Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTUIFrontEnd_LaunchGame (UDK)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_LaunchGame |
- Package:
- UTGame
- Direct subclasses:
- UTUIFrontEnd_HostGame, UTUIFrontEnd_InstantAction
- This class in other games:
- UT3
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Launch game scene for UT3, contains functionality common to instant action and host game flows.
Properties[edit]
bForceRefreshOptionList[edit]
Type: bool
Modifiers: transient
Whether or not the option list should be refreshed.
bFullyInitialized[edit]
Type: bool
Modifiers: transient
Whether or not we're fully initialized yet.
GameMode[edit]
Type: string
Modifiers: transient
GameModeTab[edit]
Type: UTUITabPage_GameModeSelection
Modifiers: transient
References to the tab control and pages.
GameSettingsTab[edit]
Type: UTUITabPage_Options
Modifiers: transient
MapName[edit]
Type: string
Modifiers: transient
Current match settings, used to launch the game. .
MapTab[edit]
Type: UTUITabPage_MapSelection
Modifiers: transient
SettingsDataStore[edit]
Type: UIDataStore_OnlineGameSettings
Modifiers: transient
Reference to the settings datastore that we will use to create the game.
StringListDataStore[edit]
Type: UTUIDataStore_StringList
Modifiers: transient
Reference to the stringlist datastore that we will use to create the game.
Default values[edit]
Property | Value |
---|---|
bMenuLevelRestoresScene | True |
Subobjects[edit]
SceneEventComponent[edit]
Class: Engine.UIComp_Event
Inherits from: UTUIFrontEnd.SceneEventComponent
No new values.
Functions[edit]
Events[edit]
PostInitialize[edit]
Overrides: UTUIFrontEnd.PostInitialize
PostInitialize event - Sets delegates for the scene.
SceneActivated[edit]
Overrides: UTUIFrontEnd.SceneActivated
Scene activation event, always sets focus to current tab page if activating the page for a second time.
Other instance functions[edit]
HandleInputKey[edit]
Overrides: UTUIFrontEnd.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.
OnAcceptGameSettings[edit]
Callback for when the user has accepted the game settings.
OnButtonBar_Back[edit]
OnButtonBar_Next[edit]
OnButtonBar_StartGame[edit]
Buttonbar Callbacks.
OnGameModeSelected[edit]
Callback for when the gamemode changes on the game mode selection tab.
OnMapSelected[edit]
Callback for when the user has selected the map.
OnPageActivated[edit]
Overrides: UTUIFrontEnd.OnPageActivated
Called when a new page is activated.
Parameters:
- Sender - the tab control that activated the page
- NewlyActivePage - the page that was just activated
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this event.
OnStartGame[edit]
Starts the game.
SetupButtonBar[edit]
Overrides: UTUIFrontEnd.SetupButtonBar
Sets up the button bar for the scene.
ShowNextTab[edit]
Shows the next tab page, if we are at the last tab, then we start the game.
ShowPrevTab[edit]
Shows the previous tab page, if we are at the first tab, then we close the scene.