UE3:WorldInfo native functions (UDK)
;Other member categories for this class::
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. |
Native functions
AddOnScreenDebugMessage
Add a string to the On-screen debug message system
CancelPendingMapChange
cancels pending map change (@note: we can't cancel pending async loads, so this won't immediately free the memory)
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
DoMemoryTracking
This function will do what ever memory tracking we have enabled. Basically there are a myriad of memory tracking/leak detection methods and this function abstracts all of that.
FindEnvironmentVolume
Returns an Environment Volume if one is found at given location. If many are overlapping, only the first one found will be returned.
ForceGarbageCollection
GetAddressURL
GetAllRootSequences
Go over all loaded levels and get each root sequence
GetDemoFrameInfo
if playing back a demo, returns the frame information for that demo
Parameters:
- CurrentFrame - optional, out) - current frame the demo playback is on
- TotalFrames - optional, out) - total number of frames in the demo
GetDemoRewindPoints
Returns:
- if a demo is being played back and rewinding is enabled, returns the list of rewind points that are available the values correspond to demo frames, relative to the return value of GetNumDemoFrames()
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
Will search for an existing free constraint from the cache, and return it if one is found otherwise it will add a new instance to the cache and return that
Parameters:
- ConstraintClass - the class of the constraint to grab from the cache
- Requestor - the handle that needs this constraint
Will search for an existing free Evaluator from the cache, and return it if one is found otherwise it will add a new instance to the cache and return that
Parameters:
- GoalEvalClass - the class of the evaluator to grab from the cache
- Requestor - the handle that needs this constraint
GetWorldFractureSettings
Get the current fracture settings for the loaded world - handles streaming correctly.
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)
IsPlayingDemo
Returns:
- whether a demo is being played back
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
ReleaseCachedConstraintsAndEvaluators
will go through all the pools for each constraint/evaluator class that has been added so far and reset the instance index to 0 (call this after the search is complete to indicate you're done with the constraints from the pool)
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 on the same server as the current URL
- bAbsolute - opt) - if true, URL is absolute, otherwise relative
- MapPackageGuid - opt) - the GUID of the map package to travel to - this is used to find the file when it has been autodownloaded, so it is only needed for clients
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
UpdateMusicTrack