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UE3:UTUIFrontEnd_ModSettings (UT3)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_ModSettings |
Contents
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Scene which let user's select which mod they want to configure
Properties[edit]
CurModSelection[edit]
Type: int
Modifiers: transient
DescriptionLabel[edit]
Type: UILabel
Modifiers: transient
ModList[edit]
Type: UIList
Modifiers: transient
ModProviders[edit]
Type: array<UTUIDataProvider_GameModeInfo>
Modifiers: transient
StringDataStore[edit]
Type: UTUIDataStore_2DStringList
Modifiers: transient
Subobjects[edit]
SceneEventComponent[edit]
Class: Engine.UIComp_Event
Inherits from: UTUIFrontEnd.SceneEventComponent
No new values.
Functions[edit]
Events[edit]
PostInitialize[edit]
Overrides: UTUIFrontEnd.PostInitialize
Post initialize callback.
Other instance functions[edit]
ConfigureCurrentMod[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.
OnBack[edit]
OnButtonBar_Back[edit]
OnButtonBar_ConfigureMod[edit]
OnModList_SubmitSelection[edit]
OnModList_ValueChanged[edit]
SetupButtonBar[edit]
Overrides: UTUIFrontEnd.SetupButtonBar
Function that sets up a buttonbar for this scene, automatically routes the call to the currently selected tab of the scene as well.