Gah - a solution with more questions. – EntropicLqd
UE3:GameEngine (UT3)
Contents
- 1 Properties
- 1.1 bClearAnimSetLinkupCachesOnLoadMap
- 1.2 bShouldCommitPendingMapChange
- 1.3 bShouldSkipLevelBeginningEventOnMapCommit
- 1.4 bShouldSkipLevelStartupEventOnMapCommit
- 1.5 bSmoothFrameRate
- 1.6 GPendingLevel
- 1.7 LastRemoteURL
- 1.8 LastURL
- 1.9 LevelsToLoadForPendingMapChange
- 1.10 LoadedLevelsForPendingMapChange
- 1.11 MaxSmoothedFrameRate
- 1.12 MinSmoothedFrameRate
- 1.13 ObjectReferencers
- 1.14 OnlineSubsystem
- 1.15 PackagesToFullyLoad
- 1.16 PendingLevelStreamingStatusUpdates
- 1.17 PendingMapChangeFailureDescription
- 1.18 ServerActors
- 1.19 TravelType
- 1.20 TravelURL
- 2 Enums
- 3 Structs
- 4 Static native functions
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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]
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]
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]
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
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]
Returns the global online subsytem pointer. This will be null for PIE