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Engine.Engine


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//=============================================================================
// Engine: The base class of the global application object classes.
// Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class Engine extends Subsystem
	native(GameEngine)
	abstract
	config(Engine)
	transient;

// Fonts.
var private Font	TinyFont;
var globalconfig string TinyFontName;

var private Font	SmallFont;
var globalconfig string SmallFontName;

var private Font	MediumFont;
var globalconfig string MediumFontName;

var private Font	LargeFont;
var globalconfig string LargeFontName;

/** Any additional fonts that script may use without hard-referencing the font. */
var private array<Font>			AdditionalFonts;
var globalconfig array<string>	AdditionalFontNames;

/** The class to use for the game console. */
var class<Console> ConsoleClass;
var globalconfig string ConsoleClassName;

/** The class to use for the game viewport client. */
var class<GameViewportClient> GameViewportClientClass;
var globalconfig string GameViewportClientClassName;

/** The class to use for managing the global data stores */
var	class<DataStoreClient> DataStoreClientClass;
var	globalconfig string DataStoreClientClassName;

/** The class to use for local players. */
var class<LocalPlayer> LocalPlayerClass;
var config string LocalPlayerClassName;

/** The material used when no material is explicitly applied. */
var Material	DefaultMaterial;
var globalconfig string DefaultMaterialName;

/** The material used to render wireframe meshes. */
var Material	WireframeMaterial;
var globalconfig string WireframeMaterialName;

/** A textured material with an instance parameter for the texture. */
var Material EmissiveTexturedMaterial;
var globalconfig string EmissiveTexturedMaterialName;

/** A translucent material used to render things in geometry mode. */
var Material	GeomMaterial;
var globalconfig string GeomMaterialName;

/** The default fog volume material */
var Material	DefaultFogVolumeMaterial;
var globalconfig string DefaultFogVolumeMaterialName;

/** Material used for drawing a tick mark. */
var Material	TickMaterial;
var globalconfig string TickMaterialName;

/** Material used for drawing a cross mark. */
var Material	CrossMaterial;
var globalconfig string CrossMaterialName;

/** Material used for visualizing level membership in lit viewport modes. */
var Material	LevelColorationLitMaterial;
var globalconfig string LevelColorationLitMaterialName;

/** Material used for visualizing level membership in unlit viewport modes. */
var Material	LevelColorationUnlitMaterial;
var globalconfig string LevelColorationUnlitMaterialName;

/** Material used to indicate that the associated BSP surface should be removed. */
var Material	RemoveSurfaceMaterial;
var globalconfig string RemoveSurfaceMaterialName;

/** The colors used to render light complexity. */
var globalconfig array<color> LightComplexityColors;

/** The colors used to render shader complexity. */
var globalconfig array<color> ShaderComplexityColors;

/** When true, pixel shader complexity is shown, otherwise vertex shader complexity is shown in the shader complexity viewmode. */
var globalconfig bool bUsePixelShaderComplexity;

/**
* When true, pixel shader complexity is cumulative, otherwise only the last pixel drawn contributes complexity.
* Has no effect if bUsePixelShaderComplexity is false
*/
var globalconfig bool bUseAdditiveComplexity;

/**
* Complexity limits for the various complexity viewmode combinations.
* These limits are used to map instruction counts to ShaderComplexityColors.
*/
var globalconfig float MaxPixelShaderAdditiveComplexityCount;
var globalconfig float MaxPixelShaderOpaqueComplexityCount;
var globalconfig float MaxVertexShaderComplexityCount;

/** Range for the texture density viewmode. */
var globalconfig float MinTextureDensity;
var globalconfig float IdealTextureDensity;
var globalconfig float MaxTextureDensity;

/** A material used to render the sides of the builder brush/volumes/etc. */
var Material	EditorBrushMaterial;
var globalconfig string EditorBrushMaterialName;

/** PhysicalMaterial to use if none is defined for a particular object. */
var	PhysicalMaterial	DefaultPhysMaterial;
var globalconfig string DefaultPhysMaterialName;

/** The material used when terrain compilation is too complex. */
var Material	TerrainErrorMaterial;
var globalconfig string TerrainErrorMaterialName;
var globalconfig int TerrainMaterialMaxTextureCount;

/** This is the number of frames that are used between terrain tessellation re-calculations */
var globalconfig int TerrainTessellationCheckCount;
/**
 *	The radius from the view origin that terrain tessellation checks should be performed.
 *	If 0.0, every component will be checked for tessellation changes each frame.
 */
var globalconfig float TerrainTessellationCheckDistance;

/** OnlineSubsystem class to use for netplay */
var	class<OnlineSubsystem> OnlineSubsystemClass;
var globalconfig string DefaultOnlineSubsystemName;

/** Default engine post process chain used for the game and main editor view */
var PostProcessChain DefaultPostProcess;
var config string DefaultPostProcessName;

/** post process chain used for skeletal mesh thumbnails */
var PostProcessChain ThumbnailSkeletalMeshPostProcess;
var config string ThumbnailSkeletalMeshPostProcessName;

/** post process chain used for particle system thumbnails */
var PostProcessChain ThumbnailParticleSystemPostProcess;
var config string ThumbnailParticleSystemPostProcessName;

/** post process chain used for material thumbnails */
var PostProcessChain ThumbnailMaterialPostProcess;
var config string ThumbnailMaterialPostProcessName;

/** post process chain used for rendering the UI */
var PostProcessChain DefaultUIScenePostProcess;
var config string DefaultUIScenePostProcessName;

/** Material used for drawing meshes when their collision is missing. */
var Material	DefaultUICaretMaterial;
var globalconfig string DefaultUICaretMaterialName;

/** Material used for visualizing the reflection scene captures on a surface */
var Material	SceneCaptureReflectActorMaterial;
var globalconfig string SceneCaptureReflectActorMaterialName;

/** Material used for visualizing the cube map scene captures on a mesh */
var Material	SceneCaptureCubeActorMaterial;
var globalconfig string SceneCaptureCubeActorMaterialName;

/** Texture used to get random angles per-pixel by the Branching PCF implementation */
var Texture2D RandomAngleTexture;
var globalconfig string RandomAngleTextureName;

/** Time in seconds (game time) we should wait between purging object references to objects that are pending kill */
var(Settings) config float TimeBetweenPurgingPendingKillObjects;

// Variables.

/** Abstract interface to platform-specific subsystems */
var const client							Client;

/** Viewports for all players in all game instances (all PIE windows, for example) */
var init array<LocalPlayer>					GamePlayers;

/** the viewport representing the current game instance */
var const GameViewportClient				GameViewport;

/** Array of deferred command strings/ execs that get executed at the end of the frame */
var init array<string>	DeferredCommands;

var int TickCycles, GameCycles, ClientCycles;
var(Settings) config bool bUseSound;

/** Whether to use texture streaming. */
var(Settings) config bool bUseTextureStreaming;

/** Whether to allow background level streaming. */
var(Settings) config bool bUseBackgroundLevelStreaming;

/** Flag for completely disabling subtitles for localized sounds. */
var(Settings) config bool bSubtitlesEnabled;

/** Flag for forcibly disabling subtitles even if you try to turn them back on they will be off */
var(Settings) config bool bSubtitlesForcedOff;

/**
 *	Flag for forcing terrain to be 'static' (MinTessellationLevel = MaxTesselationLevel)
 *	Game time only...
 */
var(Settings) config bool bForceStaticTerrain;

/** Global debug manager helper object that stores configuration and state used during development */
var const DebugManager			DebugManager;

/** Entry point for RemoteControl, the in-game UI for the exec system. */
var native pointer				RemoteControlExec{class FRemoteControlExec};

// Color preferences.
var(Colors) color
	C_WorldBox,
	C_BrushWire,
	C_AddWire,
	C_SubtractWire,
	C_SemiSolidWire,
	C_NonSolidWire,
	C_WireBackground,
	C_ScaleBoxHi,
	C_VolumeCollision,
	C_BSPCollision,
	C_OrthoBackground,
	C_Volume;

/** Fudge factor for tweaking the distance based miplevel determination */
var(Settings)	float			StreamingDistanceFactor;

/** Class name of the scout to use for path building */
var const config string ScoutClassName;

/**
 * A transition type.
 */
enum ETransitionType
{
	TT_None,
	TT_Paused,
	TT_Loading,
	TT_Saving,
	TT_Connecting,
	TT_Precaching
};

/** The current transition type. */
var ETransitionType TransitionType;

/** The current transition description text. */
var string TransitionDescription;

/** The gametype for the destination map */
var string TransitionGameType;

/** Level of detail range control for meshes */
var config		float					MeshLODRange;
/** Force to CPU skinning only for skeletal mesh rendering */
var	config		bool					bForceCPUSkinning;
/** Whether to use post processing effects or not */
var	config		bool					bUsePostProcessEffects;
/** whether to send Kismet warning messages to the screen (via PlayerController::ClientMessage()) */
var config bool bOnScreenKismetWarnings;
/** whether kismet logging is enabled. */
var config bool bEnableKismetLogging;
/** whether mature language is allowed **/
var config bool bAllowMatureLanguage;
/** Toggle VSM (Variance Shadow Map) usage for projected shadows */
var config bool bEnableVSMShadows;
/** Toggle Branching PCF implementation for projected shadows */
var config bool bEnableBranchingPCFShadows;
/** Radius, in shadowmap texels, of the filter disk */
var config float ShadowFilterRadius;
/** Depth bias that is applied in the depth pass for all types of projected shadows except VSM */
var config float DepthBias;
/** controls the rate at which mod shadows will fade as they approach their min shadow size */
var config float ModShadowFadeDistanceExponent;
/** camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid) */
var config float CameraRotationThreshold;
/** camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid) */
var config float CameraTranslationThreshold;
/** The amount of time a primitive is considered to be probably visible after it was last actually visible. */
var config float PrimitiveProbablyVisibleTime;
/** The percent of previously unoccluded primitives which are requeried every frame. */
var config float PercentUnoccludedRequeries;

/** Lights with radius below threshold will not cast shadow volumes. */
var config float ShadowVolumeLightRadiusThreshold;
/** Primitives with screen space percantage below threshold will not cast shadow volumes. */
var config float ShadowVolumePrimitiveScreenSpacePercentageThreshold;

/** Terrain collision viewing - If TRUE, overlay collion level else render it and overlay terrain. */
var config bool bRenderTerrainCollisionAsOverlay;

/** Do not use Ageia PhysX hardware */
var config bool bDisablePhysXHardwareSupport;

/** Whether to pause the game if focus is lost. */
var config bool bPauseOnLossOfFocus;

/**
 *	The maximum allowed size to a ParticleEmitterInstance::Resize call.
 *	If larger, the function will return without resizing.
 */
var config int MaxParticleResize;
/**
*	If the resize request is larger than this, spew out a warning to the log
*/
var config int MaxParticleResizeWarn;

/** Material used for visualizing terrain collision. */
var Material TerrainCollisionMaterial;
var globalconfig string TerrainCollisionMaterialName;

/** The number of times to attempt the Begin*UP call before assuming the GPU is hosed	*/
var config int BeginUPTryCount;

/** Info about one note dropped in the map during PIE. */
struct native DropNoteInfo
{
	/** Location to create Note actor in edited level. */
	var vector	Location;
	/** Rotation to create Note actor in edited level. */
	var rotator	Rotation;
	/** Text to assign to Note actor in edited level. */
	var string	Comment;
};

/**  */
var transient array<DropNoteInfo>	PendingDroppedNotes;

/** Overridable class for cover mesh rendering in-game, used to get around the editoronly restrictions needed by the base CoverMeshComponent */
var globalconfig string DynamicCoverMeshComponentName;

/**
 * By default, each frame's initial scene color clear is disabled.
 * This flag can be toggled at runtime to enable clearing for development.
 */
var globalconfig const bool			bEnableColorClear;

/** Number of times to tick each client per second */
var globalconfig float				NetClientTicksPerSecond;

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/**
 * Returns a pointer to the current world.
 */
native static final function WorldInfo GetCurrentWorldInfo();

/**
 * Returns the engine's default tiny font
 */
native static final function Font GetTinyFont();

/**
 * Returns the engine's default small font
 */
native static final function Font GetSmallFont();

/**
 * Returns the engine's default medium font
 */
native static final function Font GetMediumFont();

