UE3:GameInfo properties (UDK)
- GameInfo properties in other games:
- Other member categories for this class:
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Properties
Property group 'GameInfo'
GameInfoClassAliases
Type: array<GameClassShortName>
Modifiers: protected, config, const
GameReplicationInfoClass
Type: class<GameReplicationInfo>
Default value: Class'Engine.GameReplicationInfo'
Internal variables
AccessControl
Type: AccessControl
AccessControl controls whether players can enter and/or become admins
AccessControlClass
Type: class<AccessControl>
Default value: Class'Engine.AccessControl'
AdjustedNetSpeed
Type: int
Current adjusted net speed - Used for dynamically managing netspeed for listen servers
ArbitratedLeaderboardId
Type: int
Modifiers: const
The arbitrated leaderboard to write the stats to for skill/scoring
Default value: -65536
ArbitrationHandshakeTimeout
Type: float
Modifiers: globalconfig
Amount of time a client can take for arbitration handshaking before being kicked
ArbitrationPCs
Type: array<PlayerController>
Holds the list of players that passed handshaking and require finalization of arbitration data written to the online subsystem
AutoTestManagerClass
Type: class<AutoTestManager>
Class of automated test manager used by this game class
Default value: Class'Engine.AutoTestManager'
bAdminCanPause
Type: bool
Modifiers: globalconfig
BadPingThreshold
Type: int
Modifiers: config
The point we determine the server is either delaying packets or has bad upstream
bAlreadyChanged
Type: bool
BaseMutator
Type: Mutator
linked list of Mutators (for modifying actors as they enter the game)
bChangeLevels
Type: bool
Modifiers: globalconfig
Default value: True
bDelayedStart
Type: bool
Default value: True
bDoFearCostFallOff
Type: bool
If true, FearCost will fall off over time in NavigationPoints. Reset to false once all reach FearCosts reach 0.
bFixedPlayerStart
Type: bool
Whether the game expects a fixed player start for profiling.
bGameEnded
Type: bool
set when game ends
bGameRestarted
Type: bool
bHasArbitratedHandshakeBegun
Type: bool
Whether the arbitrated handshaking has occurred or not. NOTE: The code will reject new connections once handshaking has started
bHasEndGameHandshakeBegun
Type: bool
Used to indicate when an arbitrated match has started its end sequence
bHasNetworkError
Type: bool
Tracks whether the server can travel due to a critical network error or not
bHasStandbyCheatTriggered
Type: bool
Used to determine whether we've already caught a cheat or not
bIsEndGameHandshakeComplete
Type: bool
Whether the arbitrated handshaking has completed or not.
bIsStandbyCheckingEnabled
Type: bool
Modifiers: config
Used to determine if checking for standby cheats should occur
bKickLiveIdlers
Type: bool
Modifiers: globalconfig
if true, even playercontrollers with pawns can be kicked for idling
bLevelChange
Type: bool
level transition in progress
bNeedsEndGameHandshake
Type: bool
Whether the arbitrated handshaking has occurred or not.
bOverTime
Type: bool
bPauseable
Type: bool
Whether the game is pauseable.
Default value: True
bRequiresPushToTalk
Type: bool
Modifiers: const
Whether this game type requires voice to be push to talk or not
bRestartLevel
Type: bool
Level should be restarted when player dies
Default value: True
BroadcastHandler
Type: BroadcastHandler
handles message (text and localized) broadcasts
BroadcastHandlerClass
Type: class<BroadcastHandler>
Default value: Class'Engine.BroadcastHandler'
bTeamGame
Type: bool
This is a team game.
BugLocString
Type: string
Currently stores the location string form *
BugRotString
Type: string
Currently stores the rotation in string form *
bUseSeamlessTravel
Type: bool
perform map travels using SeamlessTravel() which loads in the background and doesn't disconnect clients
See: WorldInfo::SeamlessTravel()
bUsingArbitration
Type: bool
Whether this match is going to use arbitration or not
bWaitingToStartMatch
Type: bool
CauseEventCommand
Type: string
The causeevent= string that the game passed in This is separate from automatedPerfTesting which is going to probably spawn bots / effects *
CoverReplicatorBase
Type: CoverReplicator
Modifiers: protected
Base copy of cover changes that need to be replicated to clients on join
CurrentID
Type: int
used to assign unique PlayerIDs to each PlayerReplicationInfo
Default value: 1
DeathMessageClass
Type: class<LocalMessage>
Default value: Class'Engine.LocalMessage'
DefaultPawnClass
DefaultPlayerName
Type: string
Modifiers: localized
Default value: "Player"
FearCostFallOff
Type: float
how fast the FearCost in NavigationPoints falls off
Default value: 0.95
GameDifficulty
Type: float
Modifiers: globalconfig
Default value: 1.0
GameInterface
Type: OnlineGameInterface
Cached online game interface variable
GameMessageClass
Type: class<GameMessage>
Default value: Class'Engine.GameMessage'
GameName
Type: string
Modifiers: localized
Default value: "Game"
GameReplicationInfo
Type: GameReplicationInfo
GameSpeed
Type: float
Scale applied to game rate.
