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Engine.GameEngine

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

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

Variables Summary
boolbClearAnimSetLinkupCachesOnLoadMap
boolbShouldCommitPendingMapChange
boolbShouldSkipLevelBeginningEventOnMapCommit
boolbShouldSkipLevelStartupEventOnMapCommit
boolbSmoothFrameRate
PendingLevelGPendingLevel
URLLastRemoteURL
URLLastURL
array<name>LevelsToLoadForPendingMapChange
array<level>LoadedLevelsForPendingMapChange
floatMaxSmoothedFrameRate
floatMinSmoothedFrameRate
array<ObjectReferencer>ObjectReferencers
OnlineSubsystemOnlineSubsystem
array<FullyLoadedPackagesInfo>PackagesToFullyLoad
array<LevelStreamingStatus>PendingLevelStreamingStatusUpdates
stringPendingMapChangeFailureDescription
array<string>ServerActors
byteTravelType
stringTravelURL
Inherited Variables from Engine.Engine
AdditionalFontNames, AdditionalFonts, bAllowMatureLanguage, bDisablePhysXHardwareSupport, BeginUPTryCount, bEnableBranchingPCFShadows, bEnableColorClear, bEnableKismetLogging, bEnableVSMShadows, bForceCPUSkinning, bForceStaticTerrain, bOnScreenKismetWarnings, bPauseOnLossOfFocus, bRenderTerrainCollisionAsOverlay, bSubtitlesEnabled, bSubtitlesForcedOff, bUseAdditiveComplexity, bUseBackgroundLevelStreaming, bUsePixelShaderComplexity, bUsePostProcessEffects, bUseSound, bUseTextureStreaming, CameraRotationThreshold, CameraTranslationThreshold, Client, ClientCycles, ConsoleClass, ConsoleClassName, CrossMaterial, CrossMaterialName, C_AddWire, C_BrushWire, C_BSPCollision, C_NonSolidWire, C_OrthoBackground, C_ScaleBoxHi, C_SemiSolidWire, C_SubtractWire, C_Volume, C_VolumeCollision, C_WireBackground, C_WorldBox, DataStoreClientClass, DataStoreClientClassName, DebugManager, DefaultFogVolumeMaterial, DefaultFogVolumeMaterialName, DefaultMaterial, DefaultMaterialName, DefaultOnlineSubsystemName, DefaultPhysMaterial, DefaultPhysMaterialName, DefaultPostProcess, DefaultPostProcessName, DefaultUICaretMaterial, DefaultUICaretMaterialName, DefaultUIScenePostProcess, DefaultUIScenePostProcessName, DeferredCommands, DepthBias, DynamicCoverMeshComponentName, EditorBrushMaterial, EditorBrushMaterialName, EmissiveTexturedMaterial, EmissiveTexturedMaterialName, GameCycles, GamePlayers, GameViewport, GameViewportClientClass, GameViewportClientClassName, GeomMaterial, GeomMaterialName, IdealTextureDensity, LargeFont, LargeFontName, LevelColorationLitMaterial, LevelColorationLitMaterialName, LevelColorationUnlitMaterial, LevelColorationUnlitMaterialName, LightComplexityColors, LocalPlayerClass, LocalPlayerClassName, MaxParticleResize, MaxParticleResizeWarn, MaxPixelShaderAdditiveComplexityCount, MaxPixelShaderOpaqueComplexityCount, MaxTextureDensity, MaxVertexShaderComplexityCount, MediumFont, MediumFontName, MeshLODRange, MinTextureDensity, ModShadowFadeDistanceExponent, NetClientTicksPerSecond, OnlineSubsystemClass, PendingDroppedNotes, PercentUnoccludedRequeries, PrimitiveProbablyVisibleTime, RandomAngleTexture, RandomAngleTextureName, RemoteControlExec, RemoveSurfaceMaterial, RemoveSurfaceMaterialName, SceneCaptureCubeActorMaterial, SceneCaptureCubeActorMaterialName, SceneCaptureReflectActorMaterial, SceneCaptureReflectActorMaterialName, ScoutClassName, ShaderComplexityColors, ShadowFilterRadius, ShadowVolumeLightRadiusThreshold, ShadowVolumePrimitiveScreenSpacePercentageThreshold, SmallFont, SmallFontName, StreamingDistanceFactor, TerrainCollisionMaterial, TerrainCollisionMaterialName, TerrainErrorMaterial, TerrainErrorMaterialName, TerrainMaterialMaxTextureCount, TerrainTessellationCheckCount, TerrainTessellationCheckDistance, ThumbnailMaterialPostProcess, ThumbnailMaterialPostProcessName, ThumbnailParticleSystemPostProcess, ThumbnailParticleSystemPostProcessName, ThumbnailSkeletalMeshPostProcess, ThumbnailSkeletalMeshPostProcessName, TickCycles, TickMaterial, TickMaterialName, TimeBetweenPurgingPendingKillObjects, TinyFont, TinyFontName, TransitionDescription, TransitionGameType, TransitionType, WireframeMaterial, WireframeMaterialName

Enumerations Summary
EFullyLoadPackageType
FULLYLOAD_Map, FULLYLOAD_Game_PreLoadClass, FULLYLOAD_Game_PostLoadClass, FULLYLOAD_Always,
Inherited Enumerations from Engine.Engine
ETransitionType

Structures Summary
FullyLoadedPackagesInfo
FullyLoadType, Tag, PackagesToLoad, LoadedObjects
LevelStreamingStatus
PackageName, bShouldBeLoaded, bShouldBeVisible
URL
Protocol, Host, Port, Map, Op, Portal, Valid
Inherited Structures from Engine.Engine
DropNoteInfo

