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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

bAllowKeyboardAndMouse

Type: bool

Which input types are allowed for this game *

bAnnouncementsDisabled

Type: bool

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

bConsoleServer

Type: bool

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

bForceDefaultCharacter

Type: bool

Modifiers: globalconfig

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

BotDifficulty

Type: int

for bPlayersVsBots

Default value: -1

bRequireReady

Type: bool


bShowMenuOnDeath

Type: bool


bShowMOTD

Type: bool

Modifiers: repnotify


bStoryMode

Type: bool

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

bWarmupRound

Type: bool

Amount of Warmup Time Remaining

CurrentMidGameMenu

Type: UTUIScene_MidGameMenu

Holds the current Mid Game Menu Scene

FlagState

Type: EFlagState

Array size: 2


LastUsedMidgameTab

Type: name


MinNetPlayers

Type: int


MutatorList

Type: string

Modifiers: databinding


RulesString

Type: string

Modifiers: databinding


ScoreboardScene

Type: UTUIScene_Scoreboard

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

SinglePlayerBotNames

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

Type: int

Holds the Mission index of the current mission

VehicleWeaponEffects

Type: array<MeshEffect>


WeaponBerserk

Type: float


Default value: 1.0

WeaponOverlays

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

Property Value
TickGroup TG_PreAsyncWork

Enums

EFlagState

FLAG_Home 
FLAG_HeldFriendly 
FLAG_HeldEnemy 
FLAG_Down 

Structs

MeshEffect

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

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: GameReplicationInfo.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: GameReplicationInfo.ReplicatedEvent


Timer

simulated event Timer ()

Overrides: GameReplicationInfo.Timer


Other instance functions

AddGameRule

function AddGameRule (string Rule)


AssignSinglePlayerCharacters

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

simulated function bool CanChangeTeam ()

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

CharacterProcessingComplete

simulated function CharacterProcessingComplete ()


DisplayMOTD

simulated function DisplayMOTD ()

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

FlagIsDown

simulated function bool FlagIsDown (int TeamIndex)


FlagIsHeldEnemy

simulated function bool FlagIsHeldEnemy (int TeamIndex)


FlagIsHeldFriendly

simulated function bool FlagIsHeldFriendly (int TeamIndex)


FlagIsHome

simulated function bool FlagIsHome (int TeamIndex)


FlagsAreHome

simulated function bool FlagsAreHome ()


IsNecrisTeam

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

function simulated MidGameMenuClosed ()

Clean up

MidMenuMenu

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


OpenUIScene

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

simulated function PopulateMidGameMenu (UTSimpleMenu Menu)


SetFlagDown

function SetFlagDown (int TeamIndex)


SetFlagHeldEnemy

function SetFlagHeldEnemy (int TeamIndex)


SetFlagHeldFriendly

function SetFlagHeldFriendly (int TeamIndex)


SetFlagHome

function SetFlagHome (int TeamIndex)


SetHudShowScores

simulated function SetHudShowScores (bool bShow)


ShowMidGameMenu

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

Open the mid-game menu

ShowScores

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


ToggleViewingMap

function ToggleViewingMap (bool bIsViewing)