UE3:Engine internal variables (UT3): Difference between revisions
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'''[[Variables#Modifiers|Modifiers]]:''' config | '''[[Variables#Modifiers|Modifiers]]:''' config | ||
Terrain collision viewing - If TRUE, overlay | Terrain collision viewing - If TRUE, overlay collision level else render it and overlay terrain. | ||
====bUseAdditiveComplexity==== | ====bUseAdditiveComplexity==== |
Latest revision as of 16:57, 10 November 2014
- Engine internal variables in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables[edit]
AdditionalFontNames[edit]
Modifiers: globalconfig
AdditionalFonts[edit]
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]
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]
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"