UE3:WorldInfo (UT3)
- Package:
- Engine
- This class in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
WorldInfo
Actor containing all script accessible world properties.
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'Editor'
BookMarks
Type: BookMark
Array size: 10
Level bookmarks
ClipPadEntries
Type: array<ClipPadEntry>
Modifiers: editinline
Clip pad entries
Property group 'Physics'
bPrimarySceneHW
Type: bool
Modifiers: editconst
Primary PhysX scene runs on the PPU
bSupportDoubleBufferedPhysics
Type: bool
Modifiers: editconst
Double buffered physics compartments enabled
CompartmentRunFrames
Type: array<CompartmentRunList>
Modifiers: editconst
Which compartments run on which frames (list is cyclic). An empty list means all compartments run on all frames.
MaxPhysicsDeltaTime
Type: float
Modifiers: editconst
The maximum frame time allowed for physics calculations
Default value: 0.333333
PhysicsTimings
Type: PhysXSceneTimings
Modifiers: editconst, editinline
Timing parameters for the scene, primary and compartments.
Default value:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
CompartmentTimingCloth |
| ||||||||
CompartmentTimingFluid |
| ||||||||
CompartmentTimingRigidBody |
| ||||||||
CompartmentTimingSoftBody |
| ||||||||
PrimarySceneTiming |
|
Property group 'WorldInfo'
Author
Type: string
bNoDefaultInventoryForPlayer
Type: bool
if true, do not grant player with default inventory (presumably, the LD's will be setting it manually)
bNoPathWarnings
Type: bool
If true, don't add "no paths from" warnings to map error list in editor. Useful for maps that don't need AI support, but still have a few NavigationPoint actors in them.
DefaultColorScale
Type: Object.Vector
Default color scale for the level
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DefaultPostProcessSettings
Type: PostProcessVolume.PostProcessSettings
Modifiers: config
Default post process settings used by post processing volumes.
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bEnableBloom | True | ||||||||||
bEnableSceneEffect | True | ||||||||||
Bloom_InterpolationDuration | 1.0 | ||||||||||
Bloom_Scale | 0.2 | ||||||||||
DOF_BlurKernelSize | 12.0 | ||||||||||
DOF_FalloffExponent | 4.0 | ||||||||||
DOF_FocusInnerRadius | 2000.0 | ||||||||||
DOF_InterpolationDuration | 1.0 | ||||||||||
DOF_MaxFarBlurAmount | 1.0 | ||||||||||
DOF_ModulateBlurColor |
| ||||||||||
MotionBlur_Amount | 0.5 | ||||||||||
MotionBlur_CameraRotationThreshold | 45.0 | ||||||||||
MotionBlur_CameraTranslationThreshold | 10000.0 | ||||||||||
MotionBlur_FullMotionBlur | True | ||||||||||
MotionBlur_InterpolationDuration | 1.0 | ||||||||||
MotionBlur_MaxVelocity | 1.0 | ||||||||||
Scene_HighLights |
| ||||||||||
Scene_InterpolationDuration | 1.0 | ||||||||||
Scene_MidTones |
|
DefaultReverbSettings
Type: ReverbVolume.ReverbSettings
Modifiers: config
Default reverb settings used by reverb volumes.
Default value:
Member | Value |
---|---|
FadeTime | 2.0 |
Volume | 0.5 |
GameTypesSupportedOnThisMap
This is the list of GameTypes which this map can support. This is used for SeekFree loading code so the map has a reference to the game type it will be played with so it can cook all of the specific assets
GlobalGravityZ
Type: float
optional level specific gravity override set by level designer
MyMapInfo
Type: MapInfo
Modifiers: protected, instanced
game specific map information - access through GetMapInfo()/SetMapInfo()
PackedLightAndShadowMapTextureSize
Type: int
Maximum size of textures for packed light and shadow maps
Default value: 1024
SquintModeKernelSize
Type: float
Modifiers: config
Squint mode kernel size (same as DOF).
