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UE3:GameInfo properties (UDK)

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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

Property group 'GameInfo'

GameInfoClassAliases

Type: array<GameClassShortName>

Modifiers: protected, config, const


GameReplicationInfoClass

Type: class<GameReplicationInfo>


Default value: Class'Engine.GameReplicationInfo'

Internal variables

AccessControl

Type: AccessControl

AccessControl controls whether players can enter and/or become admins

AccessControlClass

Type: class<AccessControl>


Default value: Class'Engine.AccessControl'

AdjustedNetSpeed

Type: int

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

ArbitratedLeaderboardId

Type: int

Modifiers: const

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

Default value: -65536

ArbitrationHandshakeTimeout

Type: float

Modifiers: globalconfig

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

ArbitrationPCs

Type: array<PlayerController>

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

AutoTestManagerClass

Type: class<AutoTestManager>

Class of automated test manager used by this game class

Default value: Class'Engine.AutoTestManager'

bAdminCanPause

Type: bool

Modifiers: globalconfig


BadPingThreshold

Type: int

Modifiers: config

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

bAlreadyChanged

Type: bool


BaseMutator

Type: Mutator

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

bChangeLevels

Type: bool

Modifiers: globalconfig


Default value: True

bDelayedStart

Type: bool


Default value: True

bDoFearCostFallOff

Type: bool

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

bFixedPlayerStart

Type: bool

Whether the game expects a fixed player start for profiling.

bGameEnded

Type: bool

set when game ends

bGameRestarted

Type: bool


bHasArbitratedHandshakeBegun

Type: bool

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

bHasEndGameHandshakeBegun

Type: bool

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

bHasNetworkError

Type: bool

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

bHasStandbyCheatTriggered

Type: bool

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

bIsEndGameHandshakeComplete

Type: bool

Whether the arbitrated handshaking has completed or not.

bIsStandbyCheckingEnabled

Type: bool

Modifiers: config

Used to determine if checking for standby cheats should occur

bKickLiveIdlers

Type: bool

Modifiers: globalconfig

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

bLevelChange

Type: bool

level transition in progress

bNeedsEndGameHandshake

Type: bool

Whether the arbitrated handshaking has occurred or not.

bOverTime

Type: bool


bPauseable

Type: bool

Whether the game is pauseable.

Default value: True

bRequiresPushToTalk

Type: bool

Modifiers: const

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

bRestartLevel

Type: bool

Level should be restarted when player dies

Default value: True

BroadcastHandler

Type: BroadcastHandler

handles message (text and localized) broadcasts

BroadcastHandlerClass

Type: class<BroadcastHandler>


Default value: Class'Engine.BroadcastHandler'

bTeamGame

Type: bool

This is a team game.

BugLocString

Type: string

Currently stores the location string form *

BugRotString

Type: string

Currently stores the rotation in string form *

bUseSeamlessTravel

Type: bool

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

See: WorldInfo::SeamlessTravel()

bUsingArbitration

Type: bool

Whether this match is going to use arbitration or not

bWaitingToStartMatch

Type: bool


CauseEventCommand

Type: string

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

CoverReplicatorBase

Type: CoverReplicator

Modifiers: protected

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

CurrentID

Type: int

used to assign unique PlayerIDs to each PlayerReplicationInfo

Default value: 1

DeathMessageClass

Type: class<LocalMessage>


Default value: Class'Engine.LocalMessage'

DefaultPawnClass

Type: class<Pawn>


DefaultPlayerName

Type: string

Modifiers: localized


Default value: "Player"

FearCostFallOff

Type: float

how fast the FearCost in NavigationPoints falls off

Default value: 0.95

GameDifficulty

Type: float

Modifiers: globalconfig


Default value: 1.0

GameInterface

Type: OnlineGameInterface

Cached online game interface variable

GameMessageClass

Type: class<GameMessage>


Default value: Class'Engine.GameMessage'

GameName

Type: string

Modifiers: localized


Default value: "Game"

GameReplicationInfo

Type: GameReplicationInfo


GameSpeed

Type: float

Scale applied to game rate.

Default value: 1.0

GoalScore

Type: int

Modifiers: config

what score is needed to end the match

GoreLevel

Type: int

Modifiers: globalconfig

0=Normal, increasing values=less gore

HUDType

Type: class<HUD>

HUD class this game uses.

Default value: Class'Engine.HUD'

InactivePRIArray

Type: array<PlayerReplicationInfo>


LastNetSpeedUpdateTime

Type: float

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

LeaderboardId

Type: int

Modifiers: const

The leaderboard to write the stats to for skill/scoring

Default value: -131072

MaxDynamicBandwidth

Type: int

Modifiers: globalconfig

Maximum bandwidth dynamically set per connection

Default value: 7000

MaxIdleTime

Type: float

Modifiers: globalconfig

maximum time players are allowed to idle before being kicked

MaxLives

Type: int

Modifiers: config

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

MaxPlayers

Type: int

Modifiers: globalconfig

Maximum number of players allowed by this server.

Default value: 32

MaxPlayersAllowed

Type: int

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

Default value: 32

MaxSpectators

Type: int

Modifiers: globalconfig

Maximum number of spectators allowed by this server.

Default value: 2

MaxSpectatorsAllowed

Type: int

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

Default value: 32

MaxTimeMargin

Type: float

Modifiers: globalconfig

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

MinDynamicBandwidth

Type: int

Modifiers: globalconfig

Minimum bandwidth dynamically set per connection

Default value: 4000

MinTimeMargin

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

Type: AutoTestManager

Instantiated AutoTestManager - only exists if requested by command-line

NumBots

Type: int

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

NumPlayers

Type: int

number of human players

NumSpectators

Type: int

Current number of spectators.

NumTravellingPlayers

Type: int

number of players that are still travelling from a previous map

OnlineGameSettingsClass

Type: class<OnlineGameSettings>

Modifiers: const

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

OnlineStatsWriteClass

Type: class<OnlineStatsWrite>

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

OnlineSub

Type: OnlineSubsystem

Cached online subsystem variable

Pausers

Type: array<delegate<CanUnpause> >

The list of delegates to check before unpausing a game

PendingArbitrationPCs

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

Type: float

Modifiers: config

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

PercentMissingForRxStandby

Type: float

Modifiers: config

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

PercentMissingForTxStandby

Type: float

Modifiers: config

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

PlayerControllerClass

Type: class<PlayerController>

type of player controller to spawn for players logging in

Default value: Class'Engine.PlayerController'

PlayerReplicationInfoClass

Type: class<PlayerReplicationInfo>


Default value: Class'Engine.PlayerReplicationInfo'

ScoreBoardType

Type: class<ScoreBoard>

Type of class<Menu> to use for scoreboards.

ServerOptions

Type: string

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

StandbyRxCheatTime

Type: float

Modifiers: config

The amount of time without packets before triggering the cheat code

StandbyTxCheatTime

Type: float

Modifiers: config

The amount of time without packets before triggering the cheat code

TimeLimit

Type: int

Modifiers: config


TimeMarginSlack

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

Type: int

Modifiers: globalconfig

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

Default value: 32000

Default values

Property Value
CollisionType COLLIDE_CustomDefault