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UE3:Engine internal variables (UT3)

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UT3 Object >> Subsystem >> Engine (internal variables)

Contents

Engine internal variables in other games:
UDK

Internal variables[edit]

AdditionalFontNames[edit]

Type: array<string>

Modifiers: globalconfig


AdditionalFonts[edit]

Type: array<Font>

Modifiers: private

Any additional fonts that script may use without hard-referencing the font.

bAllowMatureLanguage[edit]

Type: bool

Modifiers: config

whether mature language is allowed *

bDisablePhysXHardwareSupport[edit]

Type: bool

Modifiers: config

Do not use Ageia PhysX hardware

Default value: True

BeginUPTryCount[edit]

Type: int

Modifiers: config

The number of times to attempt the Begin*UP call before assuming the GPU is hosed

Default value: 200000

bEnableBranchingPCFShadows[edit]

Type: bool

Modifiers: config

Toggle Branching PCF implementation for projected shadows

bEnableColorClear[edit]

Type: bool

Modifiers: globalconfig, const

By default, each frame's initial scene color clear is disabled. This flag can be toggled at runtime to enable clearing for development.

bEnableKismetLogging[edit]

Type: bool

Modifiers: config

whether kismet logging is enabled.

bEnableVSMShadows[edit]

Type: bool

Modifiers: config

Toggle VSM (Variance Shadow Map) usage for projected shadows

bForceCPUSkinning[edit]

Type: bool

Modifiers: config

Force to CPU skinning only for skeletal mesh rendering

bOnScreenKismetWarnings[edit]

Type: bool

Modifiers: config

whether to send Kismet warning messages to the screen (via PlayerController::ClientMessage())

Default value: True

bPauseOnLossOfFocus[edit]

Type: bool

Modifiers: config

Whether to pause the game if focus is lost.

bRenderTerrainCollisionAsOverlay[edit]

Type: bool

Modifiers: config

Terrain collision viewing - If TRUE, overlay collision level else render it and overlay terrain.

bUseAdditiveComplexity[edit]

Type: bool

Modifiers: globalconfig

When true, pixel shader complexity is cumulative, otherwise only the last pixel drawn contributes complexity. Has no effect if bUsePixelShaderComplexity is false

Default value: True

bUsePixelShaderComplexity[edit]

Type: bool

Modifiers: globalconfig

When true, pixel shader complexity is shown, otherwise vertex shader complexity is shown in the shader complexity viewmode.

Default value: True

bUsePostProcessEffects[edit]

Type: bool

Modifiers: config

Whether to use post processing effects or not

CameraRotationThreshold[edit]

Type: float

Modifiers: config

camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid)

Default value: 45.0

CameraTranslationThreshold[edit]

Type: float

Modifiers: config

camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid)

Default value: 10000.0

Client[edit]

Type: Client

Modifiers: const

Abstract interface to platform-specific subsystems

ClientCycles[edit]

Type: int


ConsoleClass[edit]

Type: class<Console>

The class to use for the game console.

ConsoleClassName[edit]

Type: string

Modifiers: globalconfig


Default value: "UTGame.UTConsole"

CrossMaterial[edit]

Type: Material

Material used for drawing a cross mark.

CrossMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EditorMaterials.Cross_Mat"

DataStoreClientClass[edit]

Type: class<DataStoreClient>

The class to use for managing the global data stores

DataStoreClientClassName[edit]

Type: string

Modifiers: globalconfig


Default value: "Engine.DataStoreClient"

DebugManager[edit]

Type: DebugManager

Modifiers: const

Global debug manager helper object that stores configuration and state used during development

DefaultFogVolumeMaterial[edit]

Type: Material

The default fog volume material

DefaultFogVolumeMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.FogVolumeMaterial"

DefaultMaterial[edit]

Type: Material

The material used when no material is explicitly applied.

DefaultMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.DefaultMaterial"

DefaultOnlineSubsystemName[edit]

Type: string

Modifiers: globalconfig


Default value: "OnlineSubsystemGameSpy.OnlineSubsystemGameSpy"

DefaultPhysMaterial[edit]

Type: PhysicalMaterial

PhysicalMaterial to use if none is defined for a particular object.

DefaultPhysMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.DefaultPhysicalMaterial"

DefaultPostProcess[edit]

Type: PostProcessChain

Default engine post process chain used for the game and main editor view

DefaultPostProcessName[edit]

Type: string

Modifiers: config


Default value: "FX_HitEffects.UTPostProcess"

DefaultUICaretMaterial[edit]

Type: Material

Material used for drawing meshes when their collision is missing.

DefaultUICaretMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.BlinkingCaret"

DefaultUIScenePostProcess[edit]

Type: PostProcessChain

post process chain used for rendering the UI

DefaultUIScenePostProcessName[edit]

Type: string

Modifiers: config


Default value: "EngineMaterials.DefaultUIPostProcess"

DeferredCommands[edit]

Type: array<string>

Modifiers: init

Array of deferred command strings/ execs that get executed at the end of the frame

DepthBias[edit]

Type: float

Modifiers: config

Depth bias that is applied in the depth pass for all types of projected shadows except VSM

Default value: 0.012

DynamicCoverMeshComponentName[edit]

Type: string

Modifiers: globalconfig

Overridable class for cover mesh rendering in-game, used to get around the editoronly restrictions needed by the base CoverMeshComponent

EditorBrushMaterial[edit]

Type: Material

A material used to render the sides of the builder brush/volumes/etc.

EditorBrushMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.EditorBrushMaterial"

EmissiveTexturedMaterial[edit]

Type: Material

A textured material with an instance parameter for the texture.

EmissiveTexturedMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.EmissiveTexturedMaterial"

GameCycles[edit]

Type: int


GamePlayers[edit]

Type: array<LocalPlayer>

Modifiers: init

Viewports for all players in all game instances (all PIE windows, for example)

GameViewport[edit]

Type: GameViewportClient

Modifiers: const

the viewport representing the current game instance

GameViewportClientClass[edit]

Type: class<GameViewportClient>

The class to use for the game viewport client.

GameViewportClientClassName[edit]

Type: string

Modifiers: globalconfig


Default value: "UTGame.UTGameViewportClient"

GeomMaterial[edit]

Type: Material

A translucent material used to render things in geometry mode.

GeomMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.GeomMaterial"

IdealTextureDensity[edit]

Type: float

Modifiers: globalconfig


Default value: 13.0

LargeFont[edit]

Type: Font

Modifiers: private


LargeFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "MultiFont'UI_Fonts_Final.HUD..MF_Large'"

LevelColorationLitMaterial[edit]

Type: Material

Material used for visualizing level membership in lit viewport modes.

LevelColorationLitMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.LevelColorationLitMaterial"

LevelColorationUnlitMaterial[edit]

Type: Material

Material used for visualizing level membership in unlit viewport modes.

LevelColorationUnlitMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.LevelColorationUnlitMaterial"

LightComplexityColors[edit]

Type: array<Object.Color>

Modifiers: globalconfig

The colors used to render light complexity.

Default value, index 0:

Member Value
A 1
B 0
G 0
R 0

Default value, index 1:

Member Value
A 1
B 0
G 255
R 0

Default value, index 2:

Member Value
A 1
B 0
G 191
R 63

Default value, index 3:

Member Value
A 1
B 0
G 127
R 127

Default value, index 4:

Member Value
A 1
B 0
G 63
R 191

Default value, index 5:

Member Value
A 1
B 0
G 0
R 255

LocalPlayerClass[edit]

Type: class<LocalPlayer>

The class to use for local players.

LocalPlayerClassName[edit]

Type: string

Modifiers: config


Default value: "Engine.LocalPlayer"

MaxParticleResize[edit]

Type: int

Modifiers: config

The maximum allowed size to a ParticleEmitterInstance::Resize call. If larger, the function will return without resizing.

Default value: 1024

MaxParticleResizeWarn[edit]

Type: int

Modifiers: config

If the resize request is larger than this, spew out a warning to the log

Default value: 10240

MaxPixelShaderAdditiveComplexityCount[edit]

Type: float

Modifiers: globalconfig

Complexity limits for the various complexity viewmode combinations. These limits are used to map instruction counts to ShaderComplexityColors.

Default value: 300.0

MaxPixelShaderOpaqueComplexityCount[edit]

Type: float

Modifiers: globalconfig


Default value: 100.0

MaxTextureDensity[edit]

Type: float

Modifiers: globalconfig


Default value: 55.0

MaxVertexShaderComplexityCount[edit]

Type: float

Modifiers: globalconfig


Default value: 100.0

MediumFont[edit]

Type: Font

Modifiers: private


MediumFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "MultiFont'UI_Fonts_Final.HUD.MF_Medium'"

MeshLODRange[edit]

Type: float

Modifiers: config

Level of detail range control for meshes

MinTextureDensity[edit]

Type: float

Modifiers: globalconfig

Range for the texture density viewmode.

ModShadowFadeDistanceExponent[edit]

Type: float

Modifiers: config

controls the rate at which mod shadows will fade as they approach their min shadow size

Default value: 0.2

NetClientTicksPerSecond[edit]

Type: float

Modifiers: globalconfig

Number of times to tick each client per second

Default value: 200.0

OnlineSubsystemClass[edit]

Type: class<OnlineSubsystem>

OnlineSubsystem class to use for netplay

PendingDroppedNotes[edit]

Type: array<DropNoteInfo>

Modifiers: transient


PercentUnoccludedRequeries[edit]

Type: float

Modifiers: config

The percent of previously unoccluded primitives which are requeried every frame.

