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LevelInfo (UT)

UT :: Actor (UT) >> Info (UT) >> ZoneInfo (UT) >> LevelInfo (Package: Engine)

LevelInfo holds:

  • information about the map (default gamemode, author, music, etc).
  • information about the zones in the map that don't have a ZoneInfo (UT).

Unrealed will automatically place a LevelInfo when you create a new map. It's located at the origin (0,0,0), but its Advanced → bHiddenEd flag is set so you can't see it.

The properties of the LevelInfo can be accessed

  • UnrealEd Main Menu → View → Level Properties
  • by pressing the F6 key.
  • In script by with the Level pointer in any actor.

More details here: Level Properties

See LevelInfo for the UT2003 version of this class.

Properties

LevelInfo

string Author
Who built it.
bool bCheckWalkSurfaces
Enable texture-specific physics code for Pawns. <– or would if that code had been implented.
bool bHumansOnly
Only allow "human" player pawns in this level
bool bLonePlayer
No multiplayer coordination, i.e. for entranceways.
bool bNeverPrecache
float Brightness
class<GameInfo (UT)> DefaultGameType
GameInfo to use if ?game= is not in the URL when opening this map.
string IdealPlayerCount (localized)
Ideal number of players for this level, e.g. 6-8 players.
string LevelEnterText (localized)
Message to tell players when they enter.
string LocalizedPkg
Package to look in for localizations.
int RecommendedEnemies
Number of enemy bots recommended (used by rated games)
int RecommendedTeammates
Number of friendly bots recommended (used by rated games)
Texture (UT) Screenshot
A preview of the map. (see Level Screenshot)
float TimeDilation
Normally 1 – scales real time passage. (This is replicated to network clients.)
string Title (localized)
Name of the map.

Audio

byte CdTrack (const)
Default CD track for level. Don't bother with this.
float PlayerDoppler
Player doppler shift, 0=none, 1=full.
Music Song (const)
Default song for level.
byte SongSection (const)
Default song order for level. I haven't tried this, but DigSh.umx has an unusual squence order, with like three songs in one, with sequences 0, 1, and 2 corresponding to plain, action, suspense; so maybe this setting is for the "start pattern". –TwelveBaud

other properties

int AIProfile[8]
TEMP statistics
float AvgAITime
moving average of Actor time
bool bAggressiveLOD
Frame rate is well below DesiredFrameRate, so make LOD more aggressive
bool bAllowFOV
(This is replicated to network clients.)
bool bBegunPlay
Whether gameplay has begun.
bool bDropDetail
Frame rate is below DesiredFrameRate, so drop high detail actors
bool bHighDetailMode
Client high-detail mode.
bool bLowRes (config)
optimize for low resolution (e.g. TV)
bool bNextItems
If inventory should be carried by players to the next level (used in co-op and SinglePlayer)
bool bNoCheating
(This is replicated to network clients.)
bool bPlayersOnly
Only update players.
bool bStartup
Starting gameplay.
string ComputerName
Machine's name according to the OS.
int Day (transient)
Current date, day of month.
int DayOfWeek (transient)
Current date, day of week.
Texture (UT) DefaultTexture
This texture will be used if a certain texture can't be loaded.
string EngineVersion
Engine version.
GameInfo (UT) Game
Reference to the GameInfo (UT). Not valid on network clients.
int Hour (transient)
Current time, hour.
int HubStackLevel
ELevelAction LevelAction (transient)
What "Action" the Level is under going. Used by Console.DrawLevelAction() to print those nice "Loading", "Saving", "CONNECTING" and "PRECACHING" messages that we all love so much.
int Millisecond (transient)
Current time, millisecond.
string MinNetVersion
Min engine version that is net compatible.
int Minute (transient)
Current time, minute.
int Month (transient)
Current date, month.
NavigationPoint NavigationPointList (const)
Beginning of the NavigationPoint List.
ENetMode NetMode
Tells if this is a standalone game, a dedicated server, a listen server, or a Client in a net game.
string NextURL
The next map the server will go.
float NextSwitchCountdown
Amount of time until we go to NextURL (if it is set).
string Pauser
If paused, name of person pausing the game. (This is replicated to network clients.)
Pawn (UT) PawnList (const)
Beginning of the Pawn List.
int Second (transient)
Current time, second.
SpawnNotify SpawnNotify
Beginning of the SpawnNotification List.
LevelSummary Summary
LevelSummary is a special object saved in the level, which can by Dynamically Loaded to give the wonderful map summary in the Start Practice Session window.
float TimeSeconds
Time in seconds since level began play.
string VisibleGroups
List of the group names which were checked when the level was last saved
int Year
Current date, year.

Enums

ENetMode

NM_Standalone
Standalone game.
NM_DedicatedServer
Dedicated server, no local client.
NM_ListenServer
Listen server.
NM_Client
Client only, no local server.

ELevelAction

LEVACT_None
Just playin' the game.
LEVACT_Loading
Loading another/this level.
LEVACT_Saving
Saving the Game (generally Single Player only)
LEVACT_Connecting
Connecting to a Server.
LEVACT_Precaching
Precaching the Level.

Methods

string GetAddressURL() (native, simulated)
Return the URL of this level, which may possibly exist on a remote machine.
string GetLocalURL() (native, simulated)
Return the URL of this level on the local machine.
ServerTravel( string URL, bool bItems )
Jump the server to a new level.

Category Class (UT)

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