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UE3:UTGameReplicationInfo (UT3)
Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo |
Contents
- 1 Properties
- 1.1 bAllowKeyboardAndMouse
- 1.2 bAlwaysLoadCustomCharacters
- 1.3 bAnnouncementsDisabled
- 1.4 bConsoleServer
- 1.5 bForceDefaultCharacter
- 1.6 bHeroesAllowed
- 1.7 BotDifficulty
- 1.8 bProcessedInitialCharacters
- 1.9 bRequireReady
- 1.10 bShowMenuOnDeath
- 1.11 bShowMOTD
- 1.12 bStoryMode
- 1.13 bWarmupRound
- 1.14 CharStatus
- 1.15 CurrentMidGameMenu
- 1.16 FlagState
- 1.17 IsPlayersVsBots
- 1.18 LastUsedMidgameTab
- 1.19 LocalPCsLeftToProcess
- 1.20 MapVoteTimeRemaining
- 1.21 MinNetPlayers
- 1.22 ModClientSettingsScene
- 1.23 MutatorList
- 1.24 RulesString
- 1.25 ScoreboardScene
- 1.26 SinglePlayerBotNames
- 1.27 SinglePlayerMissionID
- 1.28 StartCreateCharTime
- 1.29 TotalPlayersSetToProcess
- 1.30 VehicleWeaponEffects
- 1.31 VoteRoundTimeCounter
- 1.32 VoteRoundTimeModified
- 1.33 VoteRoundTimeRemaining
- 1.34 WeaponBerserk
- 1.35 WeaponOverlays
- 1.36 Default values
- 2 Enums
- 3 Structs
- 4 Functions
- Package:
- UTGame
- Direct subclasses:
- UTMissionGRI, UTOnslaughtGRI, UTBetrayalGRI
- This class in other games:
- UDK
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bAllowKeyboardAndMouse
Type: bool
Which input types are allowed for this game *
bAlwaysLoadCustomCharacters
Type: bool
Modifiers: globalconfig
forces custom characters to always load, even after the match has started
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
bHeroesAllowed
Type: bool
Whether or not heroes are allowed in the game
BotDifficulty
Type: int
for bPlayersVsBots
Default value: -1
bProcessedInitialCharacters
Type: bool
whether we have processed all the custom characters for players that were initially in the game (clientside flag)
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
CharStatus
Type: array<CreateCharStatus>
CurrentMidGameMenu
Type: UTUIScene_MidGameMenu
Holds the current Mid Game Menu Scene
FlagState
Type: EFlagState
Array size: 2
IsPlayersVsBots
Type: int
If set, players are all on one team vs bots - made an int for replication compatibility
LastUsedMidgameTab
Type: name
LocalPCsLeftToProcess
Type: array<PlayerController>
Array of local players that have not been processed yet.
MapVoteTimeRemaining
Type: int
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- Map Voting **********
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Default value: -1
MinNetPlayers
Type: int
ModClientSettingsScene
Type: string
NOTE: This is replicated, instead of being retrieved clientside, so that clients can't change the loaded scene through .ini editing
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
StartCreateCharTime
Type: float
TotalPlayersSetToProcess
Type: int
Total number of players set to be processed so far.
VehicleWeaponEffects
Type: array<MeshEffect>
VoteRoundTimeCounter
Type: int
Default value: -1
VoteRoundTimeModified
Type: int
Modifiers: repnotify
VoteRoundTimeRemaining
Type: int
Modifiers: repnotify
Default value: -1
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
CreateCharStatus
Modifiers: native
- UTCustomChar_Data.CustomCharMergeState MergeState
- UTCharFamilyAssetStore AssetStore
- UTCharFamilyAssetStore ArmAssetStore
- UTPlayerReplicationInfo PRI
- float StartMergeTime
- bool bOtherTeamSkin
- bool bNeedsArms
- bool bForceFallbackArms
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
Native functions
SetNoStreamWorldTextureForFrames
Function that disables streaming of world textures for NumFrames.
Events
Destroyed
Overrides: GameReplicationInfo.Destroyed
Called when this actor is destroyed
PostBeginPlay
Overrides: GameReplicationInfo.PostBeginPlay
ReplicatedEvent
Overrides: GameReplicationInfo.ReplicatedEvent
Timer
Overrides: GameReplicationInfo.Timer