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UE3:UTUIScene instance functions (UT3)

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UT3 Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene (instance functions)

;Other member categories for this class::constants

Instance functions[edit]

AnimEnd[edit]

function AnimEnd (UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq)

Overrides: UIScene.AnimEnd

Called when an animation on this scene has finished.

BeginHideAnimation[edit]

function bool BeginHideAnimation (bool bClosingScene)

Starts the exit animation for the scene.

Returns:

TRUE if there's animation for this scene, FALSE otherwise.

BeginShowAnimation[edit]

function bool BeginShowAnimation (bool bInitialActivation, bool bBypassAnimation)

Starts the show animation for the scene.

Parameters:

  • bInitialActivation - TRUE if the scene is being opened; FALSE if the another scene was closed causing this one to become the topmost scene.
  • bBypassAnimation - TRUE to force all animations to their last frame, effectively bypassing animations. This can be necessary for e.g. scenes which start out off-screen or something.

Returns:

TRUE if there's animation for this scene, FALSE otherwise.

CheckCommunicationPrivilegeAndError[edit]

function bool CheckCommunicationPrivilegeAndError (int ControllerId, optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the specified player can play online games, if not an error message is shown and FALSE is returned.

CheckContentPrivilegeAndError[edit]

function bool CheckContentPrivilegeAndError (int ControllerId, optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the specified player can play online games, if not an error message is shown and FALSE is returned.

CheckLinkConnectionAndError[edit]

function bool CheckLinkConnectionAndError (optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the platform is currently connected to a network.

CheckLoginAndError[edit]

function bool CheckLoginAndError (int ControllerId, optional bool bMustBeLoggedInOnline, optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the specified player is logged in, if not an error message is shown and FALSE is returned.

CheckNatTypeAndDisplayError[edit]

function bool CheckNatTypeAndDisplayError (int ControllerId, optional string AlternateTitle, optional string AlternateMessage)

Verifies that the player's NAT configuration allows them to host matches, and displays an error message if not.

CheckOnlinePrivilegeAndError[edit]

function bool CheckOnlinePrivilegeAndError (int ControllerId, optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the specified player can play online games, if not an error message is shown and FALSE is returned.

CloseScene[edit]

function bool CloseScene (UIScene SceneToClose, bool bSkipKismetNotify, bool bSkipAnimation)

Overrides: UIScene.CloseScene

Closes a UI Scene given a reference to an previously open scene.

Parameters:

  • SceneToClose - Scene that we want to close.
  • bSkipKismetNotify - Whether or not to close the kismet notify for the scene.
  • bSkipAnimation - Whether or not to skip the close animation for this scene.

ConditionallyCheckNumControllers[edit]

function bool ConditionallyCheckNumControllers ()

Returns:

Checks for 2 controllers plugged in and displays a message if the user cannot play splitscreen, returns TRUE if the game can begin, returns FALSE otherwise.

ConditionallyStartSplitscreen[edit]

function ConditionallyStartSplitscreen ()

Checks to see if we should be playing splitscreen or not, if so, creates a 2nd local player.

ConsoleCommand[edit]

final function ConsoleCommand (string Cmd, optional bool bWriteToLog)

Executes a console command.

Parameters:

  • string - Cmd Command to execute.

DisplayMessageBox[edit]

function UTUIScene_MessageBox DisplayMessageBox (string Message, optional string Title)

Displays a very simple OK message box with the specified message and title.

Parameters:

  • Message - Message markup for the messagebox
  • Title - Title markup for the messagebox

Returns:

Returns a reference to the message box scene that was displayed.

FinishCloseScene[edit]

function FinishCloseScene (UIScene SceneToClose, bool bSkipAnimations, bool bSkipKismetNotify)

Closes a UI Scene given a reference to an previously open scene.

Parameters:

  • SceneToClose - Scene that we want to close.

FinishOpenScene[edit]

function UIScene FinishOpenScene (UIScene SceneToOpen, bool bSkipAnimation, bool bSkipKismetNotify)

Finishes opening a scene, usually called when a hide animation has ended.

Parameters:

  • SceneToOpen - the scene to open
  • bSkipAnimation - specify TRUE to bypass the scene's opening animation
  • bSkipKismetNotify - specify TRUE to prevent the 'OpeningMenu' level event from being activated.

Returns:

reference to the UIScene instance that was opened.

GenerateDemoFileName[edit]

function string GenerateDemoFileName ()

Returns:

Returns Returns a unique demo filename.

GetBotTeamNameFromIndex[edit]

function name GetBotTeamNameFromIndex (EUTBotTeam TeamIndex)

Returns:

string Returns a bot faction name given its enum.

