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UE3:UTUIFrontEnd_TitleScreen (UDK)

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

Title screen scene for UT3, handles attract mode launching.

Properties[edit]

Property group 'UTUIFrontEnd_TitleScreen'[edit]

MovieName[edit]

Type: string

Name of the attract mode movie.

TimeTillAttractMovie[edit]

Type: float

Amount of time until the attract movie starts.

Default value: 90.0

Internal variables[edit]

bInMovie[edit]

Type: bool

Whether or not we are in the attract mode movie.

bUpdatePlayersOnNextTick[edit]

Type: bool

Modifiers: transient

Flag to update the LP array on the next tick.

MainMenuScene[edit]

Type: string

Reference to the main menu scene.

Default value: "UI_Scenes_ChrisBLayout.Scenes.MainMenu"

TimeElapsed[edit]

Type: float

Amount of time elapsed since last user input.

Default values[edit]

Property Value
OnInterceptRawInputKey HandleInputKey

Subobjects[edit]

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIScene.SceneEventComponent

No new values.

Functions[edit]

Native functions[edit]

StartMovie[edit]

native function StartMovie ()

Starts the attract mode movie.

StopMovie[edit]

native function StopMovie ()

Stops the currently playing movie.

UpdateGamePlayersArray[edit]

native function UpdateGamePlayersArray ()

Creates a local player for every signed in controller.

UpdateMovieStatus[edit]

native function UpdateMovieStatus ()

Checks to see if a movie is done playing.

Events[edit]

GetNumLoggedInPlayers[edit]

event int GetNumLoggedInPlayers ()

Returns:

Returns the number of currently logged in controllers.

PostInitialize[edit]

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Post initialize event - Sets delegates for the scene.

SceneActivated[edit]

event SceneActivated (bool bInitialActivation)

Overrides: UIScene.SceneActivated

(Description copied from UIScene.SceneActivated)
Called just after the scene is added to the ActiveScenes array, or when this scene has become the active scene as a result of closing another scene.

Parameters:

  • bInitialActivation - TRUE if this is the first time this scene is being activated; FALSE if this scene has become active as a result of closing another scene or manually moving this scene in the stack.

SceneDeactivated[edit]

event SceneDeactivated ()

Overrides: UIScene.SceneDeactivated

Called just after this scene is removed from the active scenes array

UpdateProfileLabels[edit]

event UpdateProfileLabels ()

Updates the profile labels.

Other instance functions[edit]

CheckTitleSkip[edit]

function CheckTitleSkip ()

Checks to see if a frontend error message was set by the game before returning to the main menu, if so, we skip to the main menu and display the message.

CleanupOnlineDelegates[edit]

function CleanupOnlineDelegates ()

Cleans up any registered online delegates.

HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

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.

OnLoginChange[edit]

function OnLoginChange (byte ControllerId)

Called any time any player changes their current login status.

OnProfileReadComplete[edit]

function OnProfileReadComplete ()

Called when the profile read has completed for any player.

RegisterOnlineDelegates[edit]

function RegisterOnlineDelegates ()

Registers online delegates to catch global events such as login changes.

SetMainControllerId[edit]

function SetMainControllerId (int ControllerId)

Sets PlayerIndex 0's controller id to be the specified controller id, this makes it so that the specified controller can control all of the menus.