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UE3:UTUIScene_SaveProfile (UDK)

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Revision as of 06:03, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 8))

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


Properties[edit]

bProfileSaved[edit]

Type: bool

Modifiers: transient


bShutdown[edit]

Type: bool

Modifiers: transient


bUseTimedClose[edit]

Type: bool

Modifiers: transient

If true, then use the elapsed time to close the save message

MinOnScreenTime[edit]

Type: float

Modifiers: transient


OnScreenTime[edit]

Type: float

Modifiers: transient


PlayerIndexToSave[edit]

Type: int

Modifiers: transient


Default values[edit]

Property Value
OnInterceptRawInputKey KillInput
bRenderParentScenes True
bShouldPerformScriptTick True
SceneInputMode INPUTMODE_Simultaneous
SceneRenderMode SPLITRENDER_Fullscreen

Subobjects[edit]

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIScene.SceneEventComponent

No new values.

Delegates[edit]

OnSaveFinished[edit]

delegate OnSaveFinished ()


Functions[edit]

Events[edit]

PerformSave[edit]

event PerformSave ()


PostInitialize[edit]

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[edit]

event ShutDown ()


TickScene[edit]

event TickScene (float DeltaTime)

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[edit]

KillInput[edit]

function bool KillInput (const out UIRoot.InputEventParameters EventParms)


OnSaveProfileComplete[edit]

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