UE2:LocalMessage (U2XMP)
- Package:
- Engine
- Direct subclass:
- GameMessage
- This class in other games:
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LocalMessage
LocalMessages are abstract classes which contain an array of localized text. The PlayerController event ReceiveLocalizedMessage() is used to send messages to a specific player by specifying the LocalMessage class and index. This allows the message to be localized on the client side, and saves network bandwidth since the text is not sent. Actors (such as the GameInfo) use one or more LocalMessage classes to send messages. The BroadcastHandler function BroadcastLocalizedMessage() is used to broadcast localized messages to all the players.
Properties
bBeep
Type: bool
If true, beep!
bCenter
Type: bool
Whether or not to center the message.
bComplexString
Type: bool
Indicates a multicolor string message class.
bFadeMessage
Type: bool
If true, use fade out effect on message.
bFromBottom
Type: bool
Subtract YPos.
bIsConsoleMessage
Type: bool
If true, put a GetString on the console.
bIsSpecial
Type: bool
If true, don't add to normal queue.
bIsUnique
Type: bool
If true and special, only one can be in the HUD queue at a time.
bOffsetYPos
Type: bool
If the YPos indicated isn't where the message appears.
ChildMessage
Type: class<LocalMessage>
DrawColor
Type: Object.Color
Color to display message with.
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
Lifetime
Type: int
- of seconds to stay in HUD message queue.
Default value: 3
XPos
Type: float
YPos
Type: float
Coordinates to print message at.
Static functions
AssembleString
ClientReceive
GetColor
GetFontSize
GetOffset
GetString
RenderComplexMessage