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UE3:WorldInfo internal variables (UT3)

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UT3 Object >> Actor >> Info >> ZoneInfo >> WorldInfo (internal variables)
WorldInfo internal variables in other games:
UDK

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)

bWithinDemoPlayback

Type: bool

Set during demo playback (WARNING: May not be reliable at the very start of demos, e.g. demo actors PostBeginPlay etc.)

CommittedLevelNames

Type: array<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


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

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
Params
Member Value
FadeInTime 5.0
FadeInVolumeLevel 1.0
FadeOutTime 5.0

LastTravelErrorCode

Type: string


LastTravelErrorURL

Type: string


MinNetVersion

Type: string

Min engine version that is net compatible.

MoveRepSize

Type: float


Default value: 42.0

MyDecalManager

Type: DecalManager


MyEmitterPool

Type: EmitterPool


NavigationPointList

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

Type: array<name>

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

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)

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