UE3:UTUIFrontEnd_HostGame (UDK)

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UDK Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_LaunchGame >> UTUIFrontEnd_HostGame
Package:
UTGame
This class in other games:

Host Game scene for UT3. Contains the host game flow.

Constants

SERVERTYPE_LAN

Value: 0


SERVERTYPE_UNRANKED

Value: 1


SERVERTYPE_RANKED

Value: 2


MAXIMUM_PLAYER_COUNT

Value: 24


Properties

ServerSettingsTab

Type: UTUITabPage_Options

Modifiers: transient

Tab page references for this scene.

Default values

Property Value
bRequiresNetwork True

Subobjects

SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd_LaunchGame.SceneEventComponent

No new values.

Functions

Static functions

StripInvalidPasswordCharacters

static function string StripInvalidPasswordCharacters (string PasswordString, optional string InvalidChars)

Removes any characters which are not valid to be passed on the URL.

Events

PostInitialize

event PostInitialize ()

Overrides: UTUIFrontEnd_LaunchGame.PostInitialize

PostInitialize event - Sets delegates for the scene.

Other instance functions

CreateOnlineGame

function CreateOnlineGame (int PlayerIndex)

Creates the online game and travels to the map we are hosting a server on.

FinishStartDedicated

function FinishStartDedicated ()

Actually starts the dedicated server.

GenerateMutatorURLString

function string GenerateMutatorURLString ()


HandleInputKey

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Overrides: UTUIFrontEnd_LaunchGame.HandleInputKey

Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)

Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).

This delegate is called BEFORE kismet is given a chance to process the input.

Parameters:

  • EventParms - information about the input event.

Returns:

TRUE to indicate that this input key was processed; no further processing will occur on this input key event.

OnAcceptServerSettings

function OnAcceptServerSettings (UIScreenObject InObject, int PlayerIndex)

Callback for when the user has accepted server settings.

OnGameCreated

function OnGameCreated (name SessionName, bool bWasSuccessful)

Callback for when the game is finish being created.

OnGameModeSelected

function OnGameModeSelected (string InGameMode, string InDefaultMap, string GameSettingsClass, bool bSelectionSubmitted)

Overrides: UTUIFrontEnd_LaunchGame.OnGameModeSelected

Callback for when the gamemode changes on the game mode selection tab.

OnMainRegion_Show_UIAnimEnd

function OnMainRegion_Show_UIAnimEnd (UIScreenObject AnimTarget, name AnimName, int TrackTypeMask)

Overrides: UTUIFrontEnd.OnMainRegion_Show_UIAnimEnd

Handler for the 'show' animation completed.

OnServerOptionChanged

function OnServerOptionChanged (UIScreenObject InObject, name OptionName, int PlayerIndex)

Called when one of our options changes.

OnServerOptionFocused

function OnServerOptionFocused (UIScreenObject InObject, UIDataProvider OptionProvider)

Called when one of our options is focused

OnStartDedicated

function OnStartDedicated ()

Attempts to start a dedicated server.

OnStartDedicated_Confirm

function OnStartDedicated_Confirm (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)

Callback for the start game message box.

OnStartGame

function OnStartGame ()

Overrides: UTUIFrontEnd_LaunchGame.OnStartGame

Attempts to start an instant action game.

OnStartGame_Confirm

function OnStartGame_Confirm (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)

Callback for the start game message box.

RefreshGoalScoreOption

function RefreshGoalScoreOption ()

Goal score needs to be refreshed because it has different settings depending on game type.

SetupGameSettings

function SetupGameSettings ()

Sets up the game settings object using the current options.

ValidateServerType

function ValidateServerType ()

Enables / disables the "server type" control based on whether we are signed in online.