Default value: 0.125

PrimitiveProbablyVisibleTime[edit]

Type: float

Modifiers: config

The amount of time a primitive is considered to be probably visible after it was last actually visible.

Default value: 8.0

RandomAngleTexture[edit]

Type: Texture2D

Texture used to get random angles per-pixel by the Branching PCF implementation

RandomAngleTextureName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.RandomAngles"

RemoteControlExec[edit]

Type: pointer{class FRemoteControlExec}

Modifiers: native

Entry point for RemoteControl, the in-game UI for the exec system.

RemoveSurfaceMaterial[edit]

Type: Material

Material used to indicate that the associated BSP surface should be removed.

RemoveSurfaceMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.RemoveSurfaceMaterial"

SceneCaptureCubeActorMaterial[edit]

Type: Material

Material used for visualizing the cube map scene captures on a mesh

SceneCaptureCubeActorMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.CubeMaterial"

SceneCaptureReflectActorMaterial[edit]

Type: Material

Material used for visualizing the reflection scene captures on a surface

SceneCaptureReflectActorMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.ScreenMaterial"

ScoutClassName[edit]

Type: string

Modifiers: const, config

Class name of the scout to use for path building

Default value: "UTGame.UTScout"

ShaderComplexityColors[edit]

Type: array<Object.Color>

Modifiers: globalconfig

The colors used to render shader complexity.

Default value, index 0:

Member Value
A 1
B 100
G 255
R 0

Default value, index 1:

Member Value
A 1
B 0
G 255
R 0

Default value, index 2:

Member Value
A 1
B 0
G 191
R 63

Default value, index 3:

Member Value
A 1
B 0
G 127
R 127

Default value, index 4:

Member Value
A 1
B 0
G 63
R 191

Default value, index 5:

Member Value
A 1
B 0
G 0
R 255

ShadowFilterRadius[edit]

Type: float

Modifiers: config

Radius, in shadowmap texels, of the filter disk

Default value: 2.0

ShadowVolumeLightRadiusThreshold[edit]

Type: float

Modifiers: config

Lights with radius below threshold will not cast shadow volumes.

Default value: 1000.0

ShadowVolumePrimitiveScreenSpacePercentageThreshold[edit]

Type: float

Modifiers: config

Primitives with screen space percantage below threshold will not cast shadow volumes.

Default value: 0.25

SmallFont[edit]

Type: Font

Modifiers: private


SmallFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineFonts.SmallFont"

TerrainCollisionMaterial[edit]

Type: Material

Material used for visualizing terrain collision.

TerrainCollisionMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.TerrainCollisionMaterial"

TerrainErrorMaterial[edit]

Type: Material

The material used when terrain compilation is too complex.

TerrainErrorMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.MaterialError_Mat"

TerrainMaterialMaxTextureCount[edit]

Type: int

Modifiers: globalconfig


Default value: 16

TerrainTessellationCheckCount[edit]

Type: int

Modifiers: globalconfig

This is the number of frames that are used between terrain tessellation re-calculations

Default value: 6

TerrainTessellationCheckDistance[edit]

Type: float

Modifiers: globalconfig

The radius from the view origin that terrain tessellation checks should be performed. If 0.0, every component will be checked for tessellation changes each frame.

Default value: 4096.0

ThumbnailMaterialPostProcess[edit]

Type: PostProcessChain

post process chain used for material thumbnails

ThumbnailMaterialPostProcessName[edit]

Type: string

Modifiers: config


Default value: "EngineMaterials.DefaultThumbnailPostProcess"

ThumbnailParticleSystemPostProcess[edit]

Type: PostProcessChain

post process chain used for particle system thumbnails

ThumbnailParticleSystemPostProcessName[edit]

Type: string

Modifiers: config


Default value: "EngineMaterials.DefaultThumbnailPostProcess"

ThumbnailSkeletalMeshPostProcess[edit]

Type: PostProcessChain

post process chain used for skeletal mesh thumbnails

ThumbnailSkeletalMeshPostProcessName[edit]

Type: string

Modifiers: config


Default value: "EngineMaterials.DefaultThumbnailPostProcess"

TickCycles[edit]

Type: int


TickMaterial[edit]

Type: Material

Material used for drawing a tick mark.

TickMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EditorMaterials.Tick_Mat"

TinyFont[edit]

Type: Font

Modifiers: private


TinyFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineFonts.TinyFont"

TransitionDescription[edit]

Type: string

The current transition description text.

TransitionGameType[edit]

Type: string

The gametype for the destination map

TransitionType[edit]

Type: ETransitionType

The current transition type.

WireframeMaterial[edit]

Type: Material

The material used to render wireframe meshes.

WireframeMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.WireframeMaterial"