unreal.GameMapsSettings
¶
- class unreal.GameMapsSettings(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
Game Maps Settings
C++ Source:
Module: EngineSettings
File: GameMapsSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
editor_startup_map
(SoftObjectPath): [Read-Write] Editor Startup Map: If set, this map will be loaded when the Editor starts up.editor_template_map_overrides
(Array[TemplateMapInfoOverride]): [Read-Write] Editor Template Map Overrides: Map templates that should show up in the new level dialog. This will completely override the default maps chosen by the default editorfour_player_splitscreen_layout
(FourPlayerSplitScreenType): [Read-Write] Four Player Splitscreen Layout: The viewport layout to use if the screen should be split and there are three local playersgame_default_map
(SoftObjectPath): [Read-Write] Game Default Map: The map that will be loaded by default when no other map is loaded.game_instance_class
(SoftClassPath): [Read-Write] Game Instance Class: The class to use when instantiating the transient GameInstance classgame_mode_class_aliases
(Array[GameModeName]): [Read-Write] Game Mode Class Aliases: List of GameModes to load when game= is specified in the URL (e.g. “DM” could be an alias for “MyProject.MyGameModeMP_DM”)game_mode_map_prefixes
(Array[GameModeName]): [Read-Write] Game Mode Map Prefixes: Overrides the GameMode to use when loading a map that starts with a specific prefixglobal_default_game_mode
(SoftClassPath): [Read-Write] Global Default Game Mode: GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL).global_default_server_game_mode
(SoftClassPath): [Read-Write] Global Default Server Game Mode: GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL) (DEDICATED SERVERS) If not set, the GlobalDefaultGameMode value will be used.local_map_options
(str): [Read-Write] Local Map Options: The default options that will be appended to a map being loaded.offset_player_gamepad_ids
(bool): [Read-Write] Offset Player Gamepad Ids: If enabled, this will make so that gamepads start being assigned to the second controller ID in local multiplayer games. In PIE sessions with multiple windows, this has the same effect as enabling “Route 1st Gamepad to 2nd Client”server_default_map
(SoftObjectPath): [Read-Write] Server Default Map: The map that will be loaded by default when no other map is loaded (DEDICATED SERVER).three_player_splitscreen_layout
(ThreePlayerSplitScreenType): [Read-Write] Three Player Splitscreen Layout: The viewport layout to use if the screen should be split and there are three local playerstransition_map
(SoftObjectPath): [Read-Write] Transition Map: The map loaded when transition from one map to another.two_player_splitscreen_layout
(TwoPlayerSplitScreenType): [Read-Write] Two Player Splitscreen Layout: The viewport layout to use if the screen should be split and there are two local playersuse_splitscreen
(bool): [Read-Write] Use Splitscreen: Whether the screen should be split or not when multiple local players are present
- classmethod get_game_maps_settings() GameMapsSettings ¶
Returns the game local maps settings
- Return type:
- set_skip_assigning_gamepad_to_player1(skip_first_player=True) None ¶
Modify “Skip Assigning Gamepad to Player 1” GameMapsSettings option note: This value is saved to local config when changed.
- Parameters:
skip_first_player (bool) – If set connected game pads will only be assigned to the second and subsequent players