Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.Engine

Extends
Subsystem
Modifiers
native ( GameEngine ) abstract config ( Engine ) transient

Core.Object
|   
+-- Core.Subsystem
   |   
   +-- Engine.Engine

Direct Known Subclasses:

EditorEngine, GameEngine

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
array<string>AdditionalFontNames
array<Font>AdditionalFonts
boolbAllowMatureLanguage
boolbDisablePhysXHardwareSupport
intBeginUPTryCount
boolbEnableBranchingPCFShadows
boolbEnableColorClear
boolbEnableKismetLogging
boolbEnableVSMShadows
boolbForceCPUSkinning
boolbOnScreenKismetWarnings
boolbPauseOnLossOfFocus
boolbRenderTerrainCollisionAsOverlay
boolbUseAdditiveComplexity
boolbUsePixelShaderComplexity
boolbUsePostProcessEffects
floatCameraRotationThreshold
floatCameraTranslationThreshold
clientClient
intClientCycles
class<Console>ConsoleClass
stringConsoleClassName
MaterialCrossMaterial
stringCrossMaterialName
class<DataStoreClient>DataStoreClientClass
stringDataStoreClientClassName
DebugManagerDebugManager
MaterialDefaultFogVolumeMaterial
stringDefaultFogVolumeMaterialName
MaterialDefaultMaterial
stringDefaultMaterialName
stringDefaultOnlineSubsystemName
PhysicalMaterialDefaultPhysMaterial
stringDefaultPhysMaterialName
PostProcessChainDefaultPostProcess
stringDefaultPostProcessName
MaterialDefaultUICaretMaterial
stringDefaultUICaretMaterialName
PostProcessChainDefaultUIScenePostProcess
stringDefaultUIScenePostProcessName
array<string>DeferredCommands
floatDepthBias
stringDynamicCoverMeshComponentName
MaterialEditorBrushMaterial
stringEditorBrushMaterialName
MaterialEmissiveTexturedMaterial
stringEmissiveTexturedMaterialName
intGameCycles
array<LocalPlayer>GamePlayers
GameViewportClientGameViewport
class<GameViewportClient>GameViewportClientClass
stringGameViewportClientClassName
MaterialGeomMaterial
stringGeomMaterialName
floatIdealTextureDensity
FontLargeFont
stringLargeFontName
MaterialLevelColorationLitMaterial
stringLevelColorationLitMaterialName
MaterialLevelColorationUnlitMaterial
stringLevelColorationUnlitMaterialName
array<color>LightComplexityColors
class<LocalPlayer>LocalPlayerClass
stringLocalPlayerClassName
intMaxParticleResize
intMaxParticleResizeWarn
floatMaxPixelShaderAdditiveComplexityCount
floatMaxPixelShaderOpaqueComplexityCount
floatMaxTextureDensity
floatMaxVertexShaderComplexityCount
FontMediumFont
stringMediumFontName
floatMeshLODRange
floatMinTextureDensity
floatModShadowFadeDistanceExponent
floatNetClientTicksPerSecond
class<OnlineSubsystem>OnlineSubsystemClass
array<DropNoteInfo>PendingDroppedNotes
floatPercentUnoccludedRequeries
floatPrimitiveProbablyVisibleTime
Texture2DRandomAngleTexture
stringRandomAngleTextureName
pointerRemoteControlExec
MaterialRemoveSurfaceMaterial
stringRemoveSurfaceMaterialName
MaterialSceneCaptureCubeActorMaterial
stringSceneCaptureCubeActorMaterialName
MaterialSceneCaptureReflectActorMaterial
stringSceneCaptureReflectActorMaterialName
stringScoutClassName
array<color>ShaderComplexityColors
floatShadowFilterRadius
floatShadowVolumeLightRadiusThreshold
floatShadowVolumePrimitiveScreenSpacePercentageThreshold
FontSmallFont
stringSmallFontName
MaterialTerrainCollisionMaterial
stringTerrainCollisionMaterialName
MaterialTerrainErrorMaterial
stringTerrainErrorMaterialName
intTerrainMaterialMaxTextureCount
intTerrainTessellationCheckCount
floatTerrainTessellationCheckDistance
PostProcessChainThumbnailMaterialPostProcess
stringThumbnailMaterialPostProcessName
PostProcessChainThumbnailParticleSystemPostProcess
stringThumbnailParticleSystemPostProcessName
PostProcessChainThumbnailSkeletalMeshPostProcess
stringThumbnailSkeletalMeshPostProcessName
intTickCycles
MaterialTickMaterial
stringTickMaterialName
FontTinyFont
stringTinyFontName
stringTransitionDescription
stringTransitionGameType
ETransitionTypeTransitionType
MaterialWireframeMaterial
stringWireframeMaterialName
Colors
colorC_AddWire
colorC_BrushWire
colorC_BSPCollision
colorC_NonSolidWire
colorC_OrthoBackground
colorC_ScaleBoxHi
colorC_SemiSolidWire
colorC_SubtractWire
colorC_Volume
colorC_VolumeCollision
colorC_WireBackground
colorC_WorldBox
Settings
boolbForceStaticTerrain
boolbSubtitlesEnabled
boolbSubtitlesForcedOff
boolbUseBackgroundLevelStreaming
boolbUseSound
boolbUseTextureStreaming
floatStreamingDistanceFactor
floatTimeBetweenPurgingPendingKillObjects
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
ETransitionType
TT_None, TT_Paused, TT_Loading, TT_Saving, TT_Connecting, TT_Precaching
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
DropNoteInfo
Location, Rotation, Comment
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function AddOverlay (Font Font, string Text, float X, float Y, float ScaleX, float ScaleY, bool bIsCentered)
function AddOverlayWrapped (Font Font, string Text, float X, float Y, float ScaleX, float ScaleY, float WrapWidth)
function CheatWasEnabled ()
functionFont GetAdditionalFont (int AdditionalFontIndex)
functionAudioDevice GetAudioDevice ()
functionWorldInfo GetCurrentWorldInfo ()
functionFont GetLargeFont ()
functionstring GetLastMovieName ()
functionFont GetMediumFont ()
functionFont GetSmallFont ()
functionFont GetTinyFont ()
functionbool IsSplitScreen ()
functionbool PlayLoadMapMovie ()
function RemoveAllOverlays ()
function StopMovie ()
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

