Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:GameReplicationInfo (UDK)
Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo |
- Package:
- Engine
- Direct subclass:
- UTGameReplicationInfo
- This class in other games:
- RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, U2, UT2004, UT3
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GameReplicationInfo.
Every GameInfo creates a GameReplicationInfo, which is always relevant, to replicate important game data to clients (as the GameInfo is not replicated).
Properties[edit]
Property group 'GameReplicationInfo'[edit]
MessageOfTheDay[edit]
Type: string
Modifiers: databinding, globalconfig
Message of the Day
Default value: "Welcome to a UDK Server!"
ServerName[edit]
Type: string
Modifiers: databinding, globalconfig
Name of the server, i.e.: Bob's Server.
Default value: "UDK Server"
Internal variables[edit]
bMatchHasBegun[edit]
Type: bool
Modifiers: repnotify
Match is in progress (replicated)
bMatchIsOver[edit]
Type: bool
Modifiers: repnotify
Match is over (replicated)
bStopCountDown[edit]
Type: bool
If true, stop RemainingTime countdown
Default value: True
CurrentGameData[edit]
Type: CurrentGameDataStore
Modifiers: protected
The data store instance responsible for presenting state data for the current game session.
ElapsedTime[edit]
Type: int
Modifiers: databinding
Used for counting down time in time limited games
GameClass[edit]
Modifiers: repnotify
Class of the server's gameinfo, assigned by GameInfo.
GoalScore[edit]
Type: int
Modifiers: databinding
Replicates scoring goal for this match
InactivePRIArray[edit]
Type: array<PlayerReplicationInfo>
This list mirrors the GameInfo's list of inactive PRI objects
PRIArray[edit]
Type: array<PlayerReplicationInfo>
Array of all PlayerReplicationInfos, maintained on both server and clients (PRIs are always relevant)
RemainingMinute[edit]
Type: int
Modifiers: databinding
Used for counting down time in time limited games
RemainingTime[edit]
Type: int
Modifiers: databinding
Used for counting down time in time limited games
Teams[edit]
Modifiers: databinding
Replicated list of teams participating in this match
TimeLimit[edit]
Type: int
Modifiers: databinding
Replicates time limit for this match
Winner[edit]
Type: Actor
Match winner. Set by gameinfo when game ends
Default values[edit]
Property | Value |
---|---|
TickGroup | TG_DuringAsyncWork |
Functions[edit]
Native functions[edit]
OnSameTeam[edit]
Checks to see if two actors are on the same team.
Returns:
- true if they are, false if they aren't
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
Called when this actor is destroyed
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
ReplicatedDataBinding[edit]
Overrides: Actor.ReplicatedDataBinding
Called when a variable is replicated that has the 'databinding' keyword.
Parameters:
- VarName - the name of the variable that was replicated.
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
ShouldShowGore[edit]
Should players show gore?
Timer[edit]
Overrides: Actor.Timer
Other instance functions[edit]
AddPRI[edit]
CleanupGameDataStore[edit]
Unregisters the data store for the current game session.
EndGame[edit]
Called on the server when the match is over
Network - Server and Client (Via ReplicatedEvent)
FindPlayerByID[edit]
GetPRIArray[edit]
InitializeGameDataStore[edit]
Creates and registers a data store for the current game session.
InOrder[edit]
returns true if P1 should be sorted before P2
IsCoopMultiplayerGame[edit]
Is the current gametype a coop multiplayer game?
IsMultiplayerGame[edit]
Is the current gametype a multiplayer game?
ReceivedGameClass[edit]
Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients)
RemovePRI[edit]
SetTeam[edit]
Assigns the specified TeamInfo to the location specified.
Parameters:
- Index - location in the Teams array to place the new TeamInfo.
- TI - the TeamInfo to assign
SortPRIArray[edit]
StartMatch[edit]
Called on the server when the match has begin
Network - Server and Client (Via ReplicatedEvent)