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GameInfo

Class in Engine · Engine.GameInfo · config, native

Object › Actor › Info › GameInfo

Subclasses: FrameworkGame, H7CinematicGameInfo, H7GameInfo, MobileMenuGame, PlayerCollectorGame

Using it from Lua
h7.find_all("GameInfo")            -- live instances
h7.find_class("Engine.GameInfo")   -- the class
h7.hook("Engine.GameInfo.AcceptInventory", fn)

Enums

EStandbyType

STDBY_Rx = 0, STDBY_Tx = 1, STDBY_BadPing = 2

Structs

GameClassShortName

FieldType
ShortNamestring
GameClassNamestring

GameTypePrefix

FieldType
Prefixstring
bUsesCommonPackagebool
GameTypestring
AdditionalGameTypesarray
ForcedObjectsarray

Properties

NameTypeNotes
AccessControlAccessControl
AccessControlClassclass<AccessControl>
AdjustedNetSpeedint
AnimTreePoolSizeintconfig
ArbitratedLeaderboardIdint
ArbitrationHandshakeTimeoutfloatglobalconfig
ArbitrationPCsarray<PlayerController>
AutoTestManagerClassclass<AutoTestManager>
bAdminCanPauseboolglobalconfig
BadPingThresholdintconfig
bAlreadyChangedbool
BaseMutatorMutator
bChangeLevelsboolglobalconfig
bDelayedStartbool
bDoFearCostFallOffbool
bFixedPlayerStartbool
bGameEndedbool
bGameRestartedbool
bHasArbitratedHandshakeBegunbool
bHasEndGameHandshakeBegunbool
bHasNetworkErrorbool
bHasStandbyCheatTriggeredbool
bIsEndGameHandshakeCompletebool
bIsStandbyCheckingEnabledboolconfig
bIsStandbyCheckingOnbool
bIsStartSpotRequiredboolno declaration: type is approximate
bKickLiveIdlersboolglobalconfig
bLevelChangebool
bNeedsEndGameHandshakebool
bOverTimebool
bPauseablebool
bRequiresPushToTalkboolconst
bRestartLevelbool
BroadcastHandlerBroadcastHandler
BroadcastHandlerClassclass<BroadcastHandler>
bTeamGamebool
BugLocStringstring
BugRotStringstring
bUseSeamlessTravelbool
bUsingArbitrationbool
bWaitingToStartMatchbool
CauseEventCommandstring
CoverReplicatorBaseCoverReplicatorprotected
CurrentIDint
CustomMapPrefixesarray<GameTypePrefix>config
DeathMessageClassclass<LocalMessage>
DefaultGameTypestringconfig
DefaultMapPrefixesarray<GameTypePrefix>config
DefaultPawnClassclass<Pawn>
DefaultPlayerNamestringlocalized
FearCostFallOfffloat
GameDifficultyfloatglobalconfig
GameInfoClassAliasesarray<GameClassShortName>const, config, protected
GameInterfaceOnlineGameInterface
GameMessageClassclass<GameMessage>
GameNamestringlocalized
GameReplicationInfoGameReplicationInfo
GameReplicationInfoClassclass<GameReplicationInfo>
GameSpeedfloat
GoalScoreintconfig
GoreLevelintglobalconfig
HUDTypeclass<HUD>
InactivePRIArrayarray<PlayerReplicationInfo>
JoinInProgressStandbyWaitTimefloatconfig
LastNetSpeedUpdateTimefloat
LeaderboardIdint
MaxDynamicBandwidthintglobalconfig
MaxIdleTimefloatglobalconfig
MaxLivesintconfig
MaxPlayersintglobalconfig
MaxPlayersAllowedint
MaxSpectatorsintglobalconfig
MaxSpectatorsAllowedint
MaxTimeMarginfloatglobalconfig
MinDynamicBandwidthintglobalconfig
MinTimeMarginfloatglobalconfig
MyAutoTestManagerAutoTestManager
NumBotsint
NumPlayersint
NumSpectatorsint
NumTravellingPlayersint
OnlineGameSettingsClassclass<OnlineGameSettings>const
OnlineStatsWriteClassclass<OnlineStatsWrite>
OnlineSubOnlineSubsystem
Pausersarray>
PendingArbitrationPCsarray<PlayerController>
PercentForBadPingfloatconfig
PercentMissingForRxStandbyfloatconfig
PercentMissingForTxStandbyfloatconfig
PlayerControllerClassclass<PlayerController>
PlayerReplicationInfoClassclass<PlayerReplicationInfo>
PopulationManagerCrowdPopulationManagerBase
PopulationManagerClassclass<CrowdPopulationManagerBase>
SecondaryHUDTypeclass<HUD>
ServerOptionsstring
StandbyRxCheatTimefloatconfig
StandbyTxCheatTimefloatconfig
StreamingPauseIconMaterial
TimeLimitintconfig
TimeMarginSlackfloatglobalconfig
TotalNetBandwidthintglobalconfig

