| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/EngineSettings/Classes/GameMapsSettings.h |
Include |
#include "GameMapsSettings.h" |
class UGameMapsSettings : public UObject
Name | Description | ||
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bOffsetPlayerGamepadIds |
If enabled, this will make so that gamepads start being assigned to the second controller ID in local multiplayer games. |
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bUseSplitscreen |
Whether the screen should be split or not when multiple local players are present |
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EditorStartupMap |
If set, this map will be loaded when the Editor starts up. |
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FourPlayerSplitscreenLayout |
The viewport layout to use if the screen should be split and there are three local players |
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GameInstanceClass |
The class to use when instantiating the transient GameInstance class |
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LocalMapOptions |
The default options that will be appended to a map being loaded. |
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TEnumAsByte< ET... |
ThreePlayerSplitscreenLayout |
The viewport layout to use if the screen should be split and there are three local players |
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TransitionMap |
The map loaded when transition from one map to another. |
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TEnumAsByte< ET... |
TwoPlayerSplitscreenLayout |
The viewport layout to use if the screen should be split and there are two local players |
Name | Description | |
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UGameMapsSettings ( |
Name | Description | ||
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GetGameDefaultMap() |
Get the default map specified in the settings. |
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UGameMapsSet... |
GetGameMapsSettings() |
Returns the game local maps settings |
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GetGameModeForMapName ( |
Searches the GameModeMapPrefixes list for a named game mode, if not found will return passed in string |
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GetGameModeForName ( |
Searches the GameModeClassAliases list for a named game mode, if not found will return passed in string |
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GetGlobalDefaultGameMode() |
Get the global default game type specified in the configuration Makes a choice based on running as listen server/client vs dedicated server |
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GetSkipAssigningGamepadToPlayer1() |
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SetGameDefaultMap ( |
Set the default map to use (see GameDefaultMap below) |
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SetGlobalDefaultGameMode ( |
Set the default game type (see GlobalDefaultGameMode below) |
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SetSkipAssigningGamepadToPlayer1 ( |
Modify "Skip Assigning Gamepad to Player 1" GameMapsSettings option |
Name | Description | ||
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostReloadConfig ( |
Called from ReloadConfig after the object has reloaded its configuration data. |