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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
Property group 'GameReplicationInfo'
MessageOfTheDay
Type: string
Modifiers: databinding, globalconfig
Message of the Day
Default value: "Welcome to a UDK Server!"
ServerName
Type: string
Modifiers: databinding, globalconfig
Name of the server, i.e.: Bob's Server.
Default value: "UDK Server"
Internal variables
bMatchHasBegun
Type: bool
Modifiers: repnotify
Match is in progress (replicated)
bMatchIsOver
Type: bool
Modifiers: repnotify
Match is over (replicated)
bStopCountDown
Type: bool
If true, stop RemainingTime countdown
Default value: True
CurrentGameData
Type: CurrentGameDataStore
Modifiers: protected
The data store instance responsible for presenting state data for the current game session.
ElapsedTime
Type: int
Modifiers: databinding
Used for counting down time in time limited games
GameClass
Modifiers: repnotify
Class of the server's gameinfo, assigned by GameInfo.
GoalScore
Type: int
Modifiers: databinding
Replicates scoring goal for this match
InactivePRIArray
Type: array<PlayerReplicationInfo>
This list mirrors the GameInfo's list of inactive PRI objects
PRIArray
Type: array<PlayerReplicationInfo>
Array of all PlayerReplicationInfos, maintained on both server and clients (PRIs are always relevant)
RemainingMinute
Type: int
Modifiers: databinding
Used for counting down time in time limited games
RemainingTime
Type: int
Modifiers: databinding
Used for counting down time in time limited games
Teams
Modifiers: databinding
Replicated list of teams participating in this match
TimeLimit
Type: int
Modifiers: databinding
Replicates time limit for this match
Winner
Type: Actor
Match winner. Set by gameinfo when game ends
Default values
Property | Value |
---|---|
TickGroup | TG_DuringAsyncWork |
Functions
Native functions
OnSameTeam
Checks to see if two actors are on the same team.
Returns:
- true if they are, false if they aren't
Events
Destroyed
Overrides: Actor.Destroyed
Called when this actor is destroyed
PostBeginPlay
Overrides: Actor.PostBeginPlay
ReplicatedDataBinding
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
Overrides: Actor.ReplicatedEvent
Reset
Overrides: Actor.Reset
ShouldShowGore
Should players show gore?
Timer
Overrides: Actor.Timer
Other instance functions
AddPRI
CleanupGameDataStore
Unregisters the data store for the current game session.
EndGame
Called on the server when the match is over
Network - Server and Client (Via ReplicatedEvent)
FindPlayerByID
GetPRIArray
InitializeGameDataStore
Creates and registers a data store for the current game session.
InOrder
returns true if P1 should be sorted before P2
IsCoopMultiplayerGame
Is the current gametype a coop multiplayer game?
IsMultiplayerGame
Is the current gametype a multiplayer game?
ReceivedGameClass
Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients)
RemovePRI
SetTeam
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
StartMatch
Called on the server when the match has begin
Network - Server and Client (Via ReplicatedEvent)