Mostly Harmless
UE3:WorldInfo internal variables (UT3)
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 bMapHasPathingErrors
- 1.9 bMapNeedsLightingFullyRebuilt
- 1.10 bPathsRebuilt
- 1.11 bPlayersOnly
- 1.12 bRequestedBlockOnAsyncLoading
- 1.13 BSPVertex
- 1.14 bStartup
- 1.15 bUseConsoleInput
- 1.16 bWithinDemoPlayback
- 1.17 CommittedLevelNames
- 1.18 ComputerName
- 1.19 ControllerList
- 1.20 CoverList
- 1.21 DecalManagerClassPath
- 1.22 DefaultGravityZ
- 1.23 DefaultTexture
- 1.24 DeferredExecs
- 1.25 DeltaSeconds
- 1.26 DemoPlayTimeDilation
- 1.27 EmitterPoolClassPath
- 1.28 EngineVersion
- 1.29 Game
- 1.30 GRI
- 1.31 HighestPriorityPostProcessVolume
- 1.32 HighestPriorityReverbVolume
- 1.33 LargeVertex
- 1.34 LastMusicAction
- 1.35 LastMusicTrack
- 1.36 LastTravelErrorCode
- 1.37 LastTravelErrorURL
- 1.38 MinNetVersion
- 1.39 MoveRepSize
- 1.40 MyDecalManager
- 1.41 MyEmitterPool
- 1.42 NavigationPointList
- 1.43 NetMode
- 1.44 NextSwitchCountdown
- 1.45 NextURL
- 1.46 PauseDelay
- 1.47 Pauser
- 1.48 PawnList
- 1.49 PortalVolumes
- 1.50 PreparingLevelNames
- 1.51 RBPhysicsGravityScaling
- 1.52 RealTimeSeconds
- 1.53 RealTimeToUnPause
- 1.54 ReplicationViewers
- 1.55 SelectedGroups
- 1.56 TimeDilation
- 1.57 TimeSeconds
- 1.58 VisibleGroups
- 1.59 WhiteSquareTexture
- 1.60 WireframeTexture
- 1.61 WorldGravityZ
- WorldInfo internal variables in other games:
- UDK
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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
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.
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'EngineResources.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)
bWithinDemoPlayback[edit]
Type: bool
Set during demo playback (WARNING: May not be reliable at the very start of demos, e.g. demo actors PostBeginPlay etc.)
CommittedLevelNames[edit]
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
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
EmitterPoolClassPath[edit]
Type: string
Modifiers: globalconfig
particle emitter pool for gameplay effects that are spawned independent of their owning Actor
Default value: "UTGame.UTEmitterPool"
EngineVersion[edit]
Type: string
Engine version.
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'EngineResources.LargeVertex'
LastMusicAction[edit]
Type: SeqAct_CrossFadeMusicTracks
Kismet controlled music info (to inform newly joining clients)
LastMusicTrack[edit]
Type: MusicTrackDataStructures.MusicTrackStruct
Default value:
Member | Value | ||||||||
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Params |
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LastTravelErrorCode[edit]
Type: string
LastTravelErrorURL[edit]
Type: string
MinNetVersion[edit]
Type: string
Min engine version that is net compatible.
MoveRepSize[edit]
Type: float
Default value: 42.0
MyDecalManager[edit]
Type: DecalManager
MyEmitterPool[edit]
Type: EmitterPool
[edit]
Type: NavigationPoint
Modifiers: transient, const, private
NetMode[edit]
Type: ENetMode
NextSwitchCountdown[edit]
Type: float
NextURL[edit]
Type: string
PauseDelay[edit]
Type: float
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)
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
If non-zero, when RealTimeSeconds reaches this, unpause the game.
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)
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