Functions Summary
functionOnlineSubsystem GetOnlineSubsystem ()
Inherited Functions from Engine.Engine
AddOverlay, AddOverlayWrapped, CheatWasEnabled, GetAdditionalFont, GetAudioDevice, GetCurrentWorldInfo, GetLargeFont, GetLastMovieName, GetMediumFont, GetSmallFont, GetTinyFont, IsSplitScreen, PlayLoadMapMovie, RemoveAllOverlays, StopMovie


Variables Detail

bClearAnimSetLinkupCachesOnLoadMap Source code

var config bool bClearAnimSetLinkupCachesOnLoadMap;
If true - clear all AnimSet LinkupCaches during map load. You need to do this is the set of skeletal meshes that you are playing anims on is not bounded.

bShouldCommitPendingMapChange Source code

var const bool bShouldCommitPendingMapChange;
If TRUE, commit map change the next frame.

bShouldSkipLevelBeginningEventOnMapCommit Source code

var const bool bShouldSkipLevelBeginningEventOnMapCommit;
Whether to skip triggering the level begin event on the next map commit.

bShouldSkipLevelStartupEventOnMapCommit Source code

var const bool bShouldSkipLevelStartupEventOnMapCommit;
Whether to skip triggering the level startup event on the next map commit.

bSmoothFrameRate Source code

var config bool bSmoothFrameRate;
Whether to enable framerate smoothing.

GPendingLevel Source code

var PendingLevel GPendingLevel;
Static: Removes any special URL characters from the specified string
@param Str String to be filtered

LastRemoteURL Source code

var URL LastRemoteURL;
last server we connected to (for "reconnect" command)

LastURL Source code

var URL LastURL;
URL the last time we travelled

LevelsToLoadForPendingMapChange Source code

var const array<name> LevelsToLoadForPendingMapChange;
Array of package/ level names that need to be loaded for the pending map change. First level in that array is going to be made a fake persistent one by using ULevelStreamingPersistent.

LoadedLevelsForPendingMapChange Source code

var const array<level> LoadedLevelsForPendingMapChange;
Array of already loaded levels. The ordering is arbitrary and depends on what is already loaded and such.

MaxSmoothedFrameRate Source code

var config float MaxSmoothedFrameRate;
Maximum framerate to smooth. Code will try to not go over via waiting.

MinSmoothedFrameRate Source code

var config float MinSmoothedFrameRate;
Minimum framerate smoothing will kick in.

ObjectReferencers Source code

var const array<ObjectReferencer> ObjectReferencers;
Handles to object references; used by the engine to e.g. the prevent objects from being garbage collected.

OnlineSubsystem Source code

var OnlineSubsystem OnlineSubsystem;
The singleton online interface for all game code to use

PackagesToFullyLoad Source code

var array<FullyLoadedPackagesInfo> PackagesToFullyLoad;
A list of tag/array pairs that is used at LoadMap time to fully load packages that may be needed for the map/game with DLC, but we can't use DynamicLoadObject to load from the packages

PendingLevelStreamingStatusUpdates Source code

var const array<LevelStreamingStatus> PendingLevelStreamingStatusUpdates;
Constructors

PendingMapChangeFailureDescription Source code

var const string PendingMapChangeFailureDescription;
Human readable error string for any failure during a map change request. Empty if there were no failures.

ServerActors Source code

var config array<string> ServerActors;

TravelType Source code

var byte TravelType;

TravelURL Source code

var string TravelURL;


Enumerations Detail

EFullyLoadPackageType Source code

enum EFullyLoadPackageType
{
FULLYLOAD_Map, FULLYLOAD_Game_PreLoadClass, FULLYLOAD_Game_PostLoadClass, FULLYLOAD_Always,
};


Structures Detail

FullyLoadedPackagesInfo Source code

struct FullyLoadedPackagesInfo
{
var EFullyLoadPackageType FullyLoadType;
var array<object> LoadedObjects;
var array<name> PackagesToLoad;
var string Tag;
};
Struct to help hold information about packages needing to be fully-loaded for DLC, etc
FullyLoadType:
When to load these packages
LoadedObjects:
List of objects that were loaded, for faster cleanup
PackagesToLoad:
The list of packages that will be fully loaded when the above Map is loaded
Tag:
When this map or gametype is loaded, the packages in the following array will be loaded and added to root, then removed from root when map is unloaded

LevelStreamingStatus Source code

struct LevelStreamingStatus
{
var bool bShouldBeLoaded;
var bool bShouldBeVisible;
var name PackageName;
};
level streaming updates that should be applied immediately after committing the map change

URL Source code

struct transient URL
{
var string Host;
var string Map;
var array<string> Op;
var int Port;
var string Portal;
var string Protocol;
var int Valid;
};



Functions Detail

GetOnlineSubsystem Source code

native static final noexport function OnlineSubsystem GetOnlineSubsystem ( )
Returns the global online subsytem pointer. This will be null for PIE


Defaultproperties

defaultproperties
{
   LastURL=(Valid=1)
   LastRemoteURL=(Valid=1)
   bSmoothFrameRate=True
   bClearAnimSetLinkupCachesOnLoadMap=True
   MaxSmoothedFrameRate=62.000000
   MinSmoothedFrameRate=22.000000
   bDisablePhysXHardwareSupport=False
   Name="Default__GameEngine"
   ObjectArchetype=Engine'Engine.Default__Engine'
}

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Creation time: sk 18-3-2018 10:00:36.977 - Created with UnCodeX