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UE3:UTUIScene_SaveProfile (UDK)

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


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
SceneInputMode INPUTMODE_Simultaneous
SceneRenderMode SPLITRENDER_Fullscreen

Subobjects

SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIScene.SceneEventComponent

No new values.

Delegates

OnSaveFinished

delegate OnSaveFinished ()


Functions

Events

PerformSave

event PerformSave ()


PostInitialize

event 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

event ShutDown ()


Other instance functions

KillInput

function bool KillInput (const out UIRoot.InputEventParameters EventParms)


OnSaveProfileComplete

function OnSaveProfileComplete (byte LocalUserNum, bool bWasSuccessful)

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