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UE3:UTGameViewportClient (UDK)

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UDK Object >> GameViewportClient >> UTGameViewportClient
Package: 
UTGame
Within class: 
Engine
This class in other games:
UT3


Properties[edit]

LevelActionMessages[edit]

Type: string

Array size: 6

Modifiers: localized


Default value, index 1: "Paused..."

Default value, index 2: "Loading..."

Default value, index 3: "Saving..."

Default value, index 4: "Connecting to..."

Default value, index 5: "Precaching..."

LoadingScreenGameTypeNameFont[edit]

Type: Font

Font used to display game type name on loading screen

Default value: MultiFont'UI_Fonts_Final.Menus.Fonts_AmbexHeavyOblique'

LoadingScreenHintMessageFont[edit]

Type: Font

Font used to display map hint message on loading screen

Default value: MultiFont'UI_Fonts_Final.HUD.MF_Medium'

LoadingScreenMapNameFont[edit]

Type: Font

Font used to display map name on loading screen

Default value: MultiFont'UI_Fonts_Final.Menus.Fonts_AmbexHeavyOblique'

ProgressMessageSceneClassName[edit]

Type: string

class to use for displaying progress messages

Default value: "UTGame.UTUIScene_ConnectionStatus"

UTFrontEndString[edit]

Type: string

Modifiers: localized

This is the remap name for UTFrontEnd so we can display a more friendly name *

Default value: "Main Menu"

UTMMissionSelectionString[edit]

Type: string

Modifiers: localized

This is the remap name for UTM-MissionSelection so we can display a more friendly name *

Default values[edit]

Property Value
UIControllerClass Class'UTGame.UTGameInteraction'

Functions[edit]

Native functions[edit]

LoadRandomLocalizedHintMessage[edit]

native final function string LoadRandomLocalizedHintMessage (string GameType1Name, string GameType2Name)

Locates a random localized hint message string for the specified two game types. Usually the first game type should always be "UTDeathmatch", since you always want those strings included regardless of game type

Parameters:

  • GameType1Name - Name of the first game type we're interested in
  • GameType2Name - Name of the second game type we're interested in

Returns:

Returns random hint string for the specified game types

Events[edit]

PostRender[edit]

event PostRender (Canvas Canvas)

Overrides: GameViewportClient.PostRender

(Description copied from GameViewportClient.PostRender)
Called after rendering the player views and HUDs to render menus, the console, etc. This is the last rendering call in the render loop

Parameters:

  • Canvas - The canvas to use for rendering.

SetProgressMessage[edit]

event SetProgressMessage (PlayerController.EProgressMessageType MessageType, string Message, optional string Title, optional bool bIgnoreFutureNetworkMessages)

Overrides: GameViewportClient.SetProgressMessage

Sets or updates the any current progress message being displayed.

Parameters:

  • MessageType - the type of progress message
  • Message - the message to display
  • Title - the title to use for the progress message.

Other instance functions[edit]

CancelPendingConnection[edit]

function CancelPendingConnection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)

Handler for the ProgressMessageScene's OnSelection delegate. Kills any existing online game sessions.

DrawTransition[edit]

function DrawTransition (Canvas Canvas)

Overrides: GameViewportClient.DrawTransition

(Description copied from GameViewportClient.DrawTransition)
Displays the transition screen.

Parameters:

  • Canvas - The canvas to use for rendering.

FindProgressMessageScene[edit]

function UTUIScene_ConnectionStatus FindProgressMessageScene ()

Returns:

a reference to the progress message scene, if it's already open.

ForceCloseProgressMessageScene[edit]

function ForceCloseProgressMessageScene (optional bool bSimulateCancel)

Manually closes the progress message scene, if open. Normally the progress message scene would be closed when the user clicks one of its buttons.

Parameters:

  • bSimulateCancel - if TRUE, will set the message box's selection to the index of the Cancel button; otherwise, just closes the scene without touching the selection value.

NotifyConnectionError[edit]

function NotifyConnectionError (optional string Message, optional string Title)

Overrides: GameViewportClient.NotifyConnectionError

Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.

Parameters:

  • Message - a description of why the connection was lost
  • Title - the title to use in the connection failure message.

OpenProgressMessageScene[edit]

function UTUIScene_ConnectionStatus OpenProgressMessageScene ()

Opens the scene which is used to display connection/download progress & error messages. If the scene is already open, will return a reference to the existing scene rather than creating another one.

Returns:

a reference to an instance of UTUIScene_ConnectionStatus which is fully initialized and ready to be used.

RenderHeader[edit]

function RenderHeader (Canvas Canvas)


UpdateActiveSplitscreenType[edit]

function UpdateActiveSplitscreenType ()

Overrides: GameViewportClient.UpdateActiveSplitscreenType

Sets the value of ActiveSplitscreenConfiguration based on the desired split-screen layout type, current number of players, and any other factors that might affect the way the screen should be layed out.