Functions

NameDeclaration
AcceptInventoryevent AcceptInventory(pawn PlayerPawn)
AddDefaultInventoryevent AddDefaultInventory(Pawn P)
AddInactivePRIfunction AddInactivePRI(PlayerReplicationInfo PRI, PlayerController PC)
AddMutatorfunction AddMutator(string mutname, optional bool bUserAdded)
AddObjectiveScorefunction AddObjectiveScore(PlayerReplicationInfo Scorer, Int Score)
AllowCheatsfunction bool AllowCheats(PlayerController P)
AllowMutatorstatic function bool AllowMutator(string MutatorClassName)
AllowPausingfunction bool AllowPausing(optional PlayerController PC)
ArbitrationRegistrationCompletefunction ArbitrationRegistrationComplete(name SessionName, bool bWasSuccessful)
AtCapacityfunction bool AtCapacity(bool bSpectator)
BeginBVTsimulated exec function BeginBVT(optional coerce string TagDesc)
BestNextHostSortfunction int BestNextHostSort(PlayerController A, PlayerController B)
Broadcastevent Broadcast(Actor Sender, coerce string Msg, optional name Type)
BroadcastDeathMessagefunction BroadcastDeathMessage(Controller Killer, Controller Other, class<DamageType> damageType)
BroadcastLocalizedevent BroadcastLocalized(actor Sender, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
BroadcastLocalizedTeamevent BroadcastLocalizedTeam(int TeamIndex, actor Sender, class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
BroadcastTeamfunction BroadcastTeam(Controller Sender, coerce string Msg, optional name Type)
CalculatedNetSpeedfunction int CalculatedNetSpeed()
CanLeaveVehiclefunction bool CanLeaveVehicle(Vehicle V, Pawn P)
CanSpectatefunction bool CanSpectate(PlayerController Viewer, PlayerReplicationInfo ViewTarget)
CanUnpausedelegate bool CanUnpause()
ChangeNamefunction ChangeName(Controller Other, coerce string S, bool bNameChange)
ChangeTeamfunction bool ChangeTeam(Controller Other, int N, bool bNewTeam)
CheckEndGamefunction bool CheckEndGame(PlayerReplicationInfo Winner, string Reason)
CheckForSentinelRunfunction bool CheckForSentinelRun()
CheckModifiedEndGamefunction bool CheckModifiedEndGame(PlayerReplicationInfo Winner, string Reason)
CheckRelevancefunction bool CheckRelevance(Actor Other)
CheckScorefunction bool CheckScore(PlayerReplicationInfo Scorer)
ChoosePlayerStartfunction PlayerStart ChoosePlayerStart(Controller Player, optional byte InTeam)
ClearAutoLoginDelegatesfunction ClearAutoLoginDelegates()
ClearOnlineDelegatesfunction ClearOnlineDelegates()
ClearPauseevent ClearPause()
DebugPausefunction DebugPause()
DiscardInventoryfunction DiscardInventory(Pawn Other, optional controller Killer)
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
DoNavFearCostFallOfffinal native function DoNavFearCostFallOff()
DoTravelTheWorldexec function DoTravelTheWorld()
DriverEnteredVehiclefunction DriverEnteredVehicle(Vehicle V, Pawn P)
DriverLeftVehiclefunction DriverLeftVehicle(Vehicle V, Pawn P)
EnableStandbyCheatDetectionnative function EnableStandbyCheatDetection(bool bIsEnabled)
EndGamefunction EndGame(PlayerReplicationInfo Winner, string Reason)
EndLoggingfunction EndLogging(string Reason)
EndOnlineGamefunction EndOnlineGame()
FindInactivePRIfunction bool FindInactivePRI(PlayerController PC)
FindPlayerStartfunction NavigationPoint FindPlayerStart(Controller Player, optional byte InTeam, optional string IncomingName)
ForceClearUnpauseDelegatesfinal native function ForceClearUnpauseDelegates(Actor PauseActor)
ForceKickPlayerevent ForceKickPlayer(PlayerController PC, string KickReason)
GameEndingevent GameEnding()
GameEventsPollfunction GameEventsPoll()
GenericPlayerInitializationfunction GenericPlayerInitialization(Controller C)
GetCoverReplicatorfunction CoverReplicator GetCoverReplicator()
GetDefaultGameClassPathstatic event string GetDefaultGameClassPath(string MapName, string Options, string Portal)
GetDefaultPlayerClassfunction class<Pawn> GetDefaultPlayerClass(Controller C)
