UGameMapsSettings

Windows
MacOS
Linux

Inheritance Hierarchy

Syntax

class UGameMapsSettings : public UObject

Variables

Name Description

Public variable

bool

 

bOffsetPlayerGamepadIds

If enabled, this will make so that gamepads start being assigned to the second controller ID in local multiplayer games.

Public variable

bool

 

bUseSplitscreen

Whether the screen should be split or not when multiple local players are present

Public variable

FSoftObjectPath

 

EditorStartupMap

If set, this map will be loaded when the Editor starts up.

Public variable

EFourPlayerSpli...

 

FourPlayerSplitscreenLayout

The viewport layout to use if the screen should be split and there are three local players

Public variable

FSoftClassPath

 

GameInstanceClass

The class to use when instantiating the transient GameInstance class

Public variable

FString

 

LocalMapOptions

The default options that will be appended to a map being loaded.

Public variable

TEnumAsByte< ET...

 

ThreePlayerSplitscreenLayout

The viewport layout to use if the screen should be split and there are three local players

Public variable

FSoftObjectPath

 

TransitionMap

The map loaded when transition from one map to another.

Public variable

TEnumAsByte< ET...

 

TwoPlayerSplitscreenLayout

The viewport layout to use if the screen should be split and there are two local players

Constructors

Name Description

Public function

UGameMapsSettings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

FString

 

GetGameDefaultMap()

Get the default map specified in the settings.

Public function Static

FString

 

GetGameModeForMapName

(
    const FString& MapName
)

Searches the GameModeMapPrefixes list for a named game mode, if not found will return passed in string

Public function Static

FString

 

GetGameModeForName

(
    const FString& GameModeName
)

Searches the GameModeClassAliases list for a named game mode, if not found will return passed in string

Public function Static

FString

 

GetGlobalDefaultGameMode()

Get the global default game type specified in the configuration Makes a choice based on running as listen server/client vs dedicated server

Public function Static

void

 

SetGameDefaultMap

(
    const FString& NewMap
)

Set the default map to use (see GameDefaultMap below)

Public function Static

void

 

SetGlobalDefaultGameMode

(
    const FString& NewGameMode
)

Set the default game type (see GlobalDefaultGameMode below)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostReloadConfig

(
    UProperty* PropertyThatWasLoad...
)

Called from ReloadConfig after the object has reloaded its configuration data.

References

Module

EngineSettings

Header

Runtime/EngineSettings/Classes/GameMapsSettings.h

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback