I don't need to test my programs. I have an error-correcting modem.

UE3:WorldInfo (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
(Redirected from UE3:NetViewer (UT3))
Jump to: navigation, search
UT3 Object >> Actor >> Info >> ZoneInfo >> WorldInfo

Contents

Package: 
Engine
This class in other games:
UDK

WorldInfo

Actor containing all script accessible world properties.

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Editor'[edit]

BookMarks[edit]

Type: BookMark

Array size: 10

Level bookmarks

ClipPadEntries[edit]

Type: array<ClipPadEntry>

Modifiers: editinline

Clip pad entries

Property group 'Physics'[edit]

bPrimarySceneHW[edit]

Type: bool

Modifiers: editconst

Primary PhysX scene runs on the PPU

bSupportDoubleBufferedPhysics[edit]

Type: bool

Modifiers: editconst

Double buffered physics compartments enabled

CompartmentRunFrames[edit]

Type: array<CompartmentRunList>

Modifiers: editconst

Which compartments run on which frames (list is cyclic). An empty list means all compartments run on all frames.

MaxPhysicsDeltaTime[edit]

Type: float

Modifiers: editconst

The maximum frame time allowed for physics calculations

Default value: 0.333333

PhysicsTimings[edit]

Type: PhysXSceneTimings

Modifiers: editconst, editinline

Timing parameters for the scene, primary and compartments.

Default value:

Member Value
CompartmentTimingCloth
Member Value
bFixedTimeStep True
MaxSubSteps 2
TimeStep 0.02
CompartmentTimingFluid
Member Value
MaxSubSteps 1
TimeStep 0.02
CompartmentTimingRigidBody
Member Value
MaxSubSteps 2
TimeStep 0.02
CompartmentTimingSoftBody
Member Value
bFixedTimeStep True
MaxSubSteps 2
TimeStep 0.02
PrimarySceneTiming
Member Value
MaxSubSteps 5
TimeStep 0.02

Property group 'WorldInfo'[edit]

Author[edit]

Type: string


bNoDefaultInventoryForPlayer[edit]

Type: bool

if true, do not grant player with default inventory (presumably, the LD's will be setting it manually)

bNoPathWarnings[edit]

Type: bool

If true, don't add "no paths from" warnings to map error list in editor. Useful for maps that don't need AI support, but still have a few NavigationPoint actors in them.

DefaultColorScale[edit]

Type: Object.Vector

Default color scale for the level

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

DefaultPostProcessSettings[edit]

Type: PostProcessVolume.PostProcessSettings

Modifiers: config

Default post process settings used by post processing volumes.

Default value:

Member Value
bEnableBloom True
bEnableSceneEffect True
Bloom_InterpolationDuration 1.0
Bloom_Scale 0.2
DOF_BlurKernelSize 12.0
DOF_FalloffExponent 4.0
DOF_FocusInnerRadius 2000.0
DOF_InterpolationDuration 1.0
DOF_MaxFarBlurAmount 1.0
DOF_ModulateBlurColor
Member Value
A 255
B 255
G 255
R 255
MotionBlur_Amount 0.5
MotionBlur_CameraRotationThreshold 45.0
MotionBlur_CameraTranslationThreshold 10000.0
MotionBlur_FullMotionBlur True
MotionBlur_InterpolationDuration 1.0
MotionBlur_MaxVelocity 1.0
Scene_HighLights
Member Value
X 1.0
Y 1.0
Z 1.0
Scene_InterpolationDuration 1.0
Scene_MidTones
Member Value
X 1.0
Y 1.0
Z 1.0

DefaultReverbSettings[edit]

Type: ReverbVolume.ReverbSettings

Modifiers: config

Default reverb settings used by reverb volumes.

