| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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The main game envoirement
| Class Summary | |
|---|---|
| Actor | Actor: The base class of all actors. This is a built-in Unreal class and it shouldn't be modified. |
| AmbientSound | Ambient 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. |
| AmbushPoint | Ambushpoint. |
| Ammo | Ammo. |
| Bitmap | Bitmap: An abstract bitmap. This is a built-in Unreal class and it shouldn't be modified. |
| BlockAll | Blocks all actors from passing. |
| BlockMonsters | BlockMonsters prevents monsters from passing, but allows players and projectiles to cross. |
| BlockPlayer | BlockPlayers prevents players from passing, but allows monsters and projectiles to cross. |
| Brush | The brush class. This is a built-in Unreal class and it shouldn't be modified. |
| ButtonMarker | ButtonMarker. |
| Camera | A camera, used in UnrealEd. |
| Canvas | Canvas: 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. |
| Carcass | Carcass. |
| ClipMarker | ClipMarker. 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. |
| Console | Console: A player console, associated with a viewport. This is a built-in Unreal class and it shouldn't be modified. |
| Counter | Counter: waits until it has been triggered 'NumToCount' times, and then it sends Trigger/UnTrigger events to actors whose names match 'EventName'. |
| DamageType | DamageType, the base class of all damagetypes. this and its subclasses are never spawned, just used as information holders |
| Decal | |
| Decoration | Decoration. |
| DemoRecSpectator | DemoRecSpectator - spectator for demo recordings to replicate ClientMessages |
| Dispatcher | Dispatcher: receives one trigger (corresponding to its name) as input, then triggers a set of specifid events with optional delays. |
| Effects | Effects, the base class of all gratuitous special effects. |
| Engine | Engine: The base class of the global application object classes. This is a built-in Unreal class and it shouldn't be modified. |
| Fragment | Fragment. |
| GameInfo | GameInfo. default game info is normal single player |
| GameReplicationInfo | GameReplicationInfo. |
| HomeBase | HomeBase. |
| HUD | HUD: Superclass of the heads-up display. |
| Info | Info, the root of all information holding classes. |
| InternetInfo | InternetInfo: Parent class for Internet connection classes |
| InterpolationPoint | InterpolationPoint. |
| Inventory | The inventory class, the parent class of all objects which can be picked up and carried by actors. |
| InventorySpot | InventorySpot. |
| Keypoint | Keypoint, the base class of invisible actors which mark things. |
| LevelInfo | LevelInfo 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. |
| LevelSummary | LevelSummary contains the summary properties from the LevelInfo actor. Designed for fast loading. |
| LiftCenter | LiftCenter. |
| LiftExit | LiftExit. |
| Light | The light class. |
| LocalMessage | Represents a schematic for a client localized message. |
| LocationID | LocationID - marks and names an area in a zone |
| MapList | MapList. contains a list of maps to cycle through |
| Menu | Menu: 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. |
| MessagingSpectator | MessagingSpectator - spectator base class for game helper spectators which receive messages |
| Mover | The moving brush class. This is a built-in Unreal class and it shouldn't be modified. |
| MusicEvent | MusicEvent. |
| Mutator | Mutator. 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. |
| NavigationPoint | NavigationPoint. |
| Palette | Palette: A 256-color Unreal palette. This is a built-in Unreal class and it shouldn't be modified. |
| PathNode | PathNode. |
| PatrolPoint | PatrolPoint. |
| Pawn | Pawn, 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. |
| Pickup | Pickup items. |
| Player | Player: 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. |
| PlayerPawn | PlayerPawn. player controlled pawns Note that Pawns which implement functions for the PlayerTick messages must handle player control in these functions |
| PlayerReplicationInfo | PlayerReplicationInfo. |
| PlayerStart | Player start location. |
| Projectile | Projectile. A delayed-hit projectile moves around for some time after it is created. An instant-hit projectile acts immediately. |
| RenderIterator | RenderIterator. Created by Mark Poesch |
| ReplicationInfo | ReplicationInfo. |
| RoundRobin | RoundRobin: Each time it's triggered, it advances through a list of outgoing events. |
| SavedMove | SavedMove 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. |
| ScaledSprite | ScaledSprite. |
| ScoreBoard | ScoreBoard |
| Scout | Scout used for path generation. |
| ScriptedTexture | ScriptedTexture: A scriptable Unreal texture This is a built-in Unreal class and it shouldn't be modified. |
| SkyZoneInfo | SkyZoneInfo. |
| SpawnNotify | SpawnNotify - Actor spawn notification. NB - This happens on the client AND server for replicated actors. |
| SpecialEvent | SpecialEvent: Receives trigger messages and does some "special event" depending on the state. |
| Spectator | Spectator. |
| Spotlight | A directional spotlight. |
| StatLog | Logs 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. |
| StatLogFile | Logs game events for stat collection Logs to a file. |
| Teleporter | Teleports actors either between different teleporters within a level or to matching teleporters on other levels, or to general Internet URLs. |
| TestInfo | For internal testing. |
| TestObj | TestObj: A purely scripted object for internal testing. |
| Texture | Texture: An Unreal texture map. This is a built-in Unreal class and it shouldn't be modified. |
| Trigger | Trigger: senses things happening in its proximity and generates sends Trigger/UnTrigger to actors whose names match 'EventName'. |
| TriggerLight | TriggerLight. A lightsource which can be triggered on or off. |
| TriggerMarker | TriggerMarker. |
| Triggers | Event. |
| VoicePack | VoicePack. |
| WarpZoneInfo | WarpZoneInfo. For making disjoint spaces appear as if they were connected; supports both in-level warp zones and cross-level warp zones. |
| WarpZoneMarker | WarpZoneMarker. |
| WayBeacon | WayBeacon. |
| Weapon | Parent class of all weapons. |
| ZoneInfo | ZoneInfo, 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. |
| ZoneTrigger | ZoneTrigger. |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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