GetCommonOptionsURL[edit]

function string GetCommonOptionsURL ()

Returns:

Generates a set of URL options common to both instant action and host game.

GetInputBoxScene[edit]

function UTUIScene_InputBox GetInputBoxScene ()

Returns:

Opens the input box scene and returns a reference to it.

GetMessageBoxScene[edit]

function UTUIScene_MessageBox GetMessageBoxScene (optional UIScene SceneReference)

Returns:

Opens the message box scene and returns a reference to it.

GetPlayerControllerId[edit]

function int GetPlayerControllerId (int PlayerIndex)

Returns:

Returns the controller id of a player given its player index.

GetPlayerIndex[edit]

function int GetPlayerIndex ()

Returns:

Returns the player index of the player owner for this scene.

GetPlayerName[edit]

function string GetPlayerName (int PlayerIndex)

Returns:

Returns the name of the specified player if they have an alias or are logged in, or "DefaultPlayer" otherwise.

GetPlayerProfile[edit]

function UTProfileSettings GetPlayerProfile (optional int PlayerIndex)

Returns the Player Profile for a given player index.

Parameters:

  • PlayerIndex - The player who's profile you require

Returns:

the profile precast to UTProfileSettings

GetPlayerProfileFromPC[edit]

function UTProfileSettings GetPlayerProfileFromPC (PlayerController PC)

Returns the Player Profile for a given player index.

Parameters:

  • PC - The PlayerContorller of the profile you require.

Returns:

the profile precast to UTProfileSettings

GetUTInteraction[edit]

function UTGameInteraction GetUTInteraction ()

Returns:

Return a reference to the UT specific version of the UI interaction.

NotifyChildGameSessionEnded[edit]

function NotifyChildGameSessionEnded (UIObject Child)


NotifyGameSessionEnded[edit]

function NotifyGameSessionEnded ()

Overrides: UIScene.NotifyGameSessionEnded

Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.

OnCurrentScene_HideAnimationEnded[edit]

function OnCurrentScene_HideAnimationEnded ()

Callback for when the current scene's hide animation has completed.

OnLoginError_Confirm[edit]

function OnLoginError_Confirm (UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex)

Callback for when the login required box has finished displaying.

OnLoginUI_LoginChange[edit]

function OnLoginUI_LoginChange ()

Callback for when the login changes after showing the login UI.

OnLoginUI_LoginFailed[edit]

function OnLoginUI_LoginFailed (byte LocalUserNum, OnlineSubsystem.EOnlineServerConnectionStatus ErrorCode)

Delegate used in notifying the UI/game that the manual login failed after showing the login UI.

Parameters:

  • LocalUserNum - the controller number of the associated user
  • ErrorCode - the async error code that occurred

OnPendingCloseScene_HideAnimationEnded[edit]

function OnPendingCloseScene_HideAnimationEnded ()

Callback for when the scene we are closing's hide animation has completed.

OpenScene[edit]

function UIScene OpenScene (UIScene SceneToOpen, optional bool bSkipAnimation, optional delegate<UIScene.OnSceneActivatedSceneDelegate)

Overrides: UIScene.OpenScene

Opens a UI Scene given a reference to a scene to open.

Parameters:

  • SceneToOpen - Scene that we want to open.
  • bSkipAnimation - specify TRUE to indicate that opening animations should be bypassed.
  • SceneDelegate - if specified, will be called when the scene has finished opening.

OpenSceneByName[edit]

function UIScene OpenSceneByName (string SceneToOpen, bool bSkipAnimation, optional delegate<UIScene.OnSceneActivatedSceneDelegate)

Opens a UI Scene given a reference to a scene to open.

Parameters:

  • SceneToOpen - Scene that we want to open.

PlaySound[edit]

function PlaySound (SoundCue InSoundCue, optional bool bIsUISound)

Allows easy access to playing a sound

Parameters:

  • InSoundCue - The Cue to play
  • SoundLocation - Where in the world to play it. Defaults at the Player's position

SavePlayerProfile[edit]

function SavePlayerProfile (optional int PlayerIndex)

Saves the profile for the specified player index.

Parameters:

  • PlayerIndex - The player index of the player to save the profile for.

SetupButtonBar[edit]

function SetupButtonBar ()

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

ShowLoginUI[edit]

function ShowLoginUI (optional bool bOnlineOnly)

Displays the login interface using the online subsystem.

ShowPlayerCard[edit]

function UTUIScene_PlayerCard ShowPlayerCard (OnlineSubsystem.UniqueNetId InPlayerId, optional string InPlayerName, optional string InAccountName, optional bool bIncludeKickOption, optional bool bIncludeBanOption)

Shows the player card for the player with the net ID specified.