AdditionalFontNames Source code

var globalconfig array<string> AdditionalFontNames;

AdditionalFonts Source code

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

bAllowMatureLanguage Source code

var config bool bAllowMatureLanguage;
whether mature language is allowed

bDisablePhysXHardwareSupport Source code

var config bool bDisablePhysXHardwareSupport;
Do not use Ageia PhysX hardware

BeginUPTryCount Source code

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

bEnableBranchingPCFShadows Source code

var config bool bEnableBranchingPCFShadows;
Toggle Branching PCF implementation for projected shadows

bEnableColorClear Source code

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

bEnableKismetLogging Source code

var config bool bEnableKismetLogging;
whether kismet logging is enabled.

bEnableVSMShadows Source code

var config bool bEnableVSMShadows;
Toggle VSM (Variance Shadow Map) usage for projected shadows

bForceCPUSkinning Source code

var config bool bForceCPUSkinning;
Force to CPU skinning only for skeletal mesh rendering

bOnScreenKismetWarnings Source code

var config bool bOnScreenKismetWarnings;
whether to send Kismet warning messages to the screen (via PlayerController::ClientMessage())

bPauseOnLossOfFocus Source code

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

bRenderTerrainCollisionAsOverlay Source code

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

bUseAdditiveComplexity Source code

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

bUsePixelShaderComplexity Source code

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

bUsePostProcessEffects Source code

var config bool bUsePostProcessEffects;
Whether to use post processing effects or not

CameraRotationThreshold Source code

var config float CameraRotationThreshold;
camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid)

CameraTranslationThreshold Source code

var config float CameraTranslationThreshold;
camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid)

Client Source code

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

ClientCycles Source code

var int ClientCycles;

ConsoleClass Source code

var class<Console> ConsoleClass;
The class to use for the game console.

