UE3:UTGameReplicationInfo (UDK)
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Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo |
- Package:
- UTGame
- This class in other games:
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Properties
bAllowKeyboardAndMouse
Type: bool
Which input types are allowed for this game *
bAnnouncementsDisabled
Type: bool
set by level Kismet to disable announcements during tutorials/cinematics/etc
bConsoleServer
Type: bool
whether the server is a console so we need to make adjustments to sync up
bForceDefaultCharacter
Type: bool
Modifiers: globalconfig
forces other players to be viewed on this machine with the default character
BotDifficulty
Type: int
for bPlayersVsBots
Default value: -1
bRequireReady
Type: bool
bShowMenuOnDeath
Type: bool
bShowMOTD
Type: bool
Modifiers: repnotify
bStoryMode
Type: bool
If this is set, the game is running in story mode
bWarmupRound
Type: bool
Amount of Warmup Time Remaining
CurrentMidGameMenu
Type: UTUIScene_MidGameMenu
Holds the current Mid Game Menu Scene
FlagState
Type: EFlagState
Array size: 2
LastUsedMidgameTab
Type: name
MinNetPlayers
Type: int
MutatorList
Type: string
Modifiers: databinding
RulesString
Type: string
Modifiers: databinding
ScoreboardScene
Type: UTUIScene_Scoreboard
We hold a reference to the live scoreboard to adapt for split screen
SinglePlayerBotNames
Type: string
Array size: 4
Default value, index 0: "Reaper"
Default value, index 1: "Othello"
Default value, index 2: "Bishop"
Default value, index 3: "Jester"
SinglePlayerMissionID
Type: int
Holds the Mission index of the current mission
VehicleWeaponEffects
Type: array<MeshEffect>
WeaponBerserk
Type: float
Default value: 1.0
WeaponOverlays
Type: array<MaterialInterface>
weapon overlays that are available in this map - figured out in PostBeginPlay() from UTPowerupPickupFactories in the level each entry in the array represents a bit in UTPawn's WeaponOverlayFlags property
See: UTWeapon::SetWeaponOverlayFlags() for how this is used
Default values
Property | Value |
---|---|
TickGroup | TG_PreAsyncWork |
Enums
EFlagState
- FLAG_Home
- FLAG_HeldFriendly
- FLAG_HeldEnemy
- FLAG_Down
Structs
MeshEffect
Modifiers: native
vehicle weapon effects available in this map - works exactly like WeaponOverlays, except these are meshes that get attached to the vehicle mesh when the corresponding bit is set on the driver's WeaponOverlayFlags
- StaticMesh Mesh
- mesh for the effect
- MaterialInterface Material
- material for the effect
Functions
Events
PostBeginPlay
Overrides: GameReplicationInfo.PostBeginPlay
ReplicatedEvent
Overrides: GameReplicationInfo.ReplicatedEvent
Timer
Overrides: GameReplicationInfo.Timer
Other instance functions
AddGameRule
AssignSinglePlayerCharacters
In a single player campaign, this function will be called to insure all of the players are properly assigned to a given team. It insure that the host of the game is assigned to Reaper, and then assigns the other players in order.
Parameters:
- PRI - The PRI of the player to Assign a character for
CanChangeTeam
Whether a player can change teams or not. Used by menus and such.
CharacterProcessingComplete
DisplayMOTD
Displays the message of the day by finding a hud and passing off the call.
FlagIsDown
FlagIsHeldEnemy
FlagIsHeldFriendly
FlagIsHome
FlagsAreHome
IsNecrisTeam
Returns:
- whether the given team is Necris (used by e.g. vehicle factories to control whether they can activate for this team)
MidGameMenuClosed
Clean up
MidMenuMenu
OpenUIScene
wrapper for opening UI scenes
Parameters:
- InstigatorPC - player to open it for
- Template - the scene to open
PopulateMidGameMenu
SetFlagDown
SetFlagHeldEnemy
SetFlagHeldFriendly
SetFlagHome
SetHudShowScores
ShowMidGameMenu
Open the mid-game menu
ShowScores
ToggleViewingMap