I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:WorldInfo internal variables (UDK)
Contents
- 1 Internal variables
- 1.1 AudioTimeSeconds
- 1.2 bAggressiveLOD
- 1.3 bBegunPlay
- 1.4 bDropDetail
- 1.5 bHasPathNodes
- 1.6 bHighPriorityLoading
- 1.7 bHighPriorityLoadingLocal
- 1.8 bIsMenuLevel
- 1.9 bMapHasDLEsOutsideOfImportanceVolume
- 1.10 bMapHasMultipleDominantLightsAffectingOnePrimitive
- 1.11 bMapHasPathingErrors
- 1.12 bMapNeedsLightingFullyRebuilt
- 1.13 bPathsRebuilt
- 1.14 bPlayersOnly
- 1.15 bPlayersOnlyPending
- 1.16 bRequestedBlockOnAsyncLoading
- 1.17 BSPVertex
- 1.18 bStartup
- 1.19 bUseConsoleInput
- 1.20 ClientDestroyedActorContent
- 1.21 CommittedPersistentLevelName
- 1.22 ComputerName
- 1.23 ControllerList
- 1.24 CoverList
- 1.25 CurrentMusicTrack
- 1.26 DecalManagerClassPath
- 1.27 DefaultGravityZ
- 1.28 DefaultTexture
- 1.29 DeferredExecs
- 1.30 DeltaSeconds
- 1.31 DemoPlayTimeDilation
- 1.32 DestructibleVertical
- 1.33 EmitterPoolClassPath
- 1.34 EmitterVertical
- 1.35 EngineVersion
- 1.36 EnvironmentVolumes
- 1.37 FracturedMeshWeaponDamage
- 1.38 FractureManagerClassPath
- 1.39 Game
- 1.40 GRI
- 1.41 HighestPriorityPostProcessVolume
- 1.42 HighestPriorityReverbVolume
- 1.43 LargeVertex
- 1.44 LastTimeUnbuiltLightingWasEncountered
- 1.45 LMLevelSettings
- 1.46 MaxPhysicsSubsteps
- 1.47 MinNetVersion
- 1.48 MoveRepSize
- 1.49 MusicComp
- 1.50 MyDecalManager
- 1.51 MyEmitterPool
- 1.52 MyFractureManager
- 1.53 MyParticleEventManager
- 1.54 NavigationPointList
- 1.55 NavMeshPathConstraintCache
- 1.56 NavMeshPathGoalEvaluatorCache
- 1.57 NetMode
- 1.58 NextSwitchCountdown
- 1.59 NextTravelType
- 1.60 NextURL
- 1.61 NumFacturedChunksSpawnedThisFrame
- 1.62 ParticleEventManagerClassPath
- 1.63 PauseDelay
- 1.64 Pauser
- 1.65 PawnList
- 1.66 PortalVolumes
- 1.67 PreparingLevelNames
- 1.68 PriorityScreenMessages
- 1.69 ProjectileList
- 1.70 PylonList
- 1.71 RBPhysicsGravityScaling
- 1.72 RealTimeSeconds
- 1.73 RealTimeToUnPause
- 1.74 ReplicatedMusicTrack
- 1.75 ReplicationViewers
- 1.76 ScreenMessages
- 1.77 SelectedGroups
- 1.78 TimeDilation
- 1.79 TimeSeconds
- 1.80 VisibleGroups
- 1.81 WhiteSquareTexture
- 1.82 WireframeTexture
- 1.83 WorldGravityZ
- WorldInfo internal variables in other games:
- UT3
- Other member categories for this class:
- native functions, structs
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Internal variables[edit]
AudioTimeSeconds[edit]
Type: float
Time in seconds since level began play, but IS paused when the game is paused, and is NOT dilated/clamped.
bAggressiveLOD[edit]
Type: bool
Modifiers: transient
frame rate is well below DesiredFrameRate, so make LOD more aggressive
bBegunPlay[edit]
Type: bool
Whether gameplay has begun.
bDropDetail[edit]
Type: bool
Modifiers: transient
frame rate is below DesiredFrameRate, so drop high detail actors
bHasPathNodes[edit]
Type: bool
bHighPriorityLoading[edit]
Type: bool
when this flag is set, more time is allocated to background loading (replicated)
bHighPriorityLoadingLocal[edit]
Type: bool
copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations
bIsMenuLevel[edit]
Type: bool
Modifiers: transient, const
That map is default map or not *
bMapHasDLEsOutsideOfImportanceVolume[edit]
Type: bool
This is a bool on the world which is set when it is detected that a DLE is outside of any of the importance volumes used for lighting. This is then checked in CheckMap.
bMapHasMultipleDominantLightsAffectingOnePrimitive[edit]
Type: bool
Set to true when one or primitives are affected by multiple dominant lights.
bMapHasPathingErrors[edit]
Type: bool
This is a bool on the level which is set when the AI detects that paths are either not set up correctly or need to be rebuilt. If set the HUD will display a warning message on the screen.
bMapNeedsLightingFullyRebuilt[edit]
Type: bool
This is a bool on the level which is set when a light that needs to have lighting rebuilt is moved. This is then checked in CheckMap for errors to let you know that this level should have lighting rebuilt.
bPathsRebuilt[edit]
Type: bool
True if path network is valid
bPlayersOnly[edit]
Type: bool
Only update players.
bPlayersOnlyPending[edit]
Type: bool
Only update players. Next frame will set bPlayersOnly
bRequestedBlockOnAsyncLoading[edit]
Type: bool
Whether it was requested that the engine bring up a loading screen and block on async loading.
BSPVertex[edit]
Type: Texture2D
Default value: Texture2D'EditorResources.BSPVertex'
bStartup[edit]
Type: bool
Starting gameplay.
bUseConsoleInput[edit]
Type: bool
Modifiers: transient
Bool that indicates that 'console' input is desired. This flag is mis named as it is used for a lot of gameplay related things (e.g. increasing collision size, changing vehicle turning behavior, modifying put down/up weapon speed, bot behavior)
currently set when you are running a console build (implicitly or explicitly via ?param on the commandline)
ClientDestroyedActorContent[edit]
Modifiers: const, editconst
list of objects referenced by Actors that will be destroyed by the client on load (because they have bStatic and bNoDelete == false) this is so that they will persist in memory on the client in case the server needs to replicate them (generated at editor time so that server and client memory usage is more consistent)
CommittedPersistentLevelName[edit]
Type: name
Modifiers: const, transient
ComputerName[edit]
Type: string
Machine's name according to the OS.
ControllerList[edit]
Type: Controller
Modifiers: const, private
CoverList[edit]
Type: CoverLink
Modifiers: transient, const
CurrentMusicTrack[edit]
Type: MusicTrackDataStructures.MusicTrackStruct
Modifiers: transient
Param information for the currently playing MusicComp
DecalManagerClassPath[edit]
Type: string
Modifiers: globalconfig
decal pool and lifetime manager
Default value: "UTGame.UTDecalManager"
DefaultGravityZ[edit]
Type: float
Modifiers: const, globalconfig
default gravity (game specific) - set in defaultgame.ini
Default value: -520.0
DefaultTexture[edit]
Type: Texture2D
Default value: Texture2D'EngineResources.DefaultTexture'
DeferredExecs[edit]
This is the array of string which will be called after a tick has occurred. This allows functions which GC and/or delete objects to be executed from .uc land!
DeltaSeconds[edit]
Type: float
Modifiers: transient, const
Frame delta time in seconds adjusted by e.g. time dilation.
DemoPlayTimeDilation[edit]
Type: float
additional TimeDilation applied only during demo playback
Default value: 1.0
DestructibleVertical[edit]
Type: PhysicsLODVerticalDestructible
Default value: PhysicsLODVerticalDestructible'Engine.Default__WorldInfo:PhysicsLODVerticalDestructible0'
EmitterPoolClassPath[edit]
Type: string
Modifiers: globalconfig
particle emitter pool for gameplay effects that are spawned independent of their owning Actor
Default value: "UTGame.UTEmitterPool"
EmitterVertical[edit]
Type: PhysicsLODVerticalEmitter
Verticals
Default value: PhysicsLODVerticalEmitter'Engine.Default__WorldInfo:PhysicsLODVerticalEmitter0'
EngineVersion[edit]
Type: string
Engine version.
EnvironmentVolumes[edit]
Type: array<EnvironmentVolume>
Modifiers: const, noimport, transient
An array of environment volumes
FracturedMeshWeaponDamage[edit]
Type: float
Modifiers: config
How much damage weapons do to fractured static meshes.
Default value: 5.0
FractureManagerClassPath[edit]
Type: string
Modifiers: globalconfig
fractured mesh manager
Default value: "Engine.FractureManager"
Game[edit]
Type: GameInfo
GRI[edit]
Type: GameReplicationInfo
Modifiers: transient
HighestPriorityPostProcessVolume[edit]
Type: PostProcessVolume
Modifiers: const, noimport, transient
Linked list of post processing volumes, sorted in descending order of priority.
