Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:GameInfo properties (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Info >> GameInfo (properties)

Contents

GameInfo properties in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
Other member categories for this class:
instance functions

Properties[edit]

Property group 'GameInfo'[edit]

GameInfoClassAliases[edit]

Type: array<GameClassShortName>

Modifiers: protected, config, const


GameReplicationInfoClass[edit]

Type: class<GameReplicationInfo>


Default value: Class'Engine.GameReplicationInfo'

Internal variables[edit]

AccessControl[edit]

Type: AccessControl

AccessControl controls whether players can enter and/or become admins

AccessControlClass[edit]

Type: class<AccessControl>


Default value: Class'Engine.AccessControl'

AdjustedNetSpeed[edit]

Type: int

Current adjusted net speed - Used for dynamically managing netspeed for listen servers

ArbitratedLeaderboardId[edit]

Type: int

Modifiers: const

The arbitrated leaderboard to write the stats to for skill/scoring

Default value: -65536

ArbitrationHandshakeTimeout[edit]

Type: float

Modifiers: globalconfig

Amount of time a client can take for arbitration handshaking before being kicked

ArbitrationPCs[edit]

Type: array<PlayerController>

Holds the list of players that passed handshaking and require finalization of arbitration data written to the online subsystem

AutoTestManagerClass[edit]

Type: class<AutoTestManager>

Class of automated test manager used by this game class

Default value: Class'Engine.AutoTestManager'

bAdminCanPause[edit]

Type: bool

Modifiers: globalconfig


BadPingThreshold[edit]

Type: int

Modifiers: config

The point we determine the server is either delaying packets or has bad upstream

bAlreadyChanged[edit]

Type: bool


BaseMutator[edit]

Type: Mutator

linked list of Mutators (for modifying actors as they enter the game)

bChangeLevels[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bDelayedStart[edit]

Type: bool


Default value: True

bDoFearCostFallOff[edit]

Type: bool

If true, FearCost will fall off over time in NavigationPoints. Reset to false once all reach FearCosts reach 0.

bFixedPlayerStart[edit]

Type: bool

Whether the game expects a fixed player start for profiling.

bGameEnded[edit]

Type: bool

set when game ends

bGameRestarted[edit]

Type: bool


bHasArbitratedHandshakeBegun[edit]

Type: bool

Whether the arbitrated handshaking has occurred or not. NOTE: The code will reject new connections once handshaking has started

bHasEndGameHandshakeBegun[edit]

Type: bool

Used to indicate when an arbitrated match has started its end sequence

bHasNetworkError[edit]

Type: bool

Tracks whether the server can travel due to a critical network error or not

bHasStandbyCheatTriggered[edit]

Type: bool

Used to determine whether we've already caught a cheat or not

bIsEndGameHandshakeComplete[edit]

Type: bool

Whether the arbitrated handshaking has completed or not.

bIsStandbyCheckingEnabled[edit]

Type: bool

Modifiers: config

Used to determine if checking for standby cheats should occur

bKickLiveIdlers[edit]

Type: bool

Modifiers: globalconfig

if true, even playercontrollers with pawns can be kicked for idling

bLevelChange[edit]

Type: bool

level transition in progress

bNeedsEndGameHandshake[edit]

Type: bool

Whether the arbitrated handshaking has occurred or not.

bOverTime[edit]

Type: bool


bPauseable[edit]

Type: bool

Whether the game is pauseable.

Default value: True

bRequiresPushToTalk[edit]

Type: bool

Modifiers: const

Whether this game type requires voice to be push to talk or not

bRestartLevel[edit]

Type: bool

Level should be restarted when player dies

Default value: True

BroadcastHandler[edit]

Type: BroadcastHandler

handles message (text and localized) broadcasts

BroadcastHandlerClass[edit]

Type: class<BroadcastHandler>


Default value: Class'Engine.BroadcastHandler'

bTeamGame[edit]

Type: bool

This is a team game.

BugLocString[edit]

Type: string

Currently stores the location string form *

BugRotString[edit]

Type: string

Currently stores the rotation in string form *

bUseSeamlessTravel[edit]

Type: bool

perform map travels using SeamlessTravel() which loads in the background and doesn't disconnect clients

See: WorldInfo::SeamlessTravel()

bUsingArbitration[edit]

Type: bool

Whether this match is going to use arbitration or not

bWaitingToStartMatch[edit]

Type: bool


CauseEventCommand[edit]

Type: string

The causeevent= string that the game passed in This is separate from automatedPerfTesting which is going to probably spawn bots / effects *

CoverReplicatorBase[edit]

Type: CoverReplicator

Modifiers: protected

Base copy of cover changes that need to be replicated to clients on join

CurrentID[edit]

Type: int

used to assign unique PlayerIDs to each PlayerReplicationInfo

Default value: 1

DeathMessageClass[edit]

Type: class<LocalMessage>


Default value: Class'Engine.LocalMessage'

DefaultPawnClass[edit]

Type: class<Pawn>


DefaultPlayerName[edit]

Type: string

Modifiers: localized


Default value: "Player"

FearCostFallOff[edit]

Type: float

how fast the FearCost in NavigationPoints falls off

Default value: 0.95

GameDifficulty[edit]

Type: float

Modifiers: globalconfig


Default value: 1.0

GameInterface[edit]

Type: OnlineGameInterface

Cached online game interface variable

GameMessageClass[edit]

Type: class<GameMessage>


Default value: Class'Engine.GameMessage'

GameName[edit]

Type: string

Modifiers: localized


Default value: "Game"

GameReplicationInfo[edit]

Type: GameReplicationInfo


GameSpeed[edit]

Type: float

Scale applied to game rate.

