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UE3:UTGameViewportClient (UDK)
Object >> GameViewportClient >> UTGameViewportClient |
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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]
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]
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]
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]
Handler for the ProgressMessageScene's OnSelection delegate. Kills any existing online game sessions.
DrawTransition[edit]
Overrides: GameViewportClient.DrawTransition
(Description copied from GameViewportClient.DrawTransition)
Displays the transition screen.
Parameters:
- Canvas - The canvas to use for rendering.
FindProgressMessageScene[edit]
Returns:
- a reference to the progress message scene, if it's already open.
ForceCloseProgressMessageScene[edit]
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]
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]
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]
UpdateActiveSplitscreenType[edit]
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.