ConsoleClassName Source code

var globalconfig string ConsoleClassName;

CrossMaterial Source code

var Material CrossMaterial;
Material used for drawing a cross mark.

CrossMaterialName Source code

var globalconfig string CrossMaterialName;

DataStoreClientClass Source code

var class<DataStoreClient> DataStoreClientClass;
The class to use for managing the global data stores

DataStoreClientClassName Source code

var globalconfig string DataStoreClientClassName;

DebugManager Source code

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

DefaultFogVolumeMaterial Source code

var Material DefaultFogVolumeMaterial;
The default fog volume material

DefaultFogVolumeMaterialName Source code

var globalconfig string DefaultFogVolumeMaterialName;

DefaultMaterial Source code

var Material DefaultMaterial;
The material used when no material is explicitly applied.

DefaultMaterialName Source code

var globalconfig string DefaultMaterialName;

DefaultOnlineSubsystemName Source code

var globalconfig string DefaultOnlineSubsystemName;

DefaultPhysMaterial Source code

var PhysicalMaterial DefaultPhysMaterial;
PhysicalMaterial to use if none is defined for a particular object.

DefaultPhysMaterialName Source code

var globalconfig string DefaultPhysMaterialName;

DefaultPostProcess Source code

var PostProcessChain DefaultPostProcess;
Default engine post process chain used for the game and main editor view

DefaultPostProcessName Source code

var config string DefaultPostProcessName;

DefaultUICaretMaterial Source code

var Material DefaultUICaretMaterial;
Material used for drawing meshes when their collision is missing.

DefaultUICaretMaterialName Source code

var globalconfig string DefaultUICaretMaterialName;

DefaultUIScenePostProcess Source code

var PostProcessChain DefaultUIScenePostProcess;
post process chain used for rendering the UI

DefaultUIScenePostProcessName Source code

var config string DefaultUIScenePostProcessName;

DeferredCommands Source code

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

DepthBias Source code

var config float DepthBias;
Depth bias that is applied in the depth pass for all types of projected shadows except VSM

DynamicCoverMeshComponentName Source code

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

EditorBrushMaterial Source code

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

EditorBrushMaterialName Source code

var globalconfig string EditorBrushMaterialName;

EmissiveTexturedMaterial Source code

var Material EmissiveTexturedMaterial;
A textured material with an instance parameter for the texture.

EmissiveTexturedMaterialName Source code

var globalconfig string EmissiveTexturedMaterialName;

GameCycles Source code

var int GameCycles;

GamePlayers Source code

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

GameViewport Source code

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

GameViewportClientClass Source code

var class<GameViewportClient> GameViewportClientClass;
The class to use for the game viewport client.

GameViewportClientClassName Source code

var globalconfig string GameViewportClientClassName;

GeomMaterial Source code

var Material GeomMaterial;
A translucent material used to render things in geometry mode.

GeomMaterialName Source code

var globalconfig string GeomMaterialName;

IdealTextureDensity Source code

var globalconfig float IdealTextureDensity;

LargeFont Source code

var private Font LargeFont;

LargeFontName Source code

var globalconfig string LargeFontName;

LevelColorationLitMaterial Source code

var Material LevelColorationLitMaterial;
Material used for visualizing level membership in lit viewport modes.

LevelColorationLitMaterialName Source code

var globalconfig string LevelColorationLitMaterialName;

LevelColorationUnlitMaterial Source code

var Material LevelColorationUnlitMaterial;
Material used for visualizing level membership in unlit viewport modes.

LevelColorationUnlitMaterialName Source code

var globalconfig string LevelColorationUnlitMaterialName;

LightComplexityColors Source code

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

LocalPlayerClass Source code

var class<LocalPlayer> LocalPlayerClass;
The class to use for local players.

LocalPlayerClassName Source code

var config string LocalPlayerClassName;

MaxParticleResize Source code

var config int MaxParticleResize;
The maximum allowed size to a ParticleEmitterInstance::Resize call. If larger, the function will return without resizing.

MaxParticleResizeWarn Source code

var config int MaxParticleResizeWarn;
If the resize request is larger than this, spew out a warning to the log

MaxPixelShaderAdditiveComplexityCount Source code

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

MaxPixelShaderOpaqueComplexityCount Source code

var globalconfig float MaxPixelShaderOpaqueComplexityCount;

MaxTextureDensity Source code

var globalconfig float MaxTextureDensity;

MaxVertexShaderComplexityCount Source code

var globalconfig float MaxVertexShaderComplexityCount;

MediumFont Source code

var private Font MediumFont;

MediumFontName Source code

var globalconfig string MediumFontName;

MeshLODRange Source code

var config float MeshLODRange;
Level of detail range control for meshes

MinTextureDensity Source code

var globalconfig float MinTextureDensity;
Range for the texture density viewmode.

ModShadowFadeDistanceExponent Source code

var config float ModShadowFadeDistanceExponent;
controls the rate at which mod shadows will fade as they approach their min shadow size

NetClientTicksPerSecond Source code

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

OnlineSubsystemClass Source code

var class<OnlineSubsystem> OnlineSubsystemClass;
OnlineSubsystem class to use for netplay

PendingDroppedNotes Source code

var transient array<DropNoteInfo> PendingDroppedNotes;

PercentUnoccludedRequeries Source code

var config float PercentUnoccludedRequeries;
The percent of previously unoccluded primitives which are requeried every frame.

PrimitiveProbablyVisibleTime Source code

var config float PrimitiveProbablyVisibleTime;
The amount of time a primitive is considered to be probably visible after it was last actually visible.

RandomAngleTexture Source code

var Texture2D RandomAngleTexture;
Texture used to get random angles per-pixel by the Branching PCF implementation

RandomAngleTextureName Source code

var globalconfig string RandomAngleTextureName;

RemoteControlExec Source code

var native pointer RemoteControlExec;
Entry point for RemoteControl, the in-game UI for the exec system.

RemoveSurfaceMaterial Source code

var Material RemoveSurfaceMaterial;
Material used to indicate that the associated BSP surface should be removed.

RemoveSurfaceMaterialName Source code

var globalconfig string RemoveSurfaceMaterialName;

SceneCaptureCubeActorMaterial Source code

var Material SceneCaptureCubeActorMaterial;
Material used for visualizing the cube map scene captures on a mesh

SceneCaptureCubeActorMaterialName Source code

var globalconfig string SceneCaptureCubeActorMaterialName;

SceneCaptureReflectActorMaterial Source code

var Material SceneCaptureReflectActorMaterial;
Material used for visualizing the reflection scene captures on a surface

SceneCaptureReflectActorMaterialName Source code

var globalconfig string SceneCaptureReflectActorMaterialName;

ScoutClassName Source code

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

ShaderComplexityColors Source code

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

ShadowFilterRadius Source code

var config float ShadowFilterRadius;
Radius, in shadowmap texels, of the filter disk

ShadowVolumeLightRadiusThreshold Source code

var config float ShadowVolumeLightRadiusThreshold;
Lights with radius below threshold will not cast shadow volumes.

ShadowVolumePrimitiveScreenSpacePercentageThreshold Source code

var config float ShadowVolumePrimitiveScreenSpacePercentageThreshold;
Primitives with screen space percantage below threshold will not cast shadow volumes.

SmallFont Source code

var private Font SmallFont;

SmallFontName Source code

var globalconfig string SmallFontName;

TerrainCollisionMaterial Source code

var Material TerrainCollisionMaterial;
Material used for visualizing terrain collision.

TerrainCollisionMaterialName Source code

var globalconfig string TerrainCollisionMaterialName;

TerrainErrorMaterial Source code

var Material TerrainErrorMaterial;
The material used when terrain compilation is too complex.

TerrainErrorMaterialName Source code

var globalconfig string TerrainErrorMaterialName;

TerrainMaterialMaxTextureCount Source code

var globalconfig int TerrainMaterialMaxTextureCount;

TerrainTessellationCheckCount Source code

var globalconfig int TerrainTessellationCheckCount;
This is the number of frames that are used between terrain tessellation re-calculations

TerrainTessellationCheckDistance Source code

var globalconfig float TerrainTessellationCheckDistance;
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.

