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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
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
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
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
Type: NavigationPoint
Modifiers: transient, const, private
Type: Map{UClass*, FNavMeshPathConstraintCacheDatum}
Modifiers: native
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
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
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