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UE3:UTGameReplicationInfo (UDK)

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UDK Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo
Package: 
UTGame
This class in other games:
UT3


Properties[edit]

bAllowKeyboardAndMouse[edit]

Type: bool

Which input types are allowed for this game *

bAnnouncementsDisabled[edit]

Type: bool

set by level Kismet to disable announcements during tutorials/cinematics/etc

bConsoleServer[edit]

Type: bool

whether the server is a console so we need to make adjustments to sync up

bForceDefaultCharacter[edit]

Type: bool

Modifiers: globalconfig

forces other players to be viewed on this machine with the default character

BotDifficulty[edit]

Type: int

for bPlayersVsBots

Default value: -1

bRequireReady[edit]

Type: bool


bShowMenuOnDeath[edit]

Type: bool


bShowMOTD[edit]

Type: bool

Modifiers: repnotify


bStoryMode[edit]

Type: bool

If this is set, the game is running in story mode

bWarmupRound[edit]

Type: bool

Amount of Warmup Time Remaining

CurrentMidGameMenu[edit]

Type: UTUIScene_MidGameMenu

Holds the current Mid Game Menu Scene

FlagState[edit]

Type: EFlagState

Array size: 2


LastUsedMidgameTab[edit]

Type: name


MinNetPlayers[edit]

Type: int


MutatorList[edit]

Type: string

Modifiers: databinding


RulesString[edit]

Type: string

Modifiers: databinding


ScoreboardScene[edit]

Type: UTUIScene_Scoreboard

We hold a reference to the live scoreboard to adapt for split screen

SinglePlayerBotNames[edit]

Type: string

Array size: 4


Default value, index 0: "Reaper"

Default value, index 1: "Othello"

Default value, index 2: "Bishop"

Default value, index 3: "Jester"

SinglePlayerMissionID[edit]

Type: int

Holds the Mission index of the current mission

VehicleWeaponEffects[edit]

Type: array<MeshEffect>


WeaponBerserk[edit]

Type: float


Default value: 1.0

WeaponOverlays[edit]

Type: array<MaterialInterface>

weapon overlays that are available in this map - figured out in PostBeginPlay() from UTPowerupPickupFactories in the level each entry in the array represents a bit in UTPawn's WeaponOverlayFlags property

See: UTWeapon::SetWeaponOverlayFlags() for how this is used

Default values[edit]

Property Value
TickGroup TG_PreAsyncWork

Enums[edit]

EFlagState[edit]

FLAG_Home 
FLAG_HeldFriendly 
FLAG_HeldEnemy 
FLAG_Down 

Structs[edit]

MeshEffect[edit]

Modifiers: native

vehicle weapon effects available in this map - works exactly like WeaponOverlays, except these are meshes that get attached to the vehicle mesh when the corresponding bit is set on the driver's WeaponOverlayFlags

StaticMesh Mesh 
mesh for the effect
MaterialInterface Material 
material for the effect

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: GameReplicationInfo.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: GameReplicationInfo.ReplicatedEvent


Timer[edit]

simulated event Timer ()

Overrides: GameReplicationInfo.Timer


Other instance functions[edit]

AddGameRule[edit]

function AddGameRule (string Rule)


AssignSinglePlayerCharacters[edit]

function AssignSinglePlayerCharacters (UTPlayerReplicationInfo PRI)

In a single player campaign, this function will be called to insure all of the players are properly assigned to a given team. It insure that the host of the game is assigned to Reaper, and then assigns the other players in order.

Parameters:

  • PRI - The PRI of the player to Assign a character for

CanChangeTeam[edit]

simulated function bool CanChangeTeam ()

Whether a player can change teams or not. Used by menus and such.

CharacterProcessingComplete[edit]

simulated function CharacterProcessingComplete ()


DisplayMOTD[edit]

simulated function DisplayMOTD ()

Displays the message of the day by finding a hud and passing off the call.

FlagIsDown[edit]

simulated function bool FlagIsDown (int TeamIndex)


FlagIsHeldEnemy[edit]

simulated function bool FlagIsHeldEnemy (int TeamIndex)


FlagIsHeldFriendly[edit]

simulated function bool FlagIsHeldFriendly (int TeamIndex)


FlagIsHome[edit]

simulated function bool FlagIsHome (int TeamIndex)


FlagsAreHome[edit]

simulated function bool FlagsAreHome ()


IsNecrisTeam[edit]

simulated function bool IsNecrisTeam (byte TeamNum)

Returns:

whether the given team is Necris (used by e.g. vehicle factories to control whether they can activate for this team)

MidGameMenuClosed[edit]

function simulated MidGameMenuClosed ()

Clean up

MidMenuMenu[edit]

simulated function bool MidMenuMenu (UTPlayerController UTPC, UTSimpleList List, int Index)


OpenUIScene[edit]

simulated function UIScene OpenUIScene (UTPlayerController InstigatorPC, UIScene Template)

wrapper for opening UI scenes

Parameters:

  • InstigatorPC - player to open it for
  • Template - the scene to open

PopulateMidGameMenu[edit]

simulated function PopulateMidGameMenu (UTSimpleMenu Menu)


SetFlagDown[edit]

function SetFlagDown (int TeamIndex)


SetFlagHeldEnemy[edit]

function SetFlagHeldEnemy (int TeamIndex)


SetFlagHeldFriendly[edit]

function SetFlagHeldFriendly (int TeamIndex)


SetFlagHome[edit]

function SetFlagHome (int TeamIndex)


SetHudShowScores[edit]

simulated function SetHudShowScores (bool bShow)


ShowMidGameMenu[edit]

simulated function UTUIScene_MidGameMenu ShowMidGameMenu (UTPlayerController InstigatorPC, optional name TabTag, optional bool bEnableInput)

Open the mid-game menu

ShowScores[edit]

simulated function ShowScores (bool bShow, UTPlayerController Host, UTUIScene_Scoreboard Template)


ToggleViewingMap[edit]

function ToggleViewingMap (bool bIsViewing)