Default value:

Member Value
FadeTime 2.0
Volume 0.5

GameTypesSupportedOnThisMap[edit]

Type: array<class<GameInfo> >

This is the list of GameTypes which this map can support. This is used for SeekFree loading code so the map has a reference to the game type it will be played with so it can cook all of the specific assets

GlobalGravityZ[edit]

Type: float

optional level specific gravity override set by level designer

MyMapInfo[edit]

Type: MapInfo

Modifiers: protected, instanced

game specific map information - access through GetMapInfo()/SetMapInfo()

PackedLightAndShadowMapTextureSize[edit]

Type: int

Maximum size of textures for packed light and shadow maps

Default value: 1024

SquintModeKernelSize[edit]

Type: float

Modifiers: config

Squint mode kernel size (same as DOF).

Default value: 128.0

StallZ[edit]

Type: float

vehicles stall if they reach this

Default value: 1000000.0

StreamingLevels[edit]

Type: array<LevelStreaming>

Modifiers: const, editconst, editinline

Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units

Title[edit]

Type: string

Modifiers: localized

title of the map displayed in the UI

Internal variables[edit]

See WorldInfo internal variables.

Default values[edit]

Property Value
bAlwaysRelevant True
bBlockActors True
bHiddenEd True
bWorldGeometry True
RemoteRole ROLE_SimulatedProxy

Enums[edit]

EConsoleType[edit]

CONSOLE_Any 
CONSOLE_Xbox360 
CONSOLE_PS3 

ENetMode[edit]

NM_Standalone 
Standalone game.
NM_DedicatedServer 
Dedicated server, no local client.
NM_ListenServer 
Listen server.
NM_Client 
Client only, no local server.

Structs[edit]

CompartmentRunList[edit]

Modifiers: native

For specifying which compartments should run on a given frame

bool RigidBody 
The rigid body compartment will run on this frame
bool Fluid 
The fluid compartment will run on this frame
bool Cloth 
The cloth compartment will run on this frame
bool SoftBody 
The soft body compartment will run on this frame

Default values:

Property Value
Cloth True
Fluid True
RigidBody True
SoftBody True

NetViewer[edit]

Modifiers: native

stores information on a viewer that actors need to be checked against for relevancy

PlayerController InViewer 
Actor Viewer 
Object.Vector ViewLocation 
Object.Vector ViewDir 

PhysXSceneTimings[edit]

Modifiers: native

Timings for primary and compartments.

PhysXTiming PrimarySceneTiming 
Timing settings for the PhysX primary scene
PhysXTiming CompartmentTimingRigidBody 
Timing settings for the PhysX rigid body compartment
PhysXTiming CompartmentTimingFluid 
Timing settings for the PhysX fluid compartment
PhysXTiming CompartmentTimingCloth 
Timing settings for the PhysX cloth compartment
PhysXTiming CompartmentTimingSoftBody 
Timing settings for the PhysX soft body compartment

Default values:

Property Value
CompartmentTimingCloth
Member Value
bFixedTimeStep True
MaxSubSteps 2
TimeStep 0.02
CompartmentTimingFluid
Member Value
bFixedTimeStep False
MaxSubSteps 1
TimeStep 0.02
CompartmentTimingRigidBody
Member Value
bFixedTimeStep False
MaxSubSteps 2
TimeStep 0.02
CompartmentTimingSoftBody
Member Value
bFixedTimeStep True
MaxSubSteps 2
TimeStep 0.02

PhysXTiming[edit]

Modifiers: native

Timing parameters used for a PhysX primary scene or compartment

bool bFixedTimeStep 
If true, substep sizes are fixed equal to TimeStep.

If false, substep sizes are varied to fit an integer number of times into the frame time.

float TimeStep 
The fixed or maximum substep size, depending on the value of bFixedTimeStep.
int MaxSubSteps 
The maximum number of substeps allowed per frame.

Default values:

Property Value
bFixedTimeStep False
MaxSubSteps 5
TimeStep 0.02

Functions[edit]

Static native functions[edit]

IsConsoleBuild[edit]

native simulated static final function bool IsConsoleBuild (optional EConsoleType ConsoleType) const

Returns whether we are running on a console platform or on the PC.

Parameters:

  • ConsoleType - if specified, only returns true if we're running on the specified platform

Returns:

TRUE if we're on a console, FALSE if we're running on a PC

IsDemoBuild[edit]

native simulated static final function bool IsDemoBuild () const


IsPlayInEditor[edit]

native simulated static final function bool IsPlayInEditor () const

Returns whether script is executing within the editor.

MapExists[edit]

native static final function bool MapExists (string MapName)

Returns:

Returns true if the specified map file exists NOTE: Treats the input string as a URL, so it's safe to input "WAR-Torlan?LinkSetup=blah" etc.

Iterator functions[edit]

AllControllers[edit]

native final iterator function AllControllers (class<ControllerBaseClass, out Controller C)

returns all Controllers in the ControllerList that are of the specified class or a subclass

Parameters:

  • BaseClass - the base class of Controller to return
  • out - C the returned Controller for each iteration

Note: this function is only useful on the server; if you need the local player on a client, use Actor::LocalPlayerControllers()

AllNavigationPoints[edit]

native final iterator function AllNavigationPoints (class<NavigationPointBaseClass, out NavigationPoint N)


AllPawns[edit]

native final iterator function AllPawns (class<PawnBaseClass, out Pawn P, optional Object.Vector TestLocation, optional float TestRadius)

returns all Pawns in the PawnList that are of the specified class or a subclass

Parameters:

  • BaseClass - the base class of Pawn to return
  • out - P the returned Pawn for each iteration
  • optional - TestRadius is the radius checked against using TestLocation, skipping any pawns not within that value

Note: useful on both client and server; pawns are added/removed from pawnlist in PostBeginPlay (on clients, only relevant pawns will be available)

RadiusNavigationPoints[edit]

native final iterator function RadiusNavigationPoints (class<NavigationPointBaseClass, out NavigationPoint N, Object.Vector Point, float Radius)

returns all NavigationPoints whose cylinder intersects with a sphere of the specified radius at the specified point this function uses the navigation octree and is therefore fast for reasonably small radii

Parameters:

  • BaseClass - the base class of NavigationPoint to return
  • out - N the returned NavigationPoint for each iteration
  • Radius - the radius to search in

Note: this function cannot be used during level startup because the navigation octree is populated in C++ ANavigationPoint::PreBeginPlay()

Native functions[edit]

CommitMapChange[edit]

native final function CommitMapChange (optional bool bShouldSkipLevelStartupEvent, optional bool bShouldSkipLevelBeginningEvent)

actually performs the map transition prepared by PrepareMapChange() it happens in the next tick to avoid GC issues if a map change is being prepared but isn't ready yet, the transition code will block until it is wait until IsMapChangeReady() returns true if this is undesired behavior

ForceGarbageCollection[edit]

native simulated final function ForceGarbageCollection ()


GetAddressURL[edit]

native simulated function string GetAddressURL () const


GetDetailMode[edit]

native final function Scene.EDetailMode GetDetailMode ()

Returns:

the current detail mode

GetGameSequence[edit]

native final function Sequence GetGameSequence () const

Grabs the default game sequence and returns it.

Returns:

the default game sequence object

GetGravityZ[edit]

native function float GetGravityZ ()

Overrides: Actor.GetGravityZ

Returns the Z component of the current world gravity and initializes it to the default gravity if called for the first time.

Returns:

Z component of current world gravity.

GetLocalURL[edit]

native simulated function string GetLocalURL () const


GetMapInfo[edit]

native final function MapInfo GetMapInfo ()

Returns:

the current MapInfo that should be used. May return one of the inner StreamingLevels' MapInfo if a streaming level transition has occurred via PrepareMapChange()

GetMapName[edit]

native final function string GetMapName (optional bool bIncludePrefix)

Returns:

the name of the current map

IsInSeamlessTravel[edit]

native final function bool IsInSeamlessTravel ()

Returns:

whether we're currently in a seamless transition

IsMapChangeReady[edit]

native final function bool IsMapChangeReady ()

if there is a map change being prepared, returns whether that change is ready to be committed (if no change is pending, always returns false)

IsPreparingMapChange[edit]

native final function bool IsPreparingMapChange ()

returns whether there's a map change currently in progress

IsRecordingDemo[edit]

native final function bool IsRecordingDemo ()

Returns:

whether a demo is being recorded

NavigationPointCheck[edit]

native final noexport function NavigationPointCheck (Object.Vector Point, Object.Vector Extent, optional out array<NavigationPointNavs, optional out array<ReachSpecSpecs)

returns a list of NavigationPoints and ReachSpecs that intersect with the given point and extent

Parameters:

  • Point - point to check
  • Extent - box extent to check
  • optional - out) Specs list of ReachSpecs that intersect

NotifyMatchStarted[edit]

native final function NotifyMatchStarted (optional bool bShouldActivateLevelStartupEvents, optional bool bShouldActivateLevelBeginningEvents, optional bool bShouldActivateLevelLoadedEvents)

Called by GameInfo.StartMatch, used to notify native classes of match startup (such as Kismet).

PrepareMapChange[edit]

native final function PrepareMapChange (const out array<nameLevelNames)

asynchronously loads the given levels in preparation for a streaming map transition. This codepath is designed for worlds that heavily use level streaming and gametypes where the game state should be preserved through a transition.

Parameters:

  • LevelNames - the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level

SeamlessTravel[edit]

native final function SeamlessTravel (string URL, optional bool bAbsolute)

seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level. Does not disrupt network communication or disconnet clients. You may need to implement GameInfo::GetSeamlessTravelActorList(), PlayerController::GetSeamlessTravelActorList(), GameInfo::PostSeamlessTravel(), and/or GameInfo::HandleSeamlessTravelPlayer() to handle preserving any information that should be maintained (player teams, etc) This codepath is designed for worlds that use little or no level streaming and gametypes where the game state is reset/reloaded when transitioning. (like UT)

Parameters:

  • URL - the URL to travel to; must be relative to the current URL (same server)

SetLevelRBGravity[edit]

native final function SetLevelRBGravity (Object.Vector NewGrav)


SetMapInfo[edit]

native final function SetMapInfo (MapInfo NewMapInfo)

sets the current MapInfo to the passed in one

SetSeamlessTravelMidpointPause[edit]

native final function SetSeamlessTravelMidpointPause (bool bNowPaused)

this function allows pausing the seamless travel in the middle, right before it starts loading the destination (i.e. while in the transition level) this gives the opportunity to perform any other loading tasks before the final transition this function has no effect if we have already started loading the destination (you will get a log warning if this is the case)

Parameters:

  • bNowPaused - whether the transition should now be paused

VerifyNavList[edit]

native simulated final function VerifyNavList ()


Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Reset[edit]

event Reset ()

Overrides: Actor.Reset

Reset actor to initial state - used when restarting level without reloading.

ServerTravel[edit]

event ServerTravel (string URL, optional bool bAbsolute)

Jumps the server to new level. If bAbsolute is true and we are using seemless traveling, we will do an absolute travel (URL will be flushed).

TravelFailed[edit]

simulated event TravelFailed (string TravelURL, string Error, optional string ErrorCode)

Called when the game fails to travel to a particular URL (NOTE: May not be called under all circumstances)

Parameters:

  • TravelURL - The URL which could not be travelled to
  • Error - The error message for the failed travel
  • ErrorCode - A 'code' for easily identifying specific travel errors in script

Other instance functions[edit]

GetGameClass[edit]

simulated function class<GameInfoGetGameClass ()


IsServer[edit]

final function bool IsServer ()


ThisIsNeverExecuted[edit]

function ThisIsNeverExecuted (DefaultPhysicsVolume P)