GetIntOptionstatic function int GetIntOption(string Options, string ParseString, int CurrentValue)
GetKeyValuestatic function GetKeyValue(string Pair, out string Key, out string Value)
GetMapCommonPackageNamenative function bool GetMapCommonPackageName(const out string InFilename, out string OutCommonPackageName)
GetNetworkNumbernative function string GetNetworkNumber()
GetNextMapfunction string GetNextMap()
GetNextPlayerIDfinal native function int GetNextPlayerID()
GetNumPlayersfunction int GetNumPlayers()
GetSeamlessTravelActorListevent GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList)
GetSupportedGameTypesnative function bool GetSupportedGameTypes(const out string InFilename, out GameTypePrefix OutGameType, optional bool bCheckExt = false)
GetTravelTypefunction bool GetTravelType()
GrabOptionstatic function bool GrabOption(out string Options, out string Result)
HandleSeamlessTravelPlayerevent HandleSeamlessTravelPlayer(out Controller C)
HasOptionstatic function bool HasOption(string Options, string InKey)
InitCrowdPopulationManagerfunction InitCrowdPopulationManager()
InitGameevent InitGame(string Options, out string ErrorMessage)
InitGameReplicationInfofunction InitGameReplicationInfo()
IsAutomatedPerfTestingfunction bool IsAutomatedPerfTesting()
IsCheckingForFragmentationfunction bool IsCheckingForFragmentation()
IsCheckingForMemLeaksfunction bool IsCheckingForMemLeaks()
IsDoingASentinelRunfunction bool IsDoingASentinelRun()
Kickfunction Kick(string S)
KickBanfunction KickBan(string S)
KickIdlerevent KickIdler(PlayerController PC)
Killedfunction Killed(Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class<DamageType> damageType)
Loginevent PlayerController Login(string Portal, string Options, const UniqueNetID UniqueID, out string ErrorMessage)
Logoutfunction Logout(Controller Exiting)
MatchIsInProgressfunction bool MatchIsInProgress()
MatineeCancelledevent MatineeCancelled()
ModifyScoreKillfunction ModifyScoreKill(Controller Killer, Controller Other)
Mutatefunction Mutate(string MutateString, PlayerController Sender)
NotifyArbitratedMatchEndfunction NotifyArbitratedMatchEnd()
NotifyKilledfunction NotifyKilled(Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType)
NotifyNavigationChangedfunction NotifyNavigationChanged(NavigationPoint N)
NotifyPendingConnectionLostevent NotifyPendingConnectionLost()
OnDestroyOnlineGameCompletefunction OnDestroyOnlineGameComplete(name SessionName, bool bWasSuccessful)
OnEngineHasLoadedevent OnEngineHasLoaded()
OnLoginChangefunction OnLoginChange(byte LocalUserNum)
OnLoginFailedfunction OnLoginFailed(byte LocalUserNum, EOnlineServerConnectionStatus ErrorCode)
OnServerCreateCompletefunction OnServerCreateComplete(name SessionName, bool bWasSuccessful)
OnStartOnlineGameCompletefunction OnStartOnlineGameComplete(name SessionName, bool bWasSuccessful)
OverridePRIfunction OverridePRI(PlayerController PC, PlayerReplicationInfo OldPRI)
ParseOptionstatic function string ParseOption(string Options, string InKey)
PauseLoginstatic final native function Player PauseLogin()
PerformEndGameHandlingfunction PerformEndGameHandling()
PickTeamfunction byte PickTeam(byte Current, Controller C)
PickupQueryfunction bool PickupQuery(Pawn Other, class<Inventory> ItemClass, Actor Pickup)
PlayerCanRestartfunction bool PlayerCanRestart(PlayerController aPlayer)
PlayerCanRestartGamefunction bool PlayerCanRestartGame(PlayerController aPlayer)
PostBeginPlayevent PostBeginPlay()
PostCommitMapChangeevent PostCommitMapChange()
PostLoginevent PostLogin(PlayerController NewPlayer)
PostSeamlessTravelevent PostSeamlessTravel()
PreBeginPlayevent PreBeginPlay()
PreCommitMapChangeevent PreCommitMapChange(string PreviousMapName, string NextMapName)
PreExitevent PreExit()
PreLoginevent PreLogin(string Options, string Address, const UniqueNetId UniqueId, bool bSupportsAuth, out string ErrorMessage)