Default value: 128.0
StallZ
Type: float
vehicles stall if they reach this
Default value: 1000000.0
StreamingLevels
Type: array<LevelStreaming>
Modifiers: const, editconst, editinline
Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units
Title
Type: string
Modifiers: localized
title of the map displayed in the UI
Internal variables
See WorldInfo internal variables.
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlockActors | True |
bHiddenEd | True |
bWorldGeometry | True |
RemoteRole | ROLE_SimulatedProxy |
Enums
EConsoleType
- CONSOLE_Any
- CONSOLE_Xbox360
- CONSOLE_PS3
ENetMode
- NM_Standalone
- Standalone game.
- NM_DedicatedServer
- Dedicated server, no local client.
- NM_ListenServer
- Listen server.
- NM_Client
- Client only, no local server.
Structs
CompartmentRunList
Modifiers: native
For specifying which compartments should run on a given frame
- bool RigidBody
- The rigid body compartment will run on this frame
- bool Fluid
- The fluid compartment will run on this frame
- bool Cloth
- The cloth compartment will run on this frame
- bool SoftBody
- The soft body compartment will run on this frame
Default values:
Property | Value |
---|---|
Cloth | True |
Fluid | True |
RigidBody | True |
SoftBody | True |
NetViewer
Modifiers: native
stores information on a viewer that actors need to be checked against for relevancy
- PlayerController InViewer
- Actor Viewer
- Object.Vector ViewLocation
- Object.Vector ViewDir
PhysXSceneTimings
Modifiers: native
Timings for primary and compartments.
- PhysXTiming PrimarySceneTiming
- Timing settings for the PhysX primary scene
- PhysXTiming CompartmentTimingRigidBody
- Timing settings for the PhysX rigid body compartment
- PhysXTiming CompartmentTimingFluid
- Timing settings for the PhysX fluid compartment
- PhysXTiming CompartmentTimingCloth
- Timing settings for the PhysX cloth compartment
- PhysXTiming CompartmentTimingSoftBody
- Timing settings for the PhysX soft body compartment
Default values:
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
CompartmentTimingCloth |
| ||||||||
CompartmentTimingFluid |
| ||||||||
CompartmentTimingRigidBody |
| ||||||||
CompartmentTimingSoftBody |
|
PhysXTiming
Modifiers: native
Timing parameters used for a PhysX primary scene or compartment
- bool bFixedTimeStep
- If true, substep sizes are fixed equal to TimeStep.
If false, substep sizes are varied to fit an integer number of times into the frame time.
- float TimeStep
- The fixed or maximum substep size, depending on the value of bFixedTimeStep.
- int MaxSubSteps
- The maximum number of substeps allowed per frame.
Default values:
Property | Value |
---|---|
bFixedTimeStep | False |
MaxSubSteps | 5 |
TimeStep | 0.02 |
Functions
Static native functions
IsConsoleBuild
Returns whether we are running on a console platform or on the PC.
Parameters:
- ConsoleType - if specified, only returns true if we're running on the specified platform
Returns:
- TRUE if we're on a console, FALSE if we're running on a PC
IsDemoBuild
IsPlayInEditor
Returns whether script is executing within the editor.
MapExists
Returns:
- Returns true if the specified map file exists NOTE: Treats the input string as a URL, so it's safe to input "WAR-Torlan?LinkSetup=blah" etc.
