Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTUIScene_SaveProfile (UDK)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIScene_SaveProfile |
Contents
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Properties
bProfileSaved
Type: bool
Modifiers: transient
bShutdown
Type: bool
Modifiers: transient
bUseTimedClose
Type: bool
Modifiers: transient
If true, then use the elapsed time to close the save message
MinOnScreenTime
Type: float
Modifiers: transient
OnScreenTime
Type: float
Modifiers: transient
PlayerIndexToSave
Type: int
Modifiers: transient
Default values
Property | Value |
---|---|
OnInterceptRawInputKey | KillInput |
bRenderParentScenes | True |
bShouldPerformScriptTick | True |
SceneInputMode | INPUTMODE_Simultaneous |
SceneRenderMode | SPLITRENDER_Fullscreen |
Subobjects
SceneEventComponent
Class: Engine.UIComp_Event
Inherits from: UTUIScene.SceneEventComponent
No new values.
Delegates
OnSaveFinished
Functions
Events
PerformSave
PostInitialize
Overrides: UIScreenObject.PostInitialize
Called after this screen object's children have been initialized. While the Initialized event is only called when a widget is initialized for the first time, PostInitialize() will be called every time this widget receives a call to Initialize(), even if the widget was already initialized. Examples would be reparenting a widget.
ShutDown
TickScene
Overrides: UTUIScene.TickScene
(Description copied from UTUIScene.TickScene)
Called every frame if bShouldPerformScriptTick is true
Parameters:
- DeltaTime - is the time in seconds for this frame
Other instance functions
KillInput
OnSaveProfileComplete
Called when the save has completed the async operation
Parameters:
- LocalUserNum - the controller index of the player who's write just completed
- bWasSuccessful - whether the save worked ok or not