PreventDeathfunction bool PreventDeath(Pawn KilledPawn, Controller Killer, class<DamageType> DamageType, vector HitLocation)
ProcessClientRegistrationCompletionfunction ProcessClientRegistrationCompletion(PlayerController PC, bool bWasSuccessful)
ProcessClientTravelfunction PlayerController ProcessClientTravel(out string URL, Guid NextMapGuid, bool bSeamless, bool bAbsolute)
ProcessServerLoginfunction bool ProcessServerLogin()
ProcessServerTravelfunction ProcessServerTravel(string URL, optional bool bAbsolute)
RatePlayerStartfunction float RatePlayerStart(PlayerStart P, byte Team, Controller Player)
RecalculateSkillRatingfunction RecalculateSkillRating()
ReduceDamagefunction ReduceDamage(out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType, Actor DamageCauser)
RegisterServerfunction RegisterServer()
RegisterServerForArbitrationfunction RegisterServerForArbitration()
RejectLoginstatic final native function RejectLogin(Player InPlayer, string Error)
RemoveMutatorfunction RemoveMutator(Mutator MutatorToRemove)
ReplicateStreamingStatusfunction ReplicateStreamingStatus(PlayerController PC)
RequiresPasswordfunction bool RequiresPassword()
Resetfunction Reset()
ResetLevelfunction ResetLevel()
RestartGamefunction RestartGame()
RestartPlayerfunction RestartPlayer(Controller NewPlayer)
ResumeLoginstatic final native function ResumeLogin(Player InPlayer)
ScoreKillfunction ScoreKill(Controller Killer, Controller Other)
ScoreObjectivefunction ScoreObjective(PlayerReplicationInfo Scorer, Int Score)
SendPlayerfunction SendPlayer(PlayerController aPlayer, string URL)
SetBandwidthLimitnative exec function SetBandwidthLimit(float AsyncIOBandwidthLimit)
SetGameSpeedfunction SetGameSpeed(Float T)
SetGameTypestatic event class<GameInfo> SetGameType(string MapName, string Options, string Portal)
SetPausefunction bool SetPause(PlayerController PC)
SetPlayerDefaultsfunction SetPlayerDefaults(Pawn PlayerPawn)
SetSeamlessTravelViewTargetfunction SetSeamlessTravelViewTarget(PlayerController PC)
ShouldAutoContinueToNextRoundfunction bool ShouldAutoContinueToNextRound()
ShouldResetfunction bool ShouldReset(Actor ActorToReset)
ShouldRespawnfunction bool ShouldRespawn(PickupFactory Other)
ShouldSpawnAtStartSpotfunction bool ShouldSpawnAtStartSpot(Controller Player)
ShouldStartInCinematicModefinal native function bool ShouldStartInCinematicMode(out int OutHidePlayer, out int OutHideHud, out int OutDisableMovement, out int OutDisableTurning, out int OutDisableInput)
SpawnDefaultPawnForfunction Pawn SpawnDefaultPawnFor(Controller NewPlayer, NavigationPoint StartSpot)
SpawnPlayerControllerfunction PlayerController SpawnPlayerController(vector SpawnLocation, rotator SpawnRotation)
StandbyCheatDetectedevent StandbyCheatDetected(EStandbyType StandbyType)
StartArbitratedMatchfunction StartArbitratedMatch()
StartArbitrationRegistrationfunction StartArbitrationRegistration()
StartBotsfunction StartBots()
StartHumansfunction StartHumans()
StartMatchfunction StartMatch()
StartOnlineGamefunction StartOnlineGame()
SwapPlayerControllersfinal native function SwapPlayerControllers(PlayerController OldPC, PlayerController NewPC)
TellClientsPartyHostIsLeavingfunction TellClientsPartyHostIsLeaving(UniqueNetId PartyHostPlayerId)
TellClientsToReturnToPartyHostfunction TellClientsToReturnToPartyHost()
TellClientsToTravelToSessionfunction TellClientsToTravelToSession(name SessionName, class<OnlineGameSearch> SearchClass, byte PlatformSpecificInfo[80])
Timerevent Timer()
UnregisterPlayerfunction UnregisterPlayer(PlayerController PC)
UpdateBestNextHostsfunction UpdateBestNextHosts()
UpdateGameplayMuteListfunction UpdateGameplayMuteList(PlayerController PC)
UpdateGameSettingsfunction UpdateGameSettings()
UpdateGameSettingsCountsfunction UpdateGameSettingsCounts()
UpdateNetSpeedsfunction UpdateNetSpeeds()
WriteOnlinePlayerScoresfunction WriteOnlinePlayerScores()
WriteOnlineStatsfunction WriteOnlineStats()