HighestPriorityReverbVolume[edit]
Type: ReverbVolume
Modifiers: const, noimport, transient
Linked list of reverb volumes, sorted in descending order of priority.
LargeVertex[edit]
Type: Texture2D
Default value: Texture2D'EditorResources.LargeVertex'
LastTimeUnbuiltLightingWasEncountered[edit]
Type: Object.double
Modifiers: transient
Time in appSeconds unbuilt time was last encountered. 0 means not yet.
LMLevelSettings[edit]
Type: LightmassLevelSettings
Modifiers: deprecated, editoronly, instanced
The Lightmass-related settings for this level
MaxPhysicsSubsteps[edit]
Type: int
Modifiers: config
The maximum number of substeps allowed in any physics scene/partition.
Default value: 5
MinNetVersion[edit]
Type: string
Min engine version that is net compatible.
MoveRepSize[edit]
Type: float
Default value: 42.0
MusicComp[edit]
Type: AudioComponent
Modifiers: transient
Audio component used for playing music tracks via SeqAct_PlayMusicTrack
MyDecalManager[edit]
Type: DecalManager
Modifiers: transient
MyEmitterPool[edit]
Type: EmitterPool
Modifiers: transient
MyFractureManager[edit]
Type: FractureManager
Modifiers: transient
MyParticleEventManager[edit]
Type: ParticleEventManager
Modifiers: transient
[edit]
Type: NavigationPoint
Modifiers: transient, const, private
[edit]
Type: Map{UClass*, FNavMeshPathConstraintCacheDatum}
Modifiers: native
[edit]
Type: Map{UClass*, FNavMeshPathGoalEvaluatorCacheDatum}
Modifiers: native
NetMode[edit]
Type: ENetMode
NextSwitchCountdown[edit]
Type: float
NextTravelType[edit]
Type: Actor.ETravelType
The type of travel to perform next when doing a server travel
Default value: TRAVEL_Relative
NextURL[edit]
Type: string
NumFacturedChunksSpawnedThisFrame[edit]
Type: int
Modifiers: transient
Number of chunks already spawned this frame *
ParticleEventManagerClassPath[edit]
Type: string
Modifiers: globalconfig
Particle event manager *
PauseDelay[edit]
Type: float
Modifiers: transient
time at which to start pause
Pauser[edit]
Type: PlayerReplicationInfo
If paused, name of person pausing the game.
PawnList[edit]
Type: Pawn
Modifiers: const
PortalVolumes[edit]
Type: array<PortalVolume>
Modifiers: const, noimport, transient
A array of portal volumes
PreparingLevelNames[edit]
Modifiers: const, transient
array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients)
PriorityScreenMessages[edit]
Type: array<ScreenMessageString>
Modifiers: transient, native
A collection of messages to display on-screen.
ProjectileList[edit]
Type: Projectile
Modifiers: transient
Singly linked list of all projectiles in the world (limited to relevant actors on clients)
PylonList[edit]
Type: Pylon
Modifiers: transient, const, private
RBPhysicsGravityScaling[edit]
Type: float
Modifiers: globalconfig
used to scale gravity for rigid body physics
Default value: 2.0
RealTimeSeconds[edit]
Type: float
Time in seconds since level began play, but is NOT paused when the game is paused, and is NOT dilated/clamped.
RealTimeToUnPause[edit]
Type: float
Modifiers: transient
If non-zero, when RealTimeSeconds reaches this, unpause the game.
ReplicatedMusicTrack[edit]
Type: MusicTrackDataStructures.MusicTrackStruct
Modifiers: transient, repnotify
Version of a new music track request replicated to clients
ReplicationViewers[edit]
Modifiers: const
valid only during replication - information about the player(s) being replicated to (there could be more than one in the case of a splitscreen client)
ScreenMessages[edit]
Type: Object.Map_Mirror{TMap<INT, FScreenMessageString>}
Modifiers: transient, native
A collection of messages to display on-screen.
SelectedGroups[edit]
Type: string
Modifiers: transient
A list of selected groups in the group browser (only used in editor)
TimeDilation[edit]
Type: float
Normally 1 - scales real time passage.
Default value: 1.0
TimeSeconds[edit]
Type: float
Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.
VisibleGroups[edit]
Type: string
List of the group names which were checked when the level was last saved
Default value: "None"
WhiteSquareTexture[edit]
Type: Texture2D
Default value: Texture2D'EngineResources.WhiteSquareTexture'
WireframeTexture[edit]
Type: Texture2D
WorldGravityZ[edit]
Type: float
Modifiers: transient
current gravity actually being used