Default value: 1.0

GoalScore[edit]

Type: int

Modifiers: config

what score is needed to end the match

GoreLevel[edit]

Type: int

Modifiers: globalconfig

0=Normal, increasing values=less gore

HUDType[edit]

Type: class<HUD>

HUD class this game uses.

Default value: Class'Engine.HUD'

InactivePRIArray[edit]

Type: array<PlayerReplicationInfo>


LastNetSpeedUpdateTime[edit]

Type: float

Last time netspeed was updated for server (by client entering or leaving)

LeaderboardId[edit]

Type: int

Modifiers: const

The leaderboard to write the stats to for skill/scoring

Default value: -131072

MaxDynamicBandwidth[edit]

Type: int

Modifiers: globalconfig

Maximum bandwidth dynamically set per connection

Default value: 7000

MaxIdleTime[edit]

Type: float

Modifiers: globalconfig

maximum time players are allowed to idle before being kicked

MaxLives[edit]

Type: int

Modifiers: config

max number of lives for match, unless overruled by level's GameDetails

MaxPlayers[edit]

Type: int

Modifiers: globalconfig

Maximum number of players allowed by this server.

Default value: 32

MaxPlayersAllowed[edit]

Type: int

Maximum number of players ever allowed (MaxSPlayers is clamped to this in initgame()

Default value: 32

MaxSpectators[edit]

Type: int

Modifiers: globalconfig

Maximum number of spectators allowed by this server.

Default value: 2

MaxSpectatorsAllowed[edit]

Type: int

Maximum number of spectators ever allowed (MaxSpectators is clamped to this in initgame()

Default value: 32

MaxTimeMargin[edit]

Type: float

Modifiers: globalconfig

Max interval that client clock is allowed to get ahead of server clock before triggering speed hack detection

MinDynamicBandwidth[edit]

Type: int

Modifiers: globalconfig

Minimum bandwidth dynamically set per connection

Default value: 4000

MinTimeMargin[edit]

Type: float

Modifiers: globalconfig

Clamps how far behind server clock we let time margin get. Used to prevent speedhacks where client slows their clock down for a while then speeds it up.

Default value: -1.0

MyAutoTestManager[edit]

Type: AutoTestManager

Instantiated AutoTestManager - only exists if requested by command-line

NumBots[edit]

Type: int

number of non-human players (AI controlled but participating as a player)

NumPlayers[edit]

Type: int

number of human players

NumSpectators[edit]

Type: int

Current number of spectators.

NumTravellingPlayers[edit]

Type: int

number of players that are still travelling from a previous map

OnlineGameSettingsClass[edit]

Type: class<OnlineGameSettings>

Modifiers: const

The class to use when registering dedicated servers with the online service

OnlineStatsWriteClass[edit]

Type: class<OnlineStatsWrite>

Class sent to clients to use to create and hold their stats

OnlineSub[edit]

Type: OnlineSubsystem

Cached online subsystem variable

Pausers[edit]

Type: array<delegate<CanUnpause> >

The list of delegates to check before unpausing a game

PendingArbitrationPCs[edit]

Type: array<PlayerController>

List of player controllers we're awaiting handshakes with

NOTE: Any PC in this list that does not complete the handshake within ArbitrationHandshakeTimeout will be kicked from the match

PercentForBadPing[edit]

Type: float

Modifiers: config

The percentage of clients with bad ping before triggering the standby code

PercentMissingForRxStandby[edit]

Type: float

Modifiers: config

The percentage of clients missing RX data before triggering the standby code

PercentMissingForTxStandby[edit]

Type: float

Modifiers: config

The percentage of clients missing TX data before triggering the standby code

PlayerControllerClass[edit]

Type: class<PlayerController>

type of player controller to spawn for players logging in

Default value: Class'Engine.PlayerController'

PlayerReplicationInfoClass[edit]

Type: class<PlayerReplicationInfo>


Default value: Class'Engine.PlayerReplicationInfo'

ScoreBoardType[edit]

Type: class<ScoreBoard>

Type of class<Menu> to use for scoreboards.

ServerOptions[edit]

Type: string

The options to apply for dedicated server when it starts to register

StandbyRxCheatTime[edit]

Type: float

Modifiers: config

The amount of time without packets before triggering the cheat code

StandbyTxCheatTime[edit]

Type: float

Modifiers: config

The amount of time without packets before triggering the cheat code

TimeLimit[edit]

Type: int

Modifiers: config


TimeMarginSlack[edit]

Type: float

Modifiers: globalconfig

How fast we allow client clock to drift from server clock over time without ever triggering speed hack detection

Default value: 1.35

TotalNetBandwidth[edit]

Type: int

Modifiers: globalconfig

Total available bandwidth for listen server, split dynamically across net connections

Default value: 32000

Default values[edit]

Property Value
CollisionType COLLIDE_CustomDefault