Default value: 1.0
GoalScore
Type: int
Modifiers: config
what score is needed to end the match
GoreLevel
Type: int
Modifiers: globalconfig
0=Normal, increasing values=less gore
HUDType
HUD class this game uses.
Default value: Class'Engine.HUD'
InactivePRIArray
Type: array<PlayerReplicationInfo>
LastNetSpeedUpdateTime
Type: float
Last time netspeed was updated for server (by client entering or leaving)
LeaderboardId
Type: int
Modifiers: const
The leaderboard to write the stats to for skill/scoring
Default value: -131072
MaxDynamicBandwidth
Type: int
Modifiers: globalconfig
Maximum bandwidth dynamically set per connection
Default value: 7000
MaxIdleTime
Type: float
Modifiers: globalconfig
maximum time players are allowed to idle before being kicked
MaxLives
Type: int
Modifiers: config
max number of lives for match, unless overruled by level's GameDetails
MaxPlayers
Type: int
Modifiers: globalconfig
Maximum number of players allowed by this server.
Default value: 32
MaxPlayersAllowed
Type: int
Maximum number of players ever allowed (MaxSPlayers is clamped to this in initgame()
Default value: 32
MaxSpectators
Type: int
Modifiers: globalconfig
Maximum number of spectators allowed by this server.
Default value: 2
MaxSpectatorsAllowed
Type: int
Maximum number of spectators ever allowed (MaxSpectators is clamped to this in initgame()
Default value: 32
MaxTimeMargin
Type: float
Modifiers: globalconfig
Max interval that client clock is allowed to get ahead of server clock before triggering speed hack detection
MinDynamicBandwidth
Type: int
Modifiers: globalconfig
Minimum bandwidth dynamically set per connection
Default value: 4000
MinTimeMargin
Type: float
Modifiers: globalconfig
Clamps how far behind server clock we let time margin get. Used to prevent speedhacks where client slows their clock down for a while then speeds it up.
Default value: -1.0
MyAutoTestManager
Type: AutoTestManager
Instantiated AutoTestManager - only exists if requested by command-line
NumBots
Type: int
number of non-human players (AI controlled but participating as a player)
NumPlayers
Type: int
number of human players
NumSpectators
Type: int
Current number of spectators.
NumTravellingPlayers
Type: int
number of players that are still travelling from a previous map
OnlineGameSettingsClass
Type: class<OnlineGameSettings>
Modifiers: const
The class to use when registering dedicated servers with the online service
OnlineStatsWriteClass
Type: class<OnlineStatsWrite>
Class sent to clients to use to create and hold their stats
OnlineSub
Type: OnlineSubsystem
Cached online subsystem variable
Pausers
Type: array<delegate<CanUnpause> >
The list of delegates to check before unpausing a game
PendingArbitrationPCs
Type: array<PlayerController>
List of player controllers we're awaiting handshakes with
NOTE: Any PC in this list that does not complete the handshake within ArbitrationHandshakeTimeout will be kicked from the match
PercentForBadPing
Type: float
Modifiers: config
The percentage of clients with bad ping before triggering the standby code
PercentMissingForRxStandby
Type: float
Modifiers: config
The percentage of clients missing RX data before triggering the standby code
PercentMissingForTxStandby
Type: float
Modifiers: config
The percentage of clients missing TX data before triggering the standby code
PlayerControllerClass
Type: class<PlayerController>
type of player controller to spawn for players logging in
Default value: Class'Engine.PlayerController'
PlayerReplicationInfoClass
Type: class<PlayerReplicationInfo>
Default value: Class'Engine.PlayerReplicationInfo'
ScoreBoardType
Type: class<ScoreBoard>
Type of class<Menu> to use for scoreboards.
ServerOptions
Type: string
The options to apply for dedicated server when it starts to register
StandbyRxCheatTime
Type: float
Modifiers: config
The amount of time without packets before triggering the cheat code
StandbyTxCheatTime
Type: float
Modifiers: config
The amount of time without packets before triggering the cheat code
TimeLimit
Type: int
Modifiers: config
TimeMarginSlack
Type: float
Modifiers: globalconfig
How fast we allow client clock to drift from server clock over time without ever triggering speed hack detection
Default value: 1.35
TotalNetBandwidth
Type: int
Modifiers: globalconfig
Total available bandwidth for listen server, split dynamically across net connections
Default value: 32000
Default values
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |