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UE3:UTGameReplicationInfo instance functions (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo (instance functions)

Instance functions[edit]

AddGameRule[edit]

function AddGameRule (string Rule)


AddPRI[edit]

simulated function AddPRI (PlayerReplicationInfo PRI)

Overrides: GameReplicationInfo.AddPRI


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.

DisplayMOTD[edit]

simulated function DisplayMOTD ()

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

FindExistingMeshForFamily[edit]

simulated function UTPlayerReplicationInfo FindExistingMeshForFamily (string FamilyID, byte TeamNum, UTPlayerReplicationInfo CurrentPRI)

Util to find an existing custom mesh with the same race/sex/team

FinishCharMerge[edit]

simulated function SkeletalMesh FinishCharMerge (int StatusIndex)

Attempt to finish merging - returns SkeletalMesh when done.

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)

IsProcessingCharacterData[edit]

simulated function bool IsProcessingCharacterData ()

Returns:

whether we're still processing character data into meshes

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)


PreventPause[edit]

simulated function bool PreventPause ()

Overrides: GameReplicationInfo.PreventPause

hook to allow the GRI to prevent pausing; used when it's performing asynch tasks that must be completed

ProcessCharacterData[edit]

simulated singular function ProcessCharacterData (UTPlayerReplicationInfo PRI, optional bool bTeamChange)

determines whether we should process the given player's character data into a mesh and if so, gets that started

Parameters:

  • PRI - the PlayerReplicationInfo that holds the data to process
  • bTeamChange - if this is the result of a team change

Note: this can be called multiple times for a given PRI if more info is received (e.g. Team)

ResetCharMerge[edit]

simulated function ResetCharMerge (int StatusIndex)

Reset merging on a character.

SendCharacterProcessingNotification[edit]

simulated function SendCharacterProcessingNotification (bool bNowProcessing)

called to notify all local players when character data processing is started/stopped

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)


SetVoteRoundTimeRemaining[edit]

function SetVoteRoundTimeRemaining (int NewValue)


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)


SkipAllProcessing[edit]

simulated function bool SkipAllProcessing ()

Returns:

whether we should skip all character processing of any kind, even arms

StartProcessingCharacterData[edit]

simulated function StartProcessingCharacterData ()


TickCharacterMeshCreation[edit]

simulated function TickCharacterMeshCreation ()

called when character meshes are being processed to update it

ToggleViewingMap[edit]

function ToggleViewingMap (bool bIsViewing)