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UE3:UTUIScene_CNewOrContinue (UT3)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIScene_CNewOrContinue |
Contents
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bIsNewMission
Type: bool
Modifiers: transient
bSelectingChapter
Type: bool
Modifiers: transient
ChapterList
Type: UTSimpleList
ChapterLocked
Type: int
Array size: 5
Modifiers: transient
ChapterPanel
Type: UIPanel
ChapterToLoad
Type: int
Modifiers: transient
DescriptionLabel
Type: UILabel
Modifiers: transient
Reference to the description label for the menu.
Menu
Type: UTSimpleMenu
Modifiers: transient
OptionDescriptions
Default value, index 0: "<Strings:UTGameUI.Campaign.CampaignStartNew_Desc>"
Default value, index 1: "<Strings:UTGameUI.Campaign.CampaignContinue_Desc>"
Default value, index 2: "<Strings:UTGameUI.Campaign.CampaignOnline_Desc>"
Default value, index 3: "<Strings:UTGameUI.Campaign.CampaignChapter_Desc>"
Default value, index 4: "<Strings:UTGameUI.Campaign.CampaignOnlineLan_Desc>"
OptionsSceneTemplate
Type: string
Default value: "UI_Scenes_Campaign.Scenes.CampOptions"
Subobjects
SceneEventComponent
Class: Engine.UIComp_Event
Inherits from: UTUIFrontEnd.SceneEventComponent
No new values.
Functions
Events
PostInitialize
Overrides: UTUIFrontEnd.PostInitialize
Post initialize callback.
Other instance functions
GotoOptions
HandleInputKey
Overrides: UTUIFrontEnd.HandleInputKey
(Description copied from 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.
ItemChosen
JoinOpen
MB_Selection
OnButtonBar_Accept
OnButtonBar_Back
Button bar callbacks - Back Button
OnMenuOptionChanged
Callback for when the menu option changes.
OptionsOpen
Scene_Back
Call when it's time to go back to the previous scene
Setup
SetupButtonBar
Overrides: UTUIFrontEnd.SetupButtonBar
Sets up the button bar for the scene.