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Engine.WorldInfo

Extends
ZoneInfo
Modifiers
native config ( game ) hidecategories ( Actor , Advanced , Display , Events , Object , Attachment ) nativereplication notplaceable dependson ( PostProcessEffect ) dependson ( MusicTrackDataStructures )

WorldInfo Actor containing all script accessible world properties. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.ZoneInfo
         |   
         +-- Engine.WorldInfo

Variables Summary
floatAudioTimeSeconds
boolbAggressiveLOD
boolbBegunPlay
boolbDropDetail
boolbHasPathNodes
boolbHighPriorityLoading
boolbHighPriorityLoadingLocal
boolbMapHasPathingErrors
boolbMapNeedsLightingFullyRebuilt
boolbPathsRebuilt
boolbPlayersOnly
boolbRequestedBlockOnAsyncLoading
Texture2DBSPVertex
boolbStartup
boolbUseConsoleInput
boolbWithinDemoPlayback
array<name>CommittedLevelNames
stringComputerName
ControllerControllerList
CoverLinkCoverList
stringDecalManagerClassPath
floatDefaultGravityZ
Texture2DDefaultTexture
array<string>DeferredExecs
floatDeltaSeconds
floatDemoPlayTimeDilation
stringEmitterPoolClassPath
stringEngineVersion
GameInfoGame
GameReplicationInfoGRI
PostProcessVolumeHighestPriorityPostProcessVolume
ReverbVolumeHighestPriorityReverbVolume
Texture2DLargeVertex
SeqAct_CrossFadeMusicTracksLastMusicAction
MusicTrackStructLastMusicTrack
stringLastTravelErrorCode
stringLastTravelErrorURL
stringMinNetVersion
floatMoveRepSize
DecalManagerMyDecalManager
EmitterPoolMyEmitterPool
NavigationPointNavigationPointList
ENetModeNetMode
floatNextSwitchCountdown
stringNextURL
floatPauseDelay
PlayerReplicationInfoPauser
PawnPawnList
array<PortalVolume>PortalVolumes
array<name>PreparingLevelNames
floatRBPhysicsGravityScaling
floatRealTimeSeconds
floatRealTimeToUnPause
array<NetViewer>ReplicationViewers
stringSelectedGroups
floatTimeDilation
floatTimeSeconds
stringVisibleGroups
Texture2DWhiteSquareTexture
Texture2DWireframeTexture
floatWorldGravityZ
Editor
BookMarkBookMarks[10]
array<ClipPadEntry>ClipPadEntries
Physics
boolbPrimarySceneHW
boolbSupportDoubleBufferedPhysics
array<CompartmentRunList>CompartmentRunFrames
floatMaxPhysicsDeltaTime
PhysXSceneTimingsPhysicsTimings
WorldInfo
stringAuthor
boolbNoDefaultInventoryForPlayer
boolbNoPathWarnings
vectorDefaultColorScale
PostProcessSettingsDefaultPostProcessSettings
ReverbSettingsDefaultReverbSettings
array<class<GameInfo>>GameTypesSupportedOnThisMap
floatGlobalGravityZ
MapInfoMyMapInfo
intPackedLightAndShadowMapTextureSize
floatSquintModeKernelSize
floatStallZ
array<LevelStreaming>StreamingLevels
stringTitle
Inherited Variables from Engine.ZoneInfo
bSoftKillZ, KillZ, KillZDamageType, SoftKill

Enumerations Summary
EConsoleType
CONSOLE_Any, CONSOLE_Xbox360, CONSOLE_PS3,
ENetMode
NM_Standalone, NM_DedicatedServer, NM_ListenServer, NM_Client

Structures Summary
CompartmentRunList
RigidBody, Fluid, Cloth, SoftBody
NetViewer
InViewer, Viewer, ViewLocation, ViewDir
PhysXSceneTimings
PrimarySceneTiming, CompartmentTimingRigidBody, CompartmentTimingFluid, CompartmentTimingCloth, CompartmentTimingSoftBody
PhysXTiming
bFixedTimeStep, TimeStep, MaxSubSteps
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine

