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Class GameMapsSettings

Game Maps Settings

Inheritance
System.Object
UObject
GameMapsSettings
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.EngineSettings
Assembly: UE4DotNet.dll
Syntax
public class GameMapsSettings : UObject

Properties

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bOffsetPlayerGamepadIds

Declaration
public bool bOffsetPlayerGamepadIds { get; set; }
Property Value
Type Description
System.Boolean
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bUseSplitscreen

Declaration
public bool bUseSplitscreen { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static GameMapsSettings DefaultObject { get; }
Property Value
Type Description
GameMapsSettings
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EditorStartupMap

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

Declaration
public SoftObjectPath EditorStartupMap { get; set; }
Property Value
Type Description
SoftObjectPath
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GameDefaultMap

The map that will be loaded by default when no other map is loaded.

Declaration
public SoftObjectPath GameDefaultMap { get; set; }
Property Value
Type Description
SoftObjectPath
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GameInstanceClass

The class to use when instantiating the transient GameInstance class

Declaration
public SoftClassPath GameInstanceClass { get; set; }
Property Value
Type Description
SoftClassPath
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GlobalDefaultGameMode

GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL).

Declaration
public SoftClassPath GlobalDefaultGameMode { get; set; }
Property Value
Type Description
SoftClassPath
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