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Engine

The main game envoirement

Class Summary
ActorActor: The base class of all actors.
This is a built-in Unreal class and it shouldn't be modified.  
AmbientSoundAmbient sound, sits there and emits its sound. This class is no different
than placing any other actor in a level and setting its ambient sound.  
AmbushPointAmbushpoint.  
AmmoAmmo.  
BitmapBitmap: An abstract bitmap.
This is a built-in Unreal class and it shouldn't be modified.  
BlockAllBlocks all actors from passing.  
BlockMonstersBlockMonsters prevents monsters from passing, but allows players and projectiles to cross.  
BlockPlayerBlockPlayers prevents players from passing, but allows monsters and projectiles to cross.  
BrushThe brush class.
This is a built-in Unreal class and it shouldn't be modified.  
ButtonMarkerButtonMarker.  
CameraA camera, used in UnrealEd.  
CanvasCanvas: A drawing canvas.
This is a built-in Unreal class and it shouldn't be modified.

Notes.
To determine size of a drawable object, set Style to STY_None,
remember CurX, draw the thing, then inspect CurX and CurYL.  
CarcassCarcass.  
ClipMarkerClipMarker.

These are markers for the brush clip mode. You place 2 or 3 of these in
the level and that defines your clipping plane.

These should NOT be manually added to the level. The editor adds and
deletes them on it's own.

 
ConsoleConsole: A player console, associated with a viewport.
This is a built-in Unreal class and it shouldn't be modified.  
CounterCounter: waits until it has been triggered 'NumToCount' times, and then
it sends Trigger/UnTrigger events to actors whose names match 'EventName'.  
DamageTypeDamageType, the base class of all damagetypes.
this and its subclasses are never spawned, just used as information holders  
Decal 
DecorationDecoration.  
DemoRecSpectatorDemoRecSpectator - spectator for demo recordings to replicate ClientMessages  
DispatcherDispatcher: receives one trigger (corresponding to its name) as input,
then triggers a set of specifid events with optional delays.  
EffectsEffects, the base class of all gratuitous special effects.  
EngineEngine: The base class of the global application object classes.
This is a built-in Unreal class and it shouldn't be modified.  
FragmentFragment.  
GameInfoGameInfo.

default game info is normal single player

 
GameReplicationInfoGameReplicationInfo.  
HomeBaseHomeBase.  
HUDHUD: Superclass of the heads-up display.  
InfoInfo, the root of all information holding classes.  
InternetInfoInternetInfo: Parent class for Internet connection classes  
InterpolationPointInterpolationPoint.  
InventoryThe inventory class, the parent class of all objects which can be
picked up and carried by actors.  
InventorySpotInventorySpot.  
KeypointKeypoint, the base class of invisible actors which mark things.  
LevelInfoLevelInfo contains information about the current level. There should
be one per level and it should be actor 0. UnrealEd creates each level's
LevelInfo automatically so you should never have to place one
manually.

The ZoneInfo properties in the LevelInfo are used to define
the properties of all zones which don't themselves have ZoneInfo.  
LevelSummaryLevelSummary contains the summary properties from the LevelInfo actor.
Designed for fast loading.  
LiftCenterLiftCenter.  
LiftExitLiftExit.  
LightThe light class.  
LocalMessage
Represents a schematic for a client localized message.

 
LocationIDLocationID - marks and names an area in a zone  
MapListMapList.

contains a list of maps to cycle through

 
MenuMenu: An in-game menu.
This is a built-in Unreal class and it shouldn't be modified.

Serves as a generic menu master class. Can be used with any style
of menu implementation. Offers menu services such as reading input.
Not dependent on any visual style.  
MessagingSpectatorMessagingSpectator - spectator base class for game helper spectators which receive messages  
MoverThe moving brush class.
This is a built-in Unreal class and it shouldn't be modified.  
MusicEventMusicEvent.  
MutatorMutator.
called by the IsRelevant() function of DeathMatchPlus
by adding new mutators, you can change actors in the level without requiring
a new game class. Multiple mutators can be linked together.  
NavigationPointNavigationPoint.  
PalettePalette: A 256-color Unreal palette.
This is a built-in Unreal class and it shouldn't be modified.  
PathNodePathNode.  
PatrolPointPatrolPoint.  
PawnPawn, the base class of all actors that can be controlled by players or AI.
This is a built-in Unreal class and it shouldn't be modified.  
PickupPickup items.  
PlayerPlayer: Corresponds to a real player (a local camera or remote net player).
This is a built-in Unreal class and it shouldn't be modified.  
PlayerPawnPlayerPawn.
player controlled pawns
Note that Pawns which implement functions for the PlayerTick messages
must handle player control in these functions  
PlayerReplicationInfoPlayerReplicationInfo.  
PlayerStartPlayer start location.  
ProjectileProjectile.

A delayed-hit projectile moves around for some time after it is created.
An instant-hit projectile acts immediately.  
RenderIteratorRenderIterator.

Created by Mark Poesch  
ReplicationInfoReplicationInfo.  
RoundRobinRoundRobin: Each time it's triggered, it advances through a list of
outgoing events.  
SavedMoveSavedMove is used during network play to buffer recent client moves,
for use when the server modifies the clients actual position, etc.
This is a built-in Unreal class and it shouldn't be modified.  
ScaledSpriteScaledSprite.  
ScoreBoardScoreBoard  
ScoutScout used for path generation.  
ScriptedTextureScriptedTexture: A scriptable Unreal texture
This is a built-in Unreal class and it shouldn't be modified.  
SkyZoneInfoSkyZoneInfo.  
SpawnNotifySpawnNotify - Actor spawn notification.
NB - This happens on the client AND server for replicated actors.  
SpecialEventSpecialEvent: Receives trigger messages and does some "special event"
depending on the state.  
SpectatorSpectator.  
SpotlightA directional spotlight.  
StatLogLogs game events for stat collection

ngLog, ngStats, and ngWorldStats are registered trademarks of
NetGames USA, Inc. at http://www.netgamesusa.com All rights reserved. A
ny and all occurrences of code related to supporting their products and
services appears with their express permission.  
StatLogFileLogs game events for stat collection

Logs to a file.  
TeleporterTeleports actors either between different teleporters within a level
or to matching teleporters on other levels, or to general Internet URLs.  
TestInfoFor internal testing.  
TestObjTestObj: A purely scripted object for internal testing.  
TextureTexture: An Unreal texture map.
This is a built-in Unreal class and it shouldn't be modified.  
TriggerTrigger: senses things happening in its proximity and generates
sends Trigger/UnTrigger to actors whose names match 'EventName'.  
TriggerLightTriggerLight.
A lightsource which can be triggered on or off.  
TriggerMarkerTriggerMarker.  
TriggersEvent.  
VoicePackVoicePack.  
WarpZoneInfoWarpZoneInfo. For making disjoint spaces appear as if they were connected;
supports both in-level warp zones and cross-level warp zones.  
WarpZoneMarkerWarpZoneMarker.  
WayBeaconWayBeacon.  
WeaponParent class of all weapons.  
ZoneInfoZoneInfo, the built-in Unreal class for defining properties
of zones. If you place one ZoneInfo actor in a
zone you have partioned, the ZoneInfo defines the
properties of the zone.
This is a built-in Unreal class and it shouldn't be modified.  
ZoneTriggerZoneTrigger.  

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Creation time: Wed 26/5/2004 10:46:37.734 - Created with UnCodeX