/**
 * Returns the engine's default large font
 */
native static final function Font GetLargeFont();

/**
 * Returns the specified additional font.
 *
 * @param	AdditionalFontIndex		Index into the AddtionalFonts array.
 */
native static final function Font GetAdditionalFont(int AdditionalFontIndex);

/** @return whether we're currently running in splitscreen (more than one local player) */
native static final function bool IsSplitScreen();

/** @return the audio device (will be None if sound is disabled) */
native static final function AudioDevice GetAudioDevice();

/** @return Returns the name of the last movie that was played. */
native static final function string GetLastMovieName();


/**
 * Play one of the LoadMap loading movies as configured by ini file
 *
 * @return TRUE if a movie was played
 */
native static final function bool PlayLoadMapMovie();

/**
 * Stops the current movie
 */
native static final function StopMovie();

/**
 * Removes all overlays from displaying
 */
native static final function RemoveAllOverlays();

/**
 * Adds a text overlay to the movie
 *
 * @param Font Font to use to display (must be in the root set so this will work during loads)
 * @param Text Text to display
 * @param X X location in resolution-independent coordinates (ignored if centered)
 * @param Y Y location in resolution-independent coordinates
 * @param ScaleX Text horizontal scale
 * @param ScaleY Text vertical scale
 * @param bIsCentered TRUE if the text should be centered
 */
native static final function AddOverlay( Font Font, string Text, float X, float Y, float ScaleX, float ScaleY, bool bIsCentered );

/**
 * Adds a wrapped text overlay to the movie
 *
 * @param Font Font to use to display (must be in the root set so this will work during loads)
 * @param Text Text to display
 * @param X X location in resolution-independent coordinates (ignored if centered)
 * @param Y Y location in resolution-independent coordinates
 * @param ScaleX Text horizontal scale
 * @param ScaleY Text vertical scale
 * @param WrapWidth Number of pixels before text should wrap
 */
native static final function AddOverlayWrapped( Font Font, string Text, float X, float Y, float ScaleX, float ScaleY, float WrapWidth );

/**
 * Call when a cheat was enabled, to disable achievement progress
 */
native static final function CheatWasEnabled();

defaultproperties
{
   TinyFontName="EngineFonts.TinyFont"
   SmallFontName="EngineFonts.SmallFont"
   MediumFontName="MultiFont'UI_Fonts_Final.HUD.MF_Medium'"
   LargeFontName="MultiFont'UI_Fonts_Final.HUD..MF_Large'"
   ConsoleClassName="UTGame.UTConsole"
   GameViewportClientClassName="UTGame.UTGameViewportClient"
   DataStoreClientClassName="Engine.DataStoreClient"
   LocalPlayerClassName="Engine.LocalPlayer"
   DefaultMaterialName="EngineMaterials.DefaultMaterial"
   WireframeMaterialName="EngineMaterials.WireframeMaterial"
   EmissiveTexturedMaterialName="EngineMaterials.EmissiveTexturedMaterial"
   GeomMaterialName="EngineMaterials.GeomMaterial"
   DefaultFogVolumeMaterialName="EngineMaterials.FogVolumeMaterial"
   TickMaterialName="EditorMaterials.Tick_Mat"
   CrossMaterialName="EditorMaterials.Cross_Mat"
   LevelColorationLitMaterialName="EngineMaterials.LevelColorationLitMaterial"
   LevelColorationUnlitMaterialName="EngineMaterials.LevelColorationUnlitMaterial"
   RemoveSurfaceMaterialName="EngineMaterials.RemoveSurfaceMaterial"
   LightComplexityColors(0)=(B=0,G=191,R=63,A=1)
   LightComplexityColors(1)=(B=0,G=127,R=127,A=1)
   LightComplexityColors(2)=(B=0,G=63,R=191,A=1)
   LightComplexityColors(3)=(B=0,G=0,R=255,A=1)
   LightComplexityColors(4)=(B=0,G=0,R=0,A=1)
   LightComplexityColors(5)=(B=0,G=255,R=0,A=1)
   ShaderComplexityColors(0)=(B=100,G=255,R=0,A=1)
   ShaderComplexityColors(1)=(B=0,G=255,R=0,A=1)
   ShaderComplexityColors(2)=(B=0,G=191,R=63,A=1)
   ShaderComplexityColors(3)=(B=0,G=127,R=127,A=1)
   ShaderComplexityColors(4)=(B=0,G=63,R=191,A=1)
   ShaderComplexityColors(5)=(B=0,G=0,R=255,A=1)
   bUsePixelShaderComplexity=True
   bUseAdditiveComplexity=True
   bUseSound=True
   bUseTextureStreaming=True
   bUseBackgroundLevelStreaming=True
   bSubtitlesEnabled=True
   bOnScreenKismetWarnings=True
   bDisablePhysXHardwareSupport=True
   MaxPixelShaderAdditiveComplexityCount=300.000000
   MaxPixelShaderOpaqueComplexityCount=100.000000
   MaxVertexShaderComplexityCount=100.000000
   IdealTextureDensity=13.000000
   MaxTextureDensity=55.000000
   EditorBrushMaterialName="EngineMaterials.EditorBrushMaterial"
   DefaultPhysMaterialName="EngineMaterials.DefaultPhysicalMaterial"
   TerrainErrorMaterialName="EngineMaterials.MaterialError_Mat"
   TerrainMaterialMaxTextureCount=16
   TerrainTessellationCheckCount=6
   TerrainTessellationCheckDistance=4096.000000
   DefaultOnlineSubsystemName="OnlineSubsystemGameSpy.OnlineSubsystemGameSpy"
   DefaultPostProcessName="FX_HitEffects.UTPostProcess"
   ThumbnailSkeletalMeshPostProcessName="EngineMaterials.DefaultThumbnailPostProcess"
   ThumbnailParticleSystemPostProcessName="EngineMaterials.DefaultThumbnailPostProcess"
   ThumbnailMaterialPostProcessName="EngineMaterials.DefaultThumbnailPostProcess"
   DefaultUIScenePostProcessName="EngineMaterials.DefaultUIPostProcess"
   DefaultUICaretMaterialName="EngineMaterials.BlinkingCaret"
   SceneCaptureReflectActorMaterialName="EngineMaterials.ScreenMaterial"
   SceneCaptureCubeActorMaterialName="EngineMaterials.CubeMaterial"
   RandomAngleTextureName="EngineMaterials.RandomAngles"
   TimeBetweenPurgingPendingKillObjects=30.000000
   C_WorldBox=(B=107,G=0,R=0,A=255)
   C_BrushWire=(B=0,G=0,R=192,A=255)
   C_AddWire=(B=255,G=127,R=127,A=255)
   C_SubtractWire=(B=63,G=192,R=255,A=255)
   C_SemiSolidWire=(B=0,G=255,R=127,A=255)
   C_NonSolidWire=(B=32,G=192,R=63,A=255)
   C_WireBackground=(B=0,G=0,R=0,A=255)
   C_ScaleBoxHi=(B=157,G=149,R=223,A=255)
   C_VolumeCollision=(B=157,G=223,R=149,A=255)
   C_BSPCollision=(B=223,G=157,R=149,A=255)
   C_OrthoBackground=(B=163,G=163,R=163,A=255)
   C_Volume=(B=255,G=196,R=255,A=255)
   ScoutClassName="UTGame.UTScout"
   ShadowFilterRadius=2.000000
   DepthBias=0.012000
   ModShadowFadeDistanceExponent=0.200000
   CameraRotationThreshold=45.000000
   CameraTranslationThreshold=10000.000000
   PrimitiveProbablyVisibleTime=8.000000
   PercentUnoccludedRequeries=0.125000
   ShadowVolumeLightRadiusThreshold=1000.000000
   ShadowVolumePrimitiveScreenSpacePercentageThreshold=0.250000
   MaxParticleResize=1024
   MaxParticleResizeWarn=10240
   TerrainCollisionMaterialName="EngineMaterials.TerrainCollisionMaterial"
   BeginUPTryCount=200000
   NetClientTicksPerSecond=200.000000
   Name="Default__Engine"
   ObjectArchetype=Subsystem'Core.Default__Subsystem'
}

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Class file time: tr 31-1-2018 17:17:52.000 - Creation time: sk 18-3-2018 10:01:07.410 - Created with UnCodeX