLOAD_Game_PreLoadClass 
Load the packages before the game class in Tag is loaded. The Game name MUST be specified in the URL (game=Package.GameName). Useful for loading packages needed to load the game type (a DLC game type, for instance)
FULLYLOAD_Game_PostLoadClass 
Load the packages after the game class in Tag is loaded. Will work no matter how game is specified in UWorld::SetGameInfo. Useful for modifying shipping gametypes by loading more packages (mutators, for instance)
FULLYLOAD_Always 
Fully load the package as long as the DLC is loaded
FULLYLOAD_Mutator 
Load the package for a mutator that is active

Structs[edit]

FullyLoadedPackagesInfo[edit]

Modifiers: native

Struct to help hold information about packages needing to be fully-loaded for DLC, etc

EFullyLoadPackageType FullyLoadType 
When to load these packages
string Tag 
When this map or gametype is loaded, the packages in the following array will be loaded and added to root, then removed from root when map is unloaded
array<name> PackagesToLoad 
The list of packages that will be fully loaded when the above Map is loaded
array<Object> LoadedObjects 
List of objects that were loaded, for faster cleanup

LevelStreamingStatus[edit]

Modifiers: native

level streaming updates that should be applied immediately after committing the map change

name PackageName 
bool bShouldBeLoaded 
bool bShouldBeVisible 

NamedNetDriver[edit]

Modifiers: native

Struct to hold a UNetDriver and an assoicated name

name NetDriverName 
The name associated with the driver
pointer{class UNetDriver} NetDriver 
A pointer to a UNetDriver

URL[edit]

Modifiers: transient, native

string Protocol 
Protocol, i.e. "unreal" or "http".
string Host 
Optional hostname, i.e. "204.157.115.40" or "unreal.epicgames.com", blank if local.
int Port 
Optional host port.
string Map 
Map name, i.e. "SkyCity", default is "Index".
array<string> Op 
Options.
string Portal 
Portal to enter through, default is "".
int Valid 

Functions[edit]

Static native functions[edit]

GetOnlineSubsystem[edit]

native static final noexport function OnlineSubsystem GetOnlineSubsystem ()

Returns the global online subsytem pointer. This will be null for PIE

Native functions[edit]

CreateNamedNetDriver[edit]

native final function bool CreateNamedNetDriver (name NetDriverName)

Creates a UNetDriver and associates a name with it.

Parameters:

  • NetDriverName - The name to associate with the driver.

Returns:

True if the driver was created successfully, false if there was an error.

DestroyNamedNetDriver[edit]

native final function DestroyNamedNetDriver (name NetDriverName)

Destroys a UNetDriver based on its name.

Parameters:

  • NetDriverName - The name associated with the driver to destroy.