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UE3:UTUIScene (UT3)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene |
Contents
- 1 Constants
- 2 Properties
- 3 Enums
- 4 Delegates
- 5 Functions
- 5.1 Static native functions
- 5.2 Other static functions
- 5.3 Native functions
- 5.3.1 ActivateLevelEvent
- 5.3.2 DeleteDemo
- 5.3.3 GetCurrentAudioDevice
- 5.3.4 GetPawnOwner
- 5.3.5 GetPossibleAudioDevices
- 5.3.6 GetPossibleScreenResolutions
- 5.3.7 GetPRIOwner
- 5.3.8 GetUTPlayerOwner
- 5.3.9 GetWorldInfo
- 5.3.10 IsBelowMinSpecs
- 5.3.11 IsGame
- 5.3.12 SetAudioDeviceToUse
- 5.3.13 SetScreenResolution
- 5.3.14 StartDedicatedServer
- 5.3.15 TryCharacterUnlock
- 5.3.16 UpdateSplitscreenPlayers
- 5.3.17 ViewportDeProject
- 5.3.18 ViewportProject
- 5.4 Events
- 5.5 Other instance functions
- Package:
- UTGame
- Direct subclasses:
- UTUIFrontEnd_TitleScreen, UTUIScene_TimedTutorialMessage, UTUIFrontEnd, UTUIFrontEnd_MapSelection, UTUIScene_AnimTest, UTUIScene_Campaign, UTUIScene_DemoSell, UTUIScene_Hud, UTUIScene_MessageBox, UTUIScene_OnlineToast, UTUIScene_SaveProfile, UTUIScene_TutorialMessage
- This class in other games:
- UDK
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Our UIScenes provide PreRender and tick passes to our Widgets
Constants
See UTUIScene constants.
Properties
Property group 'Editor'
bEditorRealTimePreview
Type: bool
Modifiers: transient
Property group 'Flags'
bIgnoreAxisInput
Type: bool
Internal variables
bHidingScene
Type: bool
Modifiers: transient
bShowingScene
Type: bool
Modifiers: transient
Animation flags, used by the tick function to determine which update func to call.
bSkipPendingCloseSceneNotify
Type: bool
Modifiers: transient
Whether or not to skip the kismet notify for the close scene that is pending.
InputBoxScene
Type: UIScene
Modifiers: transient
MessageBoxScene
Type: UIScene
Modifiers: transient
Global scene references, only scenes that are used in-game and in-menus should be referenced here.
OnlineToastScene
Type: UIScene
Modifiers: transient
PendingCloseScene
Type: UIScene
Modifiers: transient
Pending scene to close since we are waiting for the current scene's exit animation to end.
PendingOpenScene
Type: UIScene
Modifiers: transient
Pending scene to open since we are waiting for the current scene's exit animation to end.
PlayerCardScene
Type: UIScene
Modifiers: transient
Default values
Property | Value |
---|---|
DefaultContextMenuClass | Class'UTGame.UTUI_ContextMenu' |
Subobjects
SceneEventComponent
Class: Engine.UIComp_Event
Inherits from: UIScene.SceneEventComponent
No new values.
Enums
EUTBotTeam
Possible factions for the bots.
- UTBotTeam_Random
- UTBotTeam_Ironguard
- UTBotTeam_TwinSouls
- UTBotTeam_Krall
- UTBotTeam_Liandri
- UTBotTeam_Necris
EUTRecordDemo
Demo recording.
- UTRecordDemo_No
- UTRecordDemo_Yes
Delegates
OnHideAnimationEnded
Callback for when the scene's hide animation has ended.
OnSceneOpened
Callback for when a scene has opened after hiding the topmost scene.
OnShowAnimationEnded
Callback for when the scene's show animation has ended.
Functions
Static native functions
CheckForAutoLogin
returns true if a username/password was specified on the command line and an auto login is in progress
OpenCmdLineURL
Launch the URL specified on the command line
SetLanPlay
Sets the value of GIsLanPlay, which controls LAN server bandwidth optimizations; True means faster downloads, but higher bandwidth usage
Other static functions
FindDataStore
Returns:
- Returns a datastore given its tag and player owner.
GetAccountInterface
Returns:
- Returns a reference to the online subsystem player interface.
GetGameInterface
Returns:
- Returns a reference to the online subsystem game interface.
GetPlayerInterface
Returns:
- Returns a reference to the online subsystem player interface.
GetPlayerInterfaceEx
Returns:
- Returns a reference to the online subsystem player interface ex.
HideOnlineToast
Hides the toast message.
ShowOnlineToast
Shows a toast message.
StaticOpenScene
Opens a scene without any special hiding animation for previous scenes.
TrimWhitespace
Trims whitespace from the beginning and end of a string.
Native functions
ActivateLevelEvent
Activates a level remote event in kismet.
DeleteDemo
GetCurrentAudioDevice
Returns:
- Returns the currently selected audio device.
GetPawnOwner
Returns the Pawn associated with this Hud
GetPossibleAudioDevices
Retrieves all of the possible audio devices from the audio driver.
GetPossibleScreenResolutions
Retrieves all of the possible screen resolutions from the display driver.
GetPRIOwner
Returns the PRI associated with this hud
GetUTPlayerOwner
Get the UTPlayerController that is associated with this Hud
GetWorldInfo
Overrides: UIScene.GetWorldInfo
Returns the WorldInfo
IsBelowMinSpecs
Returns:
- TRUE if the user's machine is below the minimum required specs to play the game.
IsGame
Returns:
- the contents of GIsGame
SetAudioDeviceToUse
Sets the audio device to use for playback.
Parameters:
- InAudioDevice - Audio device to use.
SetScreenResolution
Sets the screen resolution.
Parameters:
- ResX - Width of the screen
- ResY - Height of the screen
- bFullscreen - Whether or not we are fullscreen.
StartDedicatedServer
Starts a dedicated server and kills the current process.
TryCharacterUnlock
Tries to unlock a character using a code.
Parameters:
- UnlockCode - Code to use to unlock the character.
Returns:
- TRUE if the unlock succeeded, FALSE otherwise.
UpdateSplitscreenPlayers
Creates/Removes local players for splitscreen.
Parameters:
- bCreatePlayers - Whether we are creating or removing players.
ViewportDeProject
Converts a 2D Screen coordiate in to 3D space
Parameters:
- LocalPlayerOwner - The LocalPlayer that owns the viewport where the projection occurs
- ScreenLocation - Where on the screen are we converting from
- OutLocation - Returns the Location in world space
- OutDirection - Returns the view direction
ViewportProject
Converts a 2D Screen coordiate in to 3D space
Parameters:
- LocalPlayerOwner - The LocalPlayer that owns the viewport where the projection occurs
- WorldLocation - The world location to project to
- OutScreenLocation - Returns the location in 2D space
Events
IsControllerInput
Returns whether or not the input passed in is a gamepad input event.
Parameters:
- KeyName - Key name to check
Returns:
- Returns TRUE if the input key is from a gamepad, FALSE otherwise.