Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTMapInfo (UT3)

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UT3 Object >> MapInfo >> UTMapInfo
Package: 
UTGame
Direct subclass:
UTOnslaughtMapInfo
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Map'[edit]

DefaultMapSize[edit]

Type: float

Holds the Size of the map when designed

Default value: 255.0

Property group 'Minimap'[edit]

MapCenter[edit]

Type: Object.Vector

Location which is used as center for minimap (onslaught)

MapExtent[edit]

Type: float

Radius of map (how far it extends from center) used by minimap

MapTexture[edit]

Type: Texture

reference to the texture to use for the HUD map

MapTextureYaw[edit]

Type: float

Allows for additional rotation on the texture to be applied

MapYaw[edit]

Type: int

Default yaw to apply to minimap

RotatingMiniMapRange[edit]

Type: float

range for rotating minimap

Default value: 12000.0

Property group 'UTMapInfo'[edit]

bBuildTranslocatorPaths[edit]

Type: bool

whether the path builder should build translocator/lowgrav/jumpboot paths for this level

Default value: True

MapMusicInfo[edit]

Type: UTMapMusicInfo

This is stored in a content package and then pointed to by the map *

RecommendedPlayersMax[edit]

Type: int

recommended player count range - for display on the UI and the auto number of bots setting

Default value: 10

RecommendedPlayersMin[edit]

Type: int

recommended player count range - for display on the UI and the auto number of bots setting

Default value: 6

VisibilityModifier[edit]

Type: float

modifier to visibility/range calculations for AI (0 to 1)

Default value: 1.0

Internal variables[edit]

ActualMapCenter[edit]

Type: Object.Vector

Modifiers: transient


bMapUpToDate[edit]

Type: bool

Modifiers: transient

If true, this map and all of the associated data is up to date.

CenterPos[edit]

Type: Object.Vector

Modifiers: transient


ColorPercent[edit]

Type: float

Modifiers: transient


CurrentActor[edit]

Type: Actor

Modifiers: transient


CurrentMapRotYaw[edit]

Type: int

Current map yaw

GreenIconMaterialInstance[edit]

Type: MaterialInstanceConstant

Modifiers: transient


HUDIcons[edit]

Type: Material

Modifiers: transient

Holds a reference to the material to use for rendering hud icons

HUDIconsT[edit]

Type: Texture2D

Modifiers: transient


KeyVehicles[edit]

Type: UTVehicle

Array size: 2


MapMaterialInstance[edit]

Type: MaterialInstanceConstant

Modifiers: transient

Holds the MIC that will be used to scale/rotate the map Background

MapMaterialReference[edit]

Type: Material


Default value: Material'UI_HUD.Materials.MapRing_Mat'

MapRotX[edit]

Type: Object.Vector

Current map coordinate axes

Default value:

Member Value
X 1.0
Y 0.0
Z 0.0

MapRotY[edit]

Type: Object.Vector

Current map coordinate axes

Default value:

Member Value
X 0.0
Y 1.0
Z 0.0

MapScale[edit]

Type: float

Modifiers: transient


Objectives[edit]

Type: array<UTGameObjective>

Holds a list of objectives

PlayerIconCoords[edit]

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 657.0
UL 68.0
V 129.0
VL 106.0

RadarRange[edit]

Type: float

Modifiers: transient


RadarWidth[edit]

Type: float

Modifiers: transient


Sensors[edit]

Type: array<UTGameObjective>


UseableRadius[edit]

Type: float


Default value: 0.3921

WatchedActor[edit]

Type: Actor

Modifiers: transient

Holds the node that is currently being hovered over by the mouse

Functions[edit]

Native functions[edit]

RenderAdditionalInformation[edit]

simulated native function RenderAdditionalInformation (Canvas Canvas, UTPlayerController PlayerOwner)

Give objectives a chance to add information to minimap

RenderLinks[edit]

simulated native function RenderLinks (Canvas Canvas, UTPlayerController PlayerOwner)

Tell all the nodes to render themselves

UpdateHUDLocation[edit]

native function Object.Vector UpdateHUDLocation (Object.Vector InLocation)

Updates the Map Location for a given world location

UpdateNodes[edit]

simulated native function UpdateNodes (UTPlayerController PlayerOwner)

Update Node positions and sensor array

Other instance functions[edit]

AddKeyVehicle[edit]

simulated function AddKeyVehicle (UTVehicle V)


ChangeMapRotation[edit]

function ChangeMapRotation (Object.Rotator NewMapRotation)


DrawMap[edit]

simulated function DrawMap (Canvas Canvas, UTPlayerController PlayerOwner, float XPos, float YPos, float Width, float Height, bool bFullDetail, float AspectRatio)

Draw a map on a canvas.

Parameters:

  • Canvas - The Canvas to draw on
  • PlayerOwner - Who is this map being shown to
  • XPos - YPos Where on the Canvas should it be drawn
  • Width - Height How big

DrawMapImage[edit]

function DrawMapImage (Canvas Canvas, float X, float Y, float W, float H, float PlayerYaw, float BkgImgScaling)

Draws the map image for the mini map

DrawRotatedMaterialTile[edit]

function DrawRotatedMaterialTile (Canvas Canvas, MaterialInstanceConstant M, Object.Vector MapLocation, int InYaw, float XWidth, float YWidth, float XStart, float YStart, float XLength, float YLength)


DrawRotatedTile[edit]

function DrawRotatedTile (Canvas Canvas, Texture2D T, Object.Vector MapLocation, int InYaw, float IconScale, UIRoot.TextureCoordinates TexCoords, Object.LinearColor DrawColor)


FindObjectives[edit]

function FindObjectives ()


GetActorHudLocation[edit]

function Object.Vector GetActorHudLocation (Actor CActor)


VerifyMapExtent[edit]

simulated function VerifyMapExtent ()

Map Rendering