Iterator functions
AllControllers
returns all Controllers in the ControllerList that are of the specified class or a subclass
Parameters:
- BaseClass - the base class of Controller to return
- out - C the returned Controller for each iteration
Note: this function is only useful on the server; if you need the local player on a client, use Actor::LocalPlayerControllers()
AllPawns
returns all Pawns in the PawnList that are of the specified class or a subclass
Parameters:
- BaseClass - the base class of Pawn to return
- out - P the returned Pawn for each iteration
- optional - TestRadius is the radius checked against using TestLocation, skipping any pawns not within that value
Note: useful on both client and server; pawns are added/removed from pawnlist in PostBeginPlay (on clients, only relevant pawns will be available)
returns all NavigationPoints whose cylinder intersects with a sphere of the specified radius at the specified point this function uses the navigation octree and is therefore fast for reasonably small radii
Parameters:
- BaseClass - the base class of NavigationPoint to return
- out - N the returned NavigationPoint for each iteration
- Radius - the radius to search in
Note: this function cannot be used during level startup because the navigation octree is populated in C++ ANavigationPoint::PreBeginPlay()
Native functions
CommitMapChange
actually performs the map transition prepared by PrepareMapChange() it happens in the next tick to avoid GC issues if a map change is being prepared but isn't ready yet, the transition code will block until it is wait until IsMapChangeReady() returns true if this is undesired behavior
ForceGarbageCollection
GetAddressURL
GetDetailMode
Returns:
- the current detail mode
GetGameSequence
Grabs the default game sequence and returns it.
Returns:
- the default game sequence object
GetGravityZ
Overrides: Actor.GetGravityZ
Returns the Z component of the current world gravity and initializes it to the default gravity if called for the first time.
Returns:
- Z component of current world gravity.
GetLocalURL
GetMapInfo
Returns:
- the current MapInfo that should be used. May return one of the inner StreamingLevels' MapInfo if a streaming level transition has occurred via PrepareMapChange()
GetMapName
Returns:
- the name of the current map
IsInSeamlessTravel
Returns:
- whether we're currently in a seamless transition
IsMapChangeReady
if there is a map change being prepared, returns whether that change is ready to be committed (if no change is pending, always returns false)
IsPreparingMapChange
returns whether there's a map change currently in progress
IsRecordingDemo
Returns:
- whether a demo is being recorded
returns a list of NavigationPoints and ReachSpecs that intersect with the given point and extent
Parameters:
- Point - point to check
- Extent - box extent to check
- optional - out) Specs list of ReachSpecs that intersect
NotifyMatchStarted
Called by GameInfo.StartMatch, used to notify native classes of match startup (such as Kismet).
PrepareMapChange
asynchronously loads the given levels in preparation for a streaming map transition. This codepath is designed for worlds that heavily use level streaming and gametypes where the game state should be preserved through a transition.
Parameters:
- LevelNames - the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level
SeamlessTravel
seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level. Does not disrupt network communication or disconnet clients. You may need to implement GameInfo::GetSeamlessTravelActorList(), PlayerController::GetSeamlessTravelActorList(), GameInfo::PostSeamlessTravel(), and/or GameInfo::HandleSeamlessTravelPlayer() to handle preserving any information that should be maintained (player teams, etc) This codepath is designed for worlds that use little or no level streaming and gametypes where the game state is reset/reloaded when transitioning. (like UT)
Parameters:
- URL - the URL to travel to; must be relative to the current URL (same server)
SetLevelRBGravity
SetMapInfo
sets the current MapInfo to the passed in one
SetSeamlessTravelMidpointPause
this function allows pausing the seamless travel in the middle, right before it starts loading the destination (i.e. while in the transition level) this gives the opportunity to perform any other loading tasks before the final transition this function has no effect if we have already started loading the destination (you will get a log warning if this is the case)
Parameters:
- bNowPaused - whether the transition should now be paused
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
PreBeginPlay
Overrides: Actor.PreBeginPlay
Reset
Overrides: Actor.Reset
Reset actor to initial state - used when restarting level without reloading.
ServerTravel
Jumps the server to new level. If bAbsolute is true and we are using seemless traveling, we will do an absolute travel (URL will be flushed).
TravelFailed
Called when the game fails to travel to a particular URL (NOTE: May not be called under all circumstances)
Parameters:
- TravelURL - The URL which could not be travelled to
- Error - The error message for the failed travel
- ErrorCode - A 'code' for easily identifying specific travel errors in script
Other instance functions
GetGameClass
IsServer
ThisIsNeverExecuted