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UE3:UTUIScene_MidGameMenu (UDK)

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


Properties[edit]

bInitial[edit]

Type: bool

Modifiers: transient


bLoading[edit]

Type: bool

Modifiers: transient


bNeedsProfileSave[edit]

Type: bool

Modifiers: transient


bOkToAutoClose[edit]

Type: bool

Modifiers: transient


bReturningToMainMenu[edit]

Type: bool

Modifiers: transient


ButtonBar[edit]

Type: UTUIButtonBar

Modifiers: transient


bWaitingForReady[edit]

Type: bool

Modifiers: transient


LoadingPanel[edit]

Type: UIPanel

Modifiers: transient


LoadingRotator[edit]

Type: UIImage

Modifiers: transient


MBScene[edit]

Type: UTUIScene_MessageBox

Modifiers: transient


TabControl[edit]

Type: UTUITabControl

Modifiers: transient


Default values[edit]

Property Value
OnInterceptRawInputKey HandleInputKey
bAlwaysRenderScene True
bDisableWorldRendering True
bDisplayCursor True
bRenderParentScenes False
bSaveSceneValuesOnClose False
SceneRenderMode SPLITRENDER_Fullscreen

Subobjects[edit]

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIScene_Hud.SceneEventComponent

No new values.

Functions[edit]

Events[edit]

BeginLoading[edit]

event BeginLoading ()


EndLoading[edit]

event EndLoading ()


PostInitialize[edit]

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Setup the delegates for the scene and cache all of the various UI Widgets

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

Other instance functions[edit]

ActivateTab[edit]

function ActivateTab (name TabTag)


Back[edit]

function Back ()


ButtonBarBack[edit]

function bool ButtonBarBack (UIScreenObject InButton, int InPlayerIndex)

Back was selected, exit the menu

Parameters:

  • InButton - The button that selected
  • InPlayerIndex - Index of the local player that made the selection

ButtonBarDisconnect[edit]

function bool ButtonBarDisconnect (UIScreenObject InButton, int InPlayerIndex)


ButtonBarExitGame[edit]

function bool ButtonBarExitGame (UIScreenObject InButton, int InPlayerIndex)


Disconnect[edit]

function Disconnect ()


ForceTabPageReady[edit]

function ForceTabPageReady (name TabTag)


HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)


MB_ExitSelection[edit]

function MB_ExitSelection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)


MB_Selection[edit]

function MB_Selection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)


OnPageActivated[edit]

function OnPageActivated (UITabControl Sender, UITabPage NewlyActivePage, int PlayerIndex)

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.

OnSaveProfileComplete[edit]

function OnSaveProfileComplete (byte LocalUserNum, bool bWasSuccessful)

Called when the save has completed the async operation

Parameters:

  • bWasSuccessful - whether the save worked ok or not

ParseScrollback[edit]

function string ParseScrollback (const out array<stringScrollback)

Parse the scrollback and create a string out of it

PreRenderCallBack[edit]

function PreRenderCallBack ()


Reset[edit]

function Reset ()

Reset will set the bWaitingForReady flag and reset the button bar

SaveProfile[edit]

function SaveProfile ()

Opens the 'save profile' scene, which takes care of saving the player's profile.

SetupButtonBar[edit]

function SetupButtonBar ()

Overrides: UTUIScene.SetupButtonBar

Function that sets up a buttonbar for this scene, automatically routes the call to the currently selected tab of the scene as well.