ThumbnailMaterialPostProcess Source code

var PostProcessChain ThumbnailMaterialPostProcess;
post process chain used for material thumbnails

ThumbnailMaterialPostProcessName Source code

var config string ThumbnailMaterialPostProcessName;

ThumbnailParticleSystemPostProcess Source code

var PostProcessChain ThumbnailParticleSystemPostProcess;
post process chain used for particle system thumbnails

ThumbnailParticleSystemPostProcessName Source code

var config string ThumbnailParticleSystemPostProcessName;

ThumbnailSkeletalMeshPostProcess Source code

var PostProcessChain ThumbnailSkeletalMeshPostProcess;
post process chain used for skeletal mesh thumbnails

ThumbnailSkeletalMeshPostProcessName Source code

var config string ThumbnailSkeletalMeshPostProcessName;

TickCycles Source code

var int TickCycles;

TickMaterial Source code

var Material TickMaterial;
Material used for drawing a tick mark.

TickMaterialName Source code

var globalconfig string TickMaterialName;

TinyFont Source code

var private Font TinyFont;

TinyFontName Source code

var globalconfig string TinyFontName;

TransitionDescription Source code

var string TransitionDescription;
The current transition description text.

TransitionGameType Source code

var string TransitionGameType;
The gametype for the destination map

TransitionType Source code

var ETransitionType TransitionType;
The current transition type.

WireframeMaterial Source code

var Material WireframeMaterial;
The material used to render wireframe meshes.

WireframeMaterialName Source code

var globalconfig string WireframeMaterialName;

Colors

C_AddWire Source code

var(Colors) color C_AddWire;

C_BrushWire Source code

var(Colors) color C_BrushWire;

C_BSPCollision Source code

var(Colors) color C_BSPCollision;

C_NonSolidWire Source code

var(Colors) color C_NonSolidWire;

C_OrthoBackground Source code

var(Colors) color C_OrthoBackground;

C_ScaleBoxHi Source code

var(Colors) color C_ScaleBoxHi;

C_SemiSolidWire Source code

var(Colors) color C_SemiSolidWire;

C_SubtractWire Source code

var(Colors) color C_SubtractWire;

C_Volume Source code

var(Colors) color C_Volume;

C_VolumeCollision Source code

var(Colors) color C_VolumeCollision;

C_WireBackground Source code

var(Colors) color C_WireBackground;

C_WorldBox Source code

var(Colors) color C_WorldBox;

Settings

bForceStaticTerrain Source code

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

bSubtitlesEnabled Source code

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

bSubtitlesForcedOff Source code

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

bUseBackgroundLevelStreaming Source code

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

bUseSound Source code

var(Settings) config bool bUseSound;

bUseTextureStreaming Source code

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

StreamingDistanceFactor Source code

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

TimeBetweenPurgingPendingKillObjects Source code

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


Enumerations Detail

ETransitionType Source code

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


Structures Detail

DropNoteInfo Source code

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


Functions Detail

AddOverlay Source code

native static final function AddOverlay ( Font Font, string Text, float X, float Y, float ScaleX, float ScaleY, bool bIsCentered )
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

AddOverlayWrapped Source code

native static final function AddOverlayWrapped ( Font Font, string Text, float X, float Y, float ScaleX, float ScaleY, float WrapWidth )
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

CheatWasEnabled Source code

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

GetAdditionalFont Source code

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

GetAudioDevice Source code

native static final function AudioDevice GetAudioDevice ( )

@return the audio device (will be None if sound is disabled)

GetCurrentWorldInfo Source code

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

GetLargeFont Source code

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

GetLastMovieName Source code

native static final function string GetLastMovieName ( )

@return Returns the name of the last movie that was played.

GetMediumFont Source code

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

GetSmallFont Source code

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

GetTinyFont Source code

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

IsSplitScreen Source code

native static final function bool IsSplitScreen ( )

@return whether we're currently running in splitscreen (more than one local player)

PlayLoadMapMovie Source code

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

RemoveAllOverlays Source code

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

StopMovie Source code

native static final function StopMovie ( )
Stops the current movie


Defaultproperties

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
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:36.678 - Created with UnCodeX