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UE3:UTUIFrontEnd_HostGame (UDK)

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UDK Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_LaunchGame >> UTUIFrontEnd_HostGame
Package: 
UTGame
This class in other games:
UT3

Host Game scene for UT3. Contains the host game flow.

Constants[edit]

SERVERTYPE_LAN[edit]

Value: 0


SERVERTYPE_UNRANKED[edit]

Value: 1


SERVERTYPE_RANKED[edit]

Value: 2


MAXIMUM_PLAYER_COUNT[edit]

Value: 24


Properties[edit]

ServerSettingsTab[edit]

Type: UTUITabPage_Options

Modifiers: transient

Tab page references for this scene.

Default values[edit]

Property Value
bRequiresNetwork True

Subobjects[edit]

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd_LaunchGame.SceneEventComponent

No new values.

Functions[edit]

Static functions[edit]

StripInvalidPasswordCharacters[edit]

static function string StripInvalidPasswordCharacters (string PasswordString, optional string InvalidChars)

Removes any characters which are not valid to be passed on the URL.

Events[edit]

PostInitialize[edit]

event PostInitialize ()

Overrides: UTUIFrontEnd_LaunchGame.PostInitialize

PostInitialize event - Sets delegates for the scene.

Other instance functions[edit]

CreateOnlineGame[edit]

function CreateOnlineGame (int PlayerIndex)

Creates the online game and travels to the map we are hosting a server on.

FinishStartDedicated[edit]

function FinishStartDedicated ()

Actually starts the dedicated server.

GenerateMutatorURLString[edit]

function string GenerateMutatorURLString ()


HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Overrides: UTUIFrontEnd_LaunchGame.HandleInputKey

Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)

Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).

This delegate is called BEFORE kismet is given a chance to process the input.

Parameters:

  • EventParms - information about the input event.

Returns:

TRUE to indicate that this input key was processed; no further processing will occur on this input key event.

OnAcceptServerSettings[edit]

function OnAcceptServerSettings (UIScreenObject InObject, int PlayerIndex)

Callback for when the user has accepted server settings.

OnGameCreated[edit]

function OnGameCreated (name SessionName, bool bWasSuccessful)

Callback for when the game is finish being created.

OnGameModeSelected[edit]

function OnGameModeSelected (string InGameMode, string InDefaultMap, string GameSettingsClass, bool bSelectionSubmitted)

Overrides: UTUIFrontEnd_LaunchGame.OnGameModeSelected

Callback for when the gamemode changes on the game mode selection tab.

OnMainRegion_Show_UIAnimEnd[edit]

function OnMainRegion_Show_UIAnimEnd (UIScreenObject AnimTarget, name AnimName, int TrackTypeMask)

Overrides: UTUIFrontEnd.OnMainRegion_Show_UIAnimEnd

Handler for the 'show' animation completed.

OnServerOptionChanged[edit]

function OnServerOptionChanged (UIScreenObject InObject, name OptionName, int PlayerIndex)

Called when one of our options changes.

OnServerOptionFocused[edit]

function OnServerOptionFocused (UIScreenObject InObject, UIDataProvider OptionProvider)

Called when one of our options is focused

OnStartDedicated[edit]

function OnStartDedicated ()

Attempts to start a dedicated server.

OnStartDedicated_Confirm[edit]

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

Callback for the start game message box.

OnStartGame[edit]

function OnStartGame ()

Overrides: UTUIFrontEnd_LaunchGame.OnStartGame

Attempts to start an instant action game.

OnStartGame_Confirm[edit]

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

Callback for the start game message box.

RefreshGoalScoreOption[edit]

function RefreshGoalScoreOption ()

Goal score needs to be refreshed because it has different settings depending on game type.

SetupGameSettings[edit]

function SetupGameSettings ()

Sets up the game settings object using the current options.

ValidateServerType[edit]

function ValidateServerType ()

Enables / disables the "server type" control based on whether we are signed in online.