UE3:GameUISceneClient functions (UDK)
![]() |
Object >> UIRoot >> UISceneClient >> GameUISceneClient (functions) |
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. |
Functions
Static native functions
GetCurrentNetMode
Other static functions
ClearUIMessageScene
Closes a message box opened with ShowUIMessage.
Parameters:
- SceneTag - the name of the scene to close; should be the same value passed for SceneTag to ShowUIMessage
- ScenePlayerOwner - the player associated with the message box
- bCloseChildScenes - specify TRUE to close any scenes which were opened after the message box.
Returns:
- TRUE if the scene was successfully closed.
CreateUIMessageBox
Utility function for creating an instance of a message box. The scene must still be activated by calling OpenScene.
Parameters:
- SceneTag - the name to use for the message box scene. useful for e.g. preventing multiple copies of the same message from appearing.
- CustomMessageBoxClass - allows callers to override the default message box class for custom message types.
- SceneTemplate - optional scene resource to use as the template for the new message box instance.
Returns:
- an instance of the message box class specified.
ShowUIMessage
Displays a message box using the default message box class.
Parameters:
- SceneTag - the name to use for the message box scene. useful for e.g. preventing multiple copies of the same message from appearing.
- Title - the string or datastore markup to use as the message box title
- Message - the string or datastore markup to use for the message box text
- Question - the string or datastore markup to use for the question text
- ButtonAliases - the list of aliases to use in the message box's button bar; this determines which options are available as well as which input keys the message box responds to. Aliases must be registered in the Engine.UIDataStore_InputAlias section of the input .ini file.
- SelectionCallback - the function to call when the user selects an option
- ScenePlayerOwner - the player to associate the message box with. only this player will be able to dismiss the message box.
- out_CreatedScene - allows the caller to receive a reference to the scene that was opened.
- ForcedPriority - allows the player to override the message box class's default scene priority
Returns:
- TRUE if the message box was successfully shown.
Iterator functions
AllActiveScenes
Iterates over all scenes in the active scenes array.
Parameters:
- SceneClass - only scenes derived from this class will be returned.
- OutScene - receives the value of each scene in the ActiveScenes array which meets the criteria of the input parameters.
- bIterateBackwards - indicates that the scenes should be returned in reverse order.
- StartingIndex - allows callers to specify a specific location into the ActiveScenes array to start the iteration.
- SceneFilterMask - allows callers to control the types of scenes allowed. The value should be a bitmask of the SCENEFILTER_ const values defined in UISceneClient.
Exec functions
CloseMenu
CreateMenu
DebugShowMessage
OpenMenu
RefreshFormatting
ShowDataStoreField
ShowDataStores
Debug console command for dumping all registered data stores to the log
Parameters:
- bFullDump - specify TRUE to show detailed information about each registered data store.
ShowDockingStacks
ShowMenuProgression
ShowMenuStates
ShowRenderBounds
ToggleDebugInput
Native functions
CanUnpauseInternalUI
Callback which allows the UI to prevent unpausing if scenes which require pausing are still active.
See: PlayerController.SetPause
CreateScene
Creates an instance of the scene class specified. Used to create scenes from unrealscript. Does not initialize the scene - you must call OpenScene, passing in the result of this function as the scene to be opened.
Parameters:
- SceneClass - the scene class to open
- SceneTag - if specified, the scene will be given this tag when created
- SceneTemplate - if specified, will be used as the template for the newly created scene if it is a subclass of SceneClass
Returns:
- a UIScene instance of the class specified
CreateTransientWidget
Create a temporary widget for presenting data from unrealscript
Parameters:
- WidgetClass - the widget class to create
- WidgetTag - the tag to assign to the widget.
- Owner - the UIObject that should contain the widget
Returns:
- a pointer to a fully initialized widget of the class specified, contained within the transient scene
Todo: add support for metacasting using a property flag (i.e. like spawn auto-casts the result to the appropriate type)
FindSceneByTag
Searches through the ActiveScenes array for a UIScene with the tag specified
Parameters:
- SceneTag - the name of the scene to locate
- SceneOwner - if specified, only scenes that have the specified SceneOwner will be considered.
Returns:
- pointer to the UIScene that has a SceneName matching SceneTag, or NULL if no scenes in the ActiveScenes stack have that name
FindSceneIndex
Searches through the ActiveScenes array for a UIScene with the tag specified
Parameters:
- SceneToFind - the scene to locate
Returns:
- index [into the ActiveScenes array] for the scene specified, or INDEX_NONE if it isn't found.
FindSceneIndexByTag
Searches through the ActiveScenes array for a UIScene with the tag specified
Parameters:
- SceneTag - the name of the scene to locate
Returns:
- index [into the ActiveScenes array] for the scene specified, or INDEX_NONE if it isn't found.
FindUIAnimation
Attempt to find an animation in the AnimSequencePool.
Parameters:
- SequenceName - The sequence to find
Returns:
- the sequence if it was found otherwise returns none
GetActiveScene
Wrapper for getting a reference to the currently active scene.
Parameters:
- MatchingPlayerOwner - if specified, the top-most scene with this player as its PlayerOwner will be returned.
- bIgnoreUnfocusedScenes - specify TRUE to only return the top-most scenes that can accept focus.
Returns:
- a reference to the top-most scene in the scene stack which meets the conditions of the input parameters.
GetActiveSceneCount
Accessor for getting the number of currently active scenes.
Parameters:
- MatchingPlayerOwner - if specified, only scenes with this PlayerOwner will be counted.
- bIgnoreUnfocusedScenes - specify TRUE to skip scenes which cannot accept focus (i.e. bNeverFocus = true)
Returns:
- the number of active scenes which meet the criteria specified by the input parameters.
GetNextScene
Accessor for getting a reference to a scene's "child" scene.
Parameters:
- SourceScene - the scene to find a child scene for
- bRequireMatchingPlayerOwner - indicates whether the returned scene must be a scene opened by the same player as SourceScene.
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene above SourceScene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetNextSceneFromIndex
Accessor for getting a reference to a scene's "child" scene.
Parameters:
- StartingSceneIndex - the scene to find a child scene for
- MatchingPlayerOwner - if specified, only scenes owned by this player will be considered.
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene above the source scene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetPreviousInputProcessingScene
Accessor for getting a reference to the first parent scene of SourceScene, that can process input for SourceScene's PlayerOwner.
Parameters:
- SourceScene - the scene to find a parent scene for
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene below SourceScene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetPreviousScene
Accessor for getting a reference to a scene's "parent" scene.
Parameters:
- SourceScene - the scene to find a parent scene for
- bRequireMatchingPlayerOwner - indicates whether the returned scene must be a scene opened by the same player as SourceScene.
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene below SourceScene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetPreviousSceneFromIndex
Accessor for getting a reference to a scene's "parent" scene based on the scene's index in the ActiveScenes array.
Parameters:
- StartingSceneIndex - the index into the ActiveScenes array of the scene to find a parent scene for
- MatchingPlayerOwner - if specified, only scenes owned by this player will be considered.
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene below the source scene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetSceneAtIndex
Accessor for getting a reference to a scene at a given index
Parameters:
- SceneIndex - should be an index into the ActiveScenes array for the scene to get a reference to.
Returns:
- the scene instance at the specified location in the ActiveScenes array, or None or the index was invalid.
GetTransientScene
Get a reference to the transient scene, which is used to contain transient widgets that are created by unrealscript
Returns:
- pointer to the UIScene that owns transient widgets
RequestCursorRenderUpdate
Triggers a call to UpdateCursorRenderStatus on the next Tick().
RequestInputProcessingUpdate
Triggers a call to UpdateInputProcessingStatus on the next Tick().
SetActiveControl
Changes this scene client's ActiveControl to the specified value, which might be NULL. If there is already an ActiveControl
Parameters:
- NewActiveControl - the widget that should become to ActiveControl, or NULL to clear the ActiveControl.
Returns:
- TRUE if the ActiveControl was updated successfully.
Events
CanShowToolTips
Returns whether widget tooltips should be displayed.
InitializeSceneClient
Called when the scene client is first initialized.
PauseGame
Wrapper for pausing the game.
Parameters:
- bDesiredPauseState - TRUE indicates that the game should be paused.
- PlayerIndex - the index [into Engine GamePlayers array] for the player that should be used for pausing the game; can affect whether the game is actually paused or not (i.e. if the player is an admin in a multi-player match, for example).
SynchronizePlayers
Synchronizes the number of local players to the number of signed-in controllers. Games should override this method if more complex logic is desired (for example, if inactive gamepads [gamepads that are signed in but not associated with a player] are allowed).
Parameters:
- MaxPlayersAllowed - specifies the total maximum number of players that can be created; once this limit is reached, no more players will be created. Should be set to the maximum number of split-screen players supported by the game.
- bAllowJoins - controls whether creating new player is allowed; if true, a player will be created for any gamepad that is signed into a profile and not already associated with a player (up to MaxPlayersAllowed)
- bAllowRemoval - controls whether removing players is allowed; if true, any existing players that are not signed into a profile will be removed.
Note: if both bAllowJoins and bAllowRemoval are FALSE, only effect will be removal of extra players (i.e. player count higher than MaxPlayersAllowed)
Other instance functions
ClearMenuProgression
Clears out any existing stored menu progression values.
DebugMessageOptionSelected
Handler for debug message box OnOptionSelected delegate.
Parameters:
- Sender - the message box that generated this call
- SelectedInputAlias - the alias of the button that the user selected. Should match one of the aliases passed into this message box.
- PlayerIndex - the index of the player that selected the option.
Returns:
- TRUE to indicate that the message box should close itself.
IsAllowedToModifyPlayerCount
Accessor for controlling whether the scene client is allowed to add or remove players.
NotifyClientTravel
Called when the local player is about to travel to a new URL. This callback should be used to perform any preparation tasks, such as updating status text and such. All cleanup should be done from NotifyGameSessionEnded, as that function will be called in some cases where NotifyClientTravel is not.
Parameters:
- TravellingPlayer - the player that received the call to ClientTravel
- TravelURL - a string containing the mapname (or IP address) to travel to, along with option key/value pairs
- TravelType - indicates whether the player will clear previously added URL options or not.
- bIsSeamlessTravel - indicates whether seamless travelling will be used.
NotifyControllerChanged
Called when a gamepad (or other controller) is inserted or removed)
Parameters:
- ControllerId - the id of the gamepad that was added/removed.
- bConnected - indicates the new status of the gamepad.
NotifyGameSessionEnded
Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.
NotifyLinkStatusChanged
Called when the status of the platform's network connection changes.
NotifyOnlineServiceStatusChanged
Called when a system level connection change notification occurs.
Parameters:
- ConnectionStatus - the new connection status.
NotifyPlayerAdded
Called when a new player has been added to the list of active players (i.e. split-screen join)
Parameters:
- PlayerIndex - the index [into the GamePlayers array] where the player was inserted
- AddedPlayer - the player that was added
NotifyPlayerRemoved
Called when a player has been removed from the list of active players (i.e. split-screen players)
Parameters:
- PlayerIndex - the index [into the GamePlayers array] where the player was located
- RemovedPlayer - the player that was removed
NotifyStorageDeviceChanged
Called when a storage device is inserted or removed.
OnLoginChange
RestoreMenuProgression
Re-opens the scenes which were saved off to the Registry data store. Should be called from your game's main front-end menu.
Parameters:
- BaseScene - the scene to use as the starting point for restoring scenes; if not specified, uses the currently active scene.
SaveMenuProgression
Stores the list of currently active scenes which are restorable to the Registry data store for retrieval when returning back to the front end menus.