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UE3:GameEngine (UT3)

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

GameEngine: The game subsystem. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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.

bShouldSkipLevelBeginningEventOnMapCommit[edit]

Type: bool

Modifiers: const

Whether to skip triggering the level begin event on the next map commit.

bShouldSkipLevelStartupEventOnMapCommit[edit]

Type: bool

Modifiers: const

Whether to skip triggering the level startup event on the next map commit.

bSmoothFrameRate[edit]

Type: bool

Modifiers: config

Whether to enable framerate smoothing.

Default value: True

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.

MaxSmoothedFrameRate[edit]

Type: float

Modifiers: config

Maximum framerate to smooth. Code will try to not go over via waiting.

Default value: 62.0

MinSmoothedFrameRate[edit]

Type: float

Modifiers: config

Minimum framerate smoothing will kick in.

Default value: 22.0

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

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

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 

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 

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