States

State code replaces the class's functions while the object is in that state. Hook a state's version as Engine.GameInfo.<State>.<Function>.

StateFunctions
PendingMatchArbitrationRegistrationComplete, ArbitrationTimeout, EndState, MatchIsInProgress, ProcessClientRegistrationCompletion, RegisterServerForArbitration, StartArbitratedMatch, StartArbitrationRegistration, StartMatch
TravelTheWorld

Default values

TickGroup=TG_PreAsyncWork
GameSpeed=1.0
bDelayedStart=true
HUDType=class'Engine.HUD'
bWaitingToStartMatch=false
bRestartLevel=True
bPauseable=True
AccessControlClass=class'Engine.AccessControl'
BroadcastHandlerClass=class'Engine.BroadcastHandler'
DeathMessageClass=class'LocalMessage'
PlayerControllerClass=class'Engine.PlayerController'
GameMessageClass=class'GameMessage'
GameReplicationInfoClass=class'GameReplicationInfo'
AutoTestManagerClass=class'Engine.AutoTestManager'
FearCostFalloff=+0.95
CurrentID=1
PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
MaxSpectatorsAllowed=32
MaxPlayersAllowed=32
LeaderboardId=0xFFFE0000
ArbitratedLeaderboardId=0xFFFF0000
StreamingPauseIcon=Material'EngineResources.M_StreamingPause'

Inherited

FromMembers
Info0 properties, 0 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions