I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:WorldInfo internal variables (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 06:04, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 9))

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Actor >> Info >> ZoneInfo >> WorldInfo (internal variables)

Contents

WorldInfo internal variables in other games:
UT3
Other member categories for this class:
native functions, structs

Internal variables

AudioTimeSeconds

Type: float

Time in seconds since level began play, but IS paused when the game is paused, and is NOT dilated/clamped.

bAggressiveLOD

Type: bool

Modifiers: transient

frame rate is well below DesiredFrameRate, so make LOD more aggressive

bBegunPlay

Type: bool

Whether gameplay has begun.

bDropDetail

Type: bool

Modifiers: transient

frame rate is below DesiredFrameRate, so drop high detail actors

bHasPathNodes

Type: bool


bHighPriorityLoading

Type: bool

when this flag is set, more time is allocated to background loading (replicated)

bHighPriorityLoadingLocal

Type: bool

copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations

bIsMenuLevel

Type: bool

Modifiers: transient, const

That map is default map or not *

bMapHasDLEsOutsideOfImportanceVolume

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

Type: bool

Set to true when one or primitives are affected by multiple dominant lights.

bMapHasPathingErrors

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

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

Type: bool

True if path network is valid

bPlayersOnly

Type: bool

Only update players.

bPlayersOnlyPending

Type: bool

Only update players. Next frame will set bPlayersOnly

bRequestedBlockOnAsyncLoading

Type: bool

Whether it was requested that the engine bring up a loading screen and block on async loading.

BSPVertex

Type: Texture2D


Default value: Texture2D'EditorResources.BSPVertex'

bStartup

Type: bool

Starting gameplay.

bUseConsoleInput

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

Type: array<Object>

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

Type: name

Modifiers: const, transient


ComputerName

Type: string

Machine's name according to the OS.

ControllerList

Type: Controller

Modifiers: const, private


CoverList

Type: CoverLink

Modifiers: transient, const


CurrentMusicTrack

Type: MusicTrackDataStructures.MusicTrackStruct

Modifiers: transient

Param information for the currently playing MusicComp

DecalManagerClassPath

Type: string

Modifiers: globalconfig

decal pool and lifetime manager

Default value: "UTGame.UTDecalManager"

DefaultGravityZ

Type: float

Modifiers: const, globalconfig

default gravity (game specific) - set in defaultgame.ini

Default value: -520.0

DefaultTexture

Type: Texture2D


Default value: Texture2D'EngineResources.DefaultTexture'

DeferredExecs

Type: array<string>

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

Type: float

Modifiers: transient, const

Frame delta time in seconds adjusted by e.g. time dilation.

DemoPlayTimeDilation

Type: float

additional TimeDilation applied only during demo playback

Default value: 1.0

DestructibleVertical

Type: PhysicsLODVerticalDestructible


Default value: PhysicsLODVerticalDestructible'Engine.Default__WorldInfo:PhysicsLODVerticalDestructible0'

EmitterPoolClassPath

Type: string

Modifiers: globalconfig

particle emitter pool for gameplay effects that are spawned independent of their owning Actor

Default value: "UTGame.UTEmitterPool"

EmitterVertical

Type: PhysicsLODVerticalEmitter

Verticals

Default value: PhysicsLODVerticalEmitter'Engine.Default__WorldInfo:PhysicsLODVerticalEmitter0'

EngineVersion

Type: string

Engine version.

EnvironmentVolumes

Type: array<EnvironmentVolume>

Modifiers: const, noimport, transient

An array of environment volumes

FracturedMeshWeaponDamage

Type: float

Modifiers: config

How much damage weapons do to fractured static meshes.

Default value: 5.0

FractureManagerClassPath

Type: string

Modifiers: globalconfig

fractured mesh manager

Default value: "Engine.FractureManager"

Game

Type: GameInfo


GRI

Type: GameReplicationInfo

Modifiers: transient


HighestPriorityPostProcessVolume

Type: PostProcessVolume

Modifiers: const, noimport, transient

Linked list of post processing volumes, sorted in descending order of priority.

HighestPriorityReverbVolume

Type: ReverbVolume

Modifiers: const, noimport, transient

Linked list of reverb volumes, sorted in descending order of priority.

LargeVertex

Type: Texture2D


Default value: Texture2D'EditorResources.LargeVertex'

LastTimeUnbuiltLightingWasEncountered

Type: Object.double

Modifiers: transient

Time in appSeconds unbuilt time was last encountered. 0 means not yet.

LMLevelSettings

Type: LightmassLevelSettings

Modifiers: deprecated, editoronly, instanced

The Lightmass-related settings for this level

MaxPhysicsSubsteps

Type: int

Modifiers: config

The maximum number of substeps allowed in any physics scene/partition.

Default value: 5

MinNetVersion

Type: string

Min engine version that is net compatible.

MoveRepSize

Type: float


Default value: 42.0

MusicComp

Type: AudioComponent

Modifiers: transient

Audio component used for playing music tracks via SeqAct_PlayMusicTrack

MyDecalManager

Type: DecalManager

Modifiers: transient


MyEmitterPool

Type: EmitterPool

Modifiers: transient


MyFractureManager

Type: FractureManager

Modifiers: transient


MyParticleEventManager

Type: ParticleEventManager

Modifiers: transient


NavigationPointList

Type: NavigationPoint

Modifiers: transient, const, private


NavMeshPathConstraintCache

Type: Map{UClass*, FNavMeshPathConstraintCacheDatum}

Modifiers: native


NavMeshPathGoalEvaluatorCache

Type: Map{UClass*, FNavMeshPathGoalEvaluatorCacheDatum}

Modifiers: native


NetMode

Type: ENetMode


NextSwitchCountdown

Type: float


NextTravelType

Type: Actor.ETravelType

The type of travel to perform next when doing a server travel

Default value: TRAVEL_Relative

NextURL

Type: string


NumFacturedChunksSpawnedThisFrame

Type: int

Modifiers: transient

Number of chunks already spawned this frame *

ParticleEventManagerClassPath

Type: string

Modifiers: globalconfig

Particle event manager *

PauseDelay

Type: float

Modifiers: transient

time at which to start pause

Pauser

Type: PlayerReplicationInfo

If paused, name of person pausing the game.

PawnList

Type: Pawn

Modifiers: const


PortalVolumes

Type: array<PortalVolume>

Modifiers: const, noimport, transient

A array of portal volumes

PreparingLevelNames

Type: array<name>

Modifiers: const, transient

array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients)

PriorityScreenMessages

Type: array<ScreenMessageString>

Modifiers: transient, native

A collection of messages to display on-screen.

ProjectileList

Type: Projectile

Modifiers: transient

Singly linked list of all projectiles in the world (limited to relevant actors on clients)

PylonList

Type: Pylon

Modifiers: transient, const, private


RBPhysicsGravityScaling

Type: float

Modifiers: globalconfig

used to scale gravity for rigid body physics

Default value: 2.0

RealTimeSeconds

Type: float

Time in seconds since level began play, but is NOT paused when the game is paused, and is NOT dilated/clamped.

RealTimeToUnPause

Type: float

Modifiers: transient

If non-zero, when RealTimeSeconds reaches this, unpause the game.

ReplicatedMusicTrack

Type: MusicTrackDataStructures.MusicTrackStruct

Modifiers: transient, repnotify

Version of a new music track request replicated to clients

ReplicationViewers

Type: array<NetViewer>

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

Type: Object.Map_Mirror{TMap<INT, FScreenMessageString>}

Modifiers: transient, native

A collection of messages to display on-screen.

SelectedGroups

Type: string

Modifiers: transient

A list of selected groups in the group browser (only used in editor)

TimeDilation

Type: float

Normally 1 - scales real time passage.

Default value: 1.0

TimeSeconds

Type: float

Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.

VisibleGroups

Type: string

List of the group names which were checked when the level was last saved

Default value: "None"

WhiteSquareTexture

Type: Texture2D


Default value: Texture2D'EngineResources.WhiteSquareTexture'

WireframeTexture

Type: Texture2D


WorldGravityZ

Type: float

Modifiers: transient

current gravity actually being used