Functions Summary
function AllControllers (class<Controller> BaseClass, out Controller C)
function AllNavigationPoints (class<NavigationPoint> BaseClass, out NavigationPoint N)
function AllPawns (class<Pawn> BaseClass, out Pawn P, optional vector TestLocation, optional float TestRadius)
function CommitMapChange (optional bool bShouldSkipLevelStartupEvent=FALSE, ptional bool bShouldSkipLevelBeginningEvent=FALSE)
function ForceGarbageCollection ()
functionstring GetAddressURL () con)
functionEDetailMode GetDetailMode ()
functionclass<GameInfoGetGameClass ()))
functionSequence GetGameSequence () con)
functionfloat GetGravityZ ()
functionstring GetLocalURL () con)
functionMapInfo GetMapInfo ()
functionstring GetMapName (optional bool bIncludePrefix)
functionbool IsConsoleBuild (optional EConsoleType ConsoleType) con)
functionbool IsDemoBuild () con)
functionbool IsInSeamlessTravel ()
functionbool IsMapChangeReady ()
functionbool IsPlayInEditor () con)
functionbool IsPreparingMapChange ()
functionbool IsRecordingDemo ()
functionbool IsServer ()))
functionbool MapExists (string MapName)
function NavigationPointCheck (vector Point, vector Extent, optional out array<NavigationPoint> Navs, optional out array<ReachSpec> Specs)
function NotifyMatchStarted (optional bool bShouldActivateLevelStartupEvents=true, optional bool bShouldActivateLevelBeginningEvents=true, optional bool bShouldActivateLevelLoadedEvents=false)
function PostBeginPlay ()))
function PreBeginPlay ()))
function PrepareMapChange (const out array<name> LevelNames)
function RadiusNavigationPoints (class<NavigationPoint> BaseClass, out NavigationPoint N, vector Point, float Radius)
function Reset ()))
function SeamlessTravel (string URL, optional bool bAbsolute)
event ServerTravel (string URL, optional bool bAbsolute))
function SetLevelRBGravity (vector NewGrav)
function SetMapInfo (MapInfo NewMapInfo)
function SetSeamlessTravelMidpointPause (bool bNowPaused)
function ThisIsNeverExecuted (DefaultPhysicsVolume P))
event TravelFailed (string TravelURL, string Error, optional string ErrorCode))
function VerifyNavList ()


Variables Detail

AudioTimeSeconds Source code

var float AudioTimeSeconds;

bAggressiveLOD Source code

var transient bool bAggressiveLOD;

bBegunPlay Source code

var bool bBegunPlay;

bDropDetail Source code

var transient bool bDropDetail;

bHasPathNodes Source code

var bool bHasPathNodes;

bHighPriorityLoading Source code

var bool bHighPriorityLoading;
when this flag is set, more time is allocated to background loading (replicated)

bHighPriorityLoadingLocal Source code

var bool bHighPriorityLoadingLocal;
copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations

bMapHasPathingErrors Source code

var bool bMapHasPathingErrors;
This is a bool on the level which is set when the AI detects that paths are either not set up correctly or need to be rebuilt. If set the HUD will display a warning message on the screen.

bMapNeedsLightingFullyRebuilt Source code

var bool bMapNeedsLightingFullyRebuilt;
This is a bool on the level which is set when a light that needs to have lighting rebuilt is moved. This is then checked in CheckMap for errors to let you know that this level should have lighting rebuilt.

bPathsRebuilt Source code

var bool bPathsRebuilt;

bPlayersOnly Source code

var bool bPlayersOnly;

bRequestedBlockOnAsyncLoading Source code

var bool bRequestedBlockOnAsyncLoading;
Whether it was requested that the engine bring up a loading screen and block on async loading.

BSPVertex Source code

var Texture2D BSPVertex;

bStartup Source code

var bool bStartup;

bUseConsoleInput Source code

var transient bool bUseConsoleInput;
Bool that indicates that 'console' input is desired. This flag is mis named as it is used for a lot of gameplay related things (e.g. increasing collision size, changing vehicle turning behavior, modifying put down/up weapon speed, bot behavior) currently set when you are running a console build (implicitly or explicitly via ?param on the commandline)

bWithinDemoPlayback Source code

var bool bWithinDemoPlayback;
Set during demo playback (WARNING: May not be reliable at the very start of demos, e.g. demo actors PostBeginPlay etc.)

CommittedLevelNames Source code

var const transient array<name> CommittedLevelNames;

ComputerName Source code

var string ComputerName;

ControllerList Source code

var const private Controller ControllerList;

CoverList Source code

var transient const CoverLink CoverList;

DecalManagerClassPath Source code

var globalconfig string DecalManagerClassPath;
decal pool and lifetime manager

DefaultGravityZ Source code

var const globalconfig float DefaultGravityZ;

DefaultTexture Source code

var Texture2D DefaultTexture;

DeferredExecs Source code

var array<string> DeferredExecs;
This is the array of string which will be called after a tick has occurred. This allows functions which GC and/or delete objects to be executed from .uc land!

DeltaSeconds Source code

var transient const float DeltaSeconds;

DemoPlayTimeDilation Source code

var float DemoPlayTimeDilation;

EmitterPoolClassPath Source code

var globalconfig string EmitterPoolClassPath;
particle emitter pool for gameplay effects that are spawned independent of their owning Actor

EngineVersion Source code

var string EngineVersion;

Game Source code

var GameInfo Game;

GRI Source code

var transient GameReplicationInfo GRI;

HighestPriorityPostProcessVolume Source code

var const noimport transient PostProcessVolume HighestPriorityPostProcessVolume;
Linked list of post processing volumes, sorted in descending order of priority.

HighestPriorityReverbVolume Source code

var const noimport transient ReverbVolume HighestPriorityReverbVolume;
Linked list of reverb volumes, sorted in descending order of priority.

LargeVertex Source code

var Texture2D LargeVertex;

LastMusicAction Source code

var SeqAct_CrossFadeMusicTracks LastMusicAction;
Kismet controlled music info (to inform newly joining clients)

LastMusicTrack Source code

var MusicTrackStruct LastMusicTrack;

LastTravelErrorCode Source code

var string LastTravelErrorCode;

LastTravelErrorURL Source code

var string LastTravelErrorURL;

MinNetVersion Source code

var string MinNetVersion;

MoveRepSize Source code

var float MoveRepSize;

MyDecalManager Source code

var DecalManager MyDecalManager;

MyEmitterPool Source code

var EmitterPool MyEmitterPool;

NavigationPointList Source code

var transient const private NavigationPoint NavigationPointList;

NetMode Source code

var ENetMode NetMode;

NextSwitchCountdown Source code

var float NextSwitchCountdown;

NextURL Source code

var string NextURL;

PauseDelay Source code

var float PauseDelay;

Pauser Source code

var PlayerReplicationInfo Pauser;

PawnList Source code

var const Pawn PawnList;

PortalVolumes Source code

var const noimport transient array<PortalVolume> PortalVolumes;
A array of portal volumes

PreparingLevelNames Source code

var const transient array<name> PreparingLevelNames;
array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients)

RBPhysicsGravityScaling Source code

var globalconfig float RBPhysicsGravityScaling;

RealTimeSeconds Source code

var float RealTimeSeconds;

RealTimeToUnPause Source code

var float RealTimeToUnPause;

ReplicationViewers Source code

var const array<NetViewer> ReplicationViewers;
valid only during replication - information about the player(s) being replicated to (there could be more than one in the case of a splitscreen client)

SelectedGroups Source code

var transient string SelectedGroups;

TimeDilation Source code

var float TimeDilation;

TimeSeconds Source code

var float TimeSeconds;

VisibleGroups Source code

var string VisibleGroups;

WhiteSquareTexture Source code

var Texture2D WhiteSquareTexture;

WireframeTexture Source code

var Texture2D WireframeTexture;

WorldGravityZ Source code

var transient float WorldGravityZ;

Editor

BookMarks[10] Source code

var(Editor) BookMark BookMarks[10];

ClipPadEntries Source code

var(Editor) editinline array<ClipPadEntry> ClipPadEntries;

Physics

bPrimarySceneHW Source code

var(Physics) editconst bool bPrimarySceneHW;
Primary PhysX scene runs on the PPU

bSupportDoubleBufferedPhysics Source code

var(Physics) editconst bool bSupportDoubleBufferedPhysics;
Double buffered physics compartments enabled

CompartmentRunFrames Source code

var(Physics) editconst array<CompartmentRunList> CompartmentRunFrames;
Which compartments run on which frames (list is cyclic). An empty list means all compartments run on all frames.

MaxPhysicsDeltaTime Source code

var(Physics) editconst float MaxPhysicsDeltaTime;
The maximum frame time allowed for physics calculations

PhysicsTimings Source code

var(Physics) editconst editinline PhysXSceneTimings PhysicsTimings;
Timing parameters for the scene, primary and compartments.

WorldInfo

Author Source code

var(WorldInfo) string Author;

bNoDefaultInventoryForPlayer Source code

var(WorldInfo) bool bNoDefaultInventoryForPlayer;
if true, do not grant player with default inventory (presumably, the LD's will be setting it manually)

bNoPathWarnings Source code

var(WorldInfo) bool bNoPathWarnings;
If true, don't add "no paths from" warnings to map error list in editor. Useful for maps that don't need AI support, but still have a few NavigationPoint actors in them.

DefaultColorScale Source code

var(WorldInfo) vector DefaultColorScale;
Default color scale for the level

DefaultPostProcessSettings Source code

var(WorldInfo) config PostProcessSettings DefaultPostProcessSettings;
Default post process settings used by post processing volumes.

DefaultReverbSettings Source code

var(WorldInfo) config ReverbSettings DefaultReverbSettings;
Default reverb settings used by reverb volumes.

GameTypesSupportedOnThisMap Source code

var(WorldInfo) array<class<GameInfo>> GameTypesSupportedOnThisMap;
This is the list of GameTypes which this map can support. This is used for SeekFree loading code so the map has a reference to the game type it will be played with so it can cook all of the specific assets

GlobalGravityZ Source code

var(WorldInfo) float GlobalGravityZ;

MyMapInfo Source code

var(WorldInfo) protected instanced MapInfo MyMapInfo;
game specific map information - access through GetMapInfo()/SetMapInfo()

PackedLightAndShadowMapTextureSize Source code

var(WorldInfo) int PackedLightAndShadowMapTextureSize;
Maximum size of textures for packed light and shadow maps

SquintModeKernelSize Source code

var(WorldInfo) config float SquintModeKernelSize;
Squint mode kernel size (same as DOF).

StallZ Source code

var(WorldInfo) float StallZ;

StreamingLevels Source code

var(WorldInfo) const editconst editinline array<LevelStreaming> StreamingLevels;
Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units

Title Source code

var(WorldInfo) localized string Title;
title of the map displayed in the UI


Enumerations Detail

EConsoleType Source code

enum EConsoleType
{
CONSOLE_Any, CONSOLE_Xbox360, CONSOLE_PS3,
};

ENetMode Source code

enum ENetMode
{
NM_Standalone, NM_DedicatedServer, NM_ListenServer, NM_Client
};


Structures Detail

CompartmentRunList Source code

struct CompartmentRunList
{
var(WorldInfo) editconst bool Cloth;
var(WorldInfo) editconst bool Fluid;
var(WorldInfo) editconst bool RigidBody;
var(WorldInfo) editconst bool SoftBody;
};
For specifying which compartments should run on a given frame
Cloth:
The cloth compartment will run on this frame
Fluid:
The fluid compartment will run on this frame
RigidBody:
The rigid body compartment will run on this frame
SoftBody:
The soft body compartment will run on this frame

NetViewer Source code

struct NetViewer
{
var PlayerController InViewer;
var vector ViewDir;
var Actor Viewer;
var vector ViewLocation;
};
stores information on a viewer that actors need to be checked against for relevancy

PhysXSceneTimings Source code

struct PhysXSceneTimings
{
var(WorldInfo) editconst editinline PhysXTiming CompartmentTimingCloth;
var(WorldInfo) editconst editinline PhysXTiming CompartmentTimingFluid;
var(WorldInfo) editconst editinline PhysXTiming CompartmentTimingRigidBody;
var(WorldInfo) editconst editinline PhysXTiming CompartmentTimingSoftBody;
var(WorldInfo) editconst editinline PhysXTiming PrimarySceneTiming;
};
Timings for primary and compartments.
CompartmentTimingCloth:
Timing settings for the PhysX cloth compartment
CompartmentTimingFluid:
Timing settings for the PhysX fluid compartment
CompartmentTimingRigidBody:
Timing settings for the PhysX rigid body compartment
CompartmentTimingSoftBody:
Timing settings for the PhysX soft body compartment
PrimarySceneTiming:
Timing settings for the PhysX primary scene

PhysXTiming Source code

struct PhysXTiming
{
var(WorldInfo) editconst bool bFixedTimeStep;
var(WorldInfo) editconst int MaxSubSteps;
var(WorldInfo) editconst float TimeStep;
};
Timing parameters used for a PhysX primary scene or compartment
bFixedTimeStep:
If true, substep sizes are fixed equal to TimeStep. If false, substep sizes are varied to fit an integer number of times into the frame time.
MaxSubSteps:
The maximum number of substeps allowed per frame.
TimeStep:
The fixed or maximum substep size, depending on the value of bFixedTimeStep.


Functions Detail

AllControllers Source code

native final iterator function AllControllers ( class<Controller> BaseClass, out Controller C )
returns all Controllers in the ControllerList that are of the specified class or a subclass
@note this function is only useful on the server; if you need the local player on a client, use Actor::LocalPlayerControllers()
@param BaseClass the base class of Controller to return
@param (out) C the returned Controller for each iteration

AllNavigationPoints Source code

native final iterator function AllNavigationPoints ( class<NavigationPoint> BaseClass, out NavigationPoint N )
returns all NavigationPoints in the NavigationPointList that are of the specified class or a subclass
@note this function cannot be used during level startup because the NavigationPointList is created in C++ ANavigationPoint::PreBeginPlay()
@param BaseClass the base class of NavigationPoint to return
@param (out) N the returned NavigationPoint for each iteration

AllPawns Source code

native final iterator function AllPawns ( class<Pawn> BaseClass, out Pawn P, optional vector TestLocation, optional float TestRadius )
returns all Pawns in the PawnList that are of the specified class or a subclass
@note: useful on both client and server; pawns are added/removed from pawnlist in PostBeginPlay (on clients, only relevant pawns will be available)
@param BaseClass the base class of Pawn to return
@param (out) P the returned Pawn for each iteration
@param (optional) TestLocation is the world location used if TestRadius > 0
@param (optional) TestRadius is the radius checked against using TestLocation, skipping any pawns not within that value

CommitMapChange Source code

native final function CommitMapChange ( optional bool bShouldSkipLevelStartupEvent=FALSE,optional bool bShouldSkipLevelBeginningEvent=FALSE )
actually performs the map transition prepared by PrepareMapChange() it happens in the next tick to avoid GC issues if a map change is being prepared but isn't ready yet, the transition code will block until it is wait until IsMapChangeReady() returns true if this is undesired behavior

ForceGarbageCollection Source code

native simulated final function ForceGarbageCollection ( )

GetAddressURL Source code

native simulated const function string GetAddressURL ( ) con )

GetDetailMode Source code

native final function EDetailMode GetDetailMode ( )

@return the current detail mode

GetGameClass Source code

simulated function class<GameInfo> GetGameClass ( ) )

GetGameSequence Source code

native final const function Sequence GetGameSequence ( ) con )
Grabs the default game sequence and returns it.
@return the default game sequence object

GetGravityZ Source code

native function float GetGravityZ ( )
Returns the Z component of the current world gravity and initializes it to the default gravity if called for the first time.
@return Z component of current world gravity.

GetLocalURL Source code

native simulated const function string GetLocalURL ( ) con )

GetMapInfo Source code

native final function MapInfo GetMapInfo ( )

@return the current MapInfo that should be used. May return one of the inner StreamingLevels' MapInfo if a streaming level transition has occurred via PrepareMapChange()

GetMapName Source code

native final function string GetMapName ( optional bool bIncludePrefix )
@Returns the name of the current map

IsConsoleBuild Source code

native simulated static final const function bool IsConsoleBuild ( optional EConsoleType ConsoleType) con )
Returns whether we are running on a console platform or on the PC.
@param ConsoleType - if specified, only returns true if we're running on the specified platform
@return TRUE if we're on a console, FALSE if we're running on a PC

IsDemoBuild Source code

native simulated static final const function bool IsDemoBuild ( ) con )

IsInSeamlessTravel Source code

native final function bool IsInSeamlessTravel ( )

@return whether we're currently in a seamless transition

IsMapChangeReady Source code

native final function bool IsMapChangeReady ( )
if there is a map change being prepared, returns whether that change is ready to be committed (if no change is pending, always returns false)

IsPlayInEditor Source code

native simulated static final const function bool IsPlayInEditor ( ) con )
Returns whether script is executing within the editor.

IsPreparingMapChange Source code

native final function bool IsPreparingMapChange ( )
returns whether there's a map change currently in progress

IsRecordingDemo Source code

native final function bool IsRecordingDemo ( )

@return whether a demo is being recorded

IsServer Source code

final function bool IsServer ( ) )

MapExists Source code

native static final function bool MapExists ( string MapName )

@return Returns true if the specified map file exists NOTE: Treats the input string as a URL, so it's safe to input "WAR-Torlan?LinkSetup=blah" etc.

NavigationPointCheck Source code

native final noexport function NavigationPointCheck ( vector Point, vector Extent, optional out array<NavigationPoint> Navs, optional out array<ReachSpec> Specs )
returns a list of NavigationPoints and ReachSpecs that intersect with the given point and extent
@param Point point to check
@param Extent box extent to check
@param (optional, out) Navs list of NavigationPoints that intersect
@param (optional, out) Specs list of ReachSpecs that intersect

NotifyMatchStarted Source code

native final function NotifyMatchStarted ( optional bool bShouldActivateLevelStartupEvents=true, optional bool bShouldActivateLevelBeginningEvents=true, optional bool bShouldActivateLevelLoadedEvents=false )
Called by GameInfo.StartMatch, used to notify native classes of match startup (such as Kismet).

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

PrepareMapChange Source code

native final function PrepareMapChange ( const out array<name> LevelNames )
asynchronously loads the given levels in preparation for a streaming map transition. This codepath is designed for worlds that heavily use level streaming and gametypes where the game state should be preserved through a transition.
@param LevelNames the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level

RadiusNavigationPoints Source code

native final iterator function RadiusNavigationPoints ( class<NavigationPoint> BaseClass, out NavigationPoint N, vector Point, float Radius )
returns all NavigationPoints whose cylinder intersects with a sphere of the specified radius at the specified point this function uses the navigation octree and is therefore fast for reasonably small radii
@note this function cannot be used during level startup because the navigation octree is populated in C++ ANavigationPoint::PreBeginPlay()
@param BaseClass the base class of NavigationPoint to return
@param (out) N the returned NavigationPoint for each iteration
@param Radius the radius to search in

Reset Source code

function Reset ( ) )
Reset actor to initial state - used when restarting level without reloading.

SeamlessTravel Source code

native final function SeamlessTravel ( string URL, optional bool bAbsolute )
seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level. Does not disrupt network communication or disconnet clients. You may need to implement GameInfo::GetSeamlessTravelActorList(), PlayerController::GetSeamlessTravelActorList(), GameInfo::PostSeamlessTravel(), and/or GameInfo::HandleSeamlessTravelPlayer() to handle preserving any information that should be maintained (player teams, etc) This codepath is designed for worlds that use little or no level streaming and gametypes where the game state is reset/reloaded when transitioning. (like UT)
@param URL the URL to travel to; must be relative to the current URL (same server)

ServerTravel Source code

event ServerTravel ( string URL, optional bool bAbsolute) )
Jumps the server to new level. If bAbsolute is true and we are using seemless traveling, we will do an absolute travel (URL will be flushed).

SetLevelRBGravity Source code

native final function SetLevelRBGravity ( vector NewGrav )

SetMapInfo Source code

native final function SetMapInfo ( MapInfo NewMapInfo )
sets the current MapInfo to the passed in one

SetSeamlessTravelMidpointPause Source code

native final function SetSeamlessTravelMidpointPause ( bool bNowPaused )
this function allows pausing the seamless travel in the middle, right before it starts loading the destination (i.e. while in the transition level) this gives the opportunity to perform any other loading tasks before the final transition this function has no effect if we have already started loading the destination (you will get a log warning if this is the case)
@param bNowPaused - whether the transition should now be paused

ThisIsNeverExecuted Source code

function ThisIsNeverExecuted ( DefaultPhysicsVolume P) )

TravelFailed Source code

simulated event TravelFailed ( string TravelURL, string Error, optional string ErrorCode) )
Called when the game fails to travel to a particular URL (NOTE: May not be called under all circumstances)
@param TravelURL: The URL which could not be travelled to
@param Error: The error message for the failed travel
@param ErrorCode: A 'code' for easily identifying specific travel errors in script

VerifyNavList Source code

native simulated final function VerifyNavList ( )


Defaultproperties

defaultproperties
{
   DefaultPostProcessSettings=(bEnableBloom=True,bEnableSceneEffect=True,Bloom_Scale=0.200000,Bloom_InterpolationDuration=1.000000,DOF_FalloffExponent=4.000000,DOF_BlurKernelSize=12.000000,DOF_MaxFarBlurAmount=1.000000,DOF_ModulateBlurColor=(B=255,G=255,R=255,A=255),DOF_FocusInnerRadius=2000.000000,DOF_InterpolationDuration=1.000000,MotionBlur_MaxVelocity=1.000000,MotionBlur_Amount=0.500000,MotionBlur_FullMotionBlur=True,MotionBlur_CameraRotationThreshold=45.000000,MotionBlur_CameraTranslationThreshold=10000.000000,MotionBlur_InterpolationDuration=1.000000,Scene_HighLights=(X=1.000000,Y=1.000000,Z=1.000000),Scene_MidTones=(X=1.000000,Y=1.000000,Z=1.000000),Scene_InterpolationDuration=1.000000)
   SquintModeKernelSize=128.000000
   DefaultReverbSettings=(Volume=0.500000,FadeTime=2.000000)
   TimeDilation=1.000000
   DemoPlayTimeDilation=1.000000
   VisibleGroups="None"
   DefaultTexture=Texture2D'EngineResources.DefaultTexture'
   WhiteSquareTexture=Texture2D'EngineResources.WhiteSquareTexture'
   LargeVertex=Texture2D'EngineResources.LargeVertex'
   BSPVertex=Texture2D'EngineResources.BSPVertex'
   StallZ=1000000.000000
   DefaultGravityZ=-520.000000
   RBPhysicsGravityScaling=2.000000
   MoveRepSize=42.000000
   PackedLightAndShadowMapTextureSize=1024
   DefaultColorScale=(X=1.000000,Y=1.000000,Z=1.000000)
   LastMusicTrack=(Params=(FadeInTime=5.000000,FadeInVolumeLevel=1.000000,FadeOutTime=5.000000))
   EmitterPoolClassPath="UTGame.UTEmitterPool"
   DecalManagerClassPath="UTGame.UTDecalManager"
   MaxPhysicsDeltaTime=0.333333
   PhysicsTimings=(PrimarySceneTiming=(TimeStep=0.020000,MaxSubSteps=5),CompartmentTimingRigidBody=(TimeStep=0.020000,MaxSubSteps=2),CompartmentTimingFluid=(TimeStep=0.020000,MaxSubSteps=1),CompartmentTimingCloth=(bFixedTimeStep=True,TimeStep=0.020000,MaxSubSteps=2),CompartmentTimingSoftBody=(bFixedTimeStep=True,TimeStep=0.020000,MaxSubSteps=2))
   RemoteRole=ROLE_SimulatedProxy
   bWorldGeometry=True
   bAlwaysRelevant=True
   bBlockActors=True
   bHiddenEd=True
   Name="Default__WorldInfo"
   ObjectArchetype=ZoneInfo'Engine.Default__ZoneInfo'
}

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Creation time: sk 18-3-2018 10:01:03.272 - Created with UnCodeX