Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 00618 00619 00620 00621 00622 00623 00624 00625 00626 00627 00628 00629 00630 00631 00632 00633 00634 00635 00636 00637 00638 00639 00640 00641 00642 00643 00644 00645 00646 00647 00648 00649 00650 00651 00652 00653 00654 00655 00656 00657 00658 00659 00660 00661 00662 00663 00664 00665 00666 00667 00668 00669 00670 00671 00672 00673 00674 00675 00676 00677 00678 00679 00680 00681 00682 00683 00684 00685 00686 00687 00688 00689 00690 00691 00692 00693 00694 00695 00696 00697 00698 00699 00700 00701 00702 00703 00704 00705 00706 00707 00708 00709 00710 00711 00712 00713 00714 00715 00716 00717 00718 00719 00720 00721 00722 00723 |
//============================================================================= // 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; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * 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' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |