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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 CommittedLevelNames
- 1.17 ComputerName
- 1.18 ControllerList
- 1.19 CoverList
- 1.20 DecalManagerClassPath
- 1.21 DefaultGravityZ
- 1.22 DefaultTexture
- 1.23 DeferredExecs
- 1.24 DeltaSeconds
- 1.25 DemoPlayTimeDilation
- 1.26 EmitterPoolClassPath
- 1.27 EngineVersion
- 1.28 Game
- 1.29 GRI
- 1.30 HighestPriorityPostProcessVolume
- 1.31 HighestPriorityReverbVolume
- 1.32 LargeVertex
- 1.33 LastMusicAction
- 1.34 LastMusicTrack
- 1.35 MinNetVersion
- 1.36 MoveRepSize
- 1.37 MyDecalManager
- 1.38 MyEmitterPool
- 1.39 NavigationPointList
- 1.40 NetMode
- 1.41 NextSwitchCountdown
- 1.42 NextURL
- 1.43 PauseDelay
- 1.44 Pauser
- 1.45 PawnList
- 1.46 PortalVolumes
- 1.47 PreparingLevelNames
- 1.48 RBPhysicsGravityScaling
- 1.49 RealTimeSeconds
- 1.50 RealTimeToUnPause
- 1.51 ReplicationViewers
- 1.52 SelectedGroups
- 1.53 TimeDilation
- 1.54 TimeSeconds
- 1.55 VisibleGroups
- 1.56 WhiteSquareTexture
- 1.57 WireframeTexture
- 1.58 WorldGravityZ
- WorldInfo internal variables in other games:
- UDK
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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
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.
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'EngineResources.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)
CommittedLevelNames
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
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
EmitterPoolClassPath
Type: string
Modifiers: globalconfig
particle emitter pool for gameplay effects that are spawned independent of their owning Actor
Default value: "UTGame.UTEmitterPool"
EngineVersion
Type: string
Engine version.
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'EngineResources.LargeVertex'
LastMusicAction
Type: SeqAct_CrossFadeMusicTracks
Kismet controlled music info (to inform newly joining clients)
LastMusicTrack
Type: MusicTrackDataStructures.MusicTrackStruct
Default value:
Member | Value | ||||||||
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Params |
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MinNetVersion
Type: string
Min engine version that is net compatible.
MoveRepSize
Type: float
Default value: 42.0
MyDecalManager
Type: DecalManager
MyEmitterPool
Type: EmitterPool
Type: NavigationPoint
Modifiers: transient, const, private
NetMode
Type: ENetMode
NextSwitchCountdown
Type: float
NextURL
Type: string
PauseDelay
Type: float
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)
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
If non-zero, when RealTimeSeconds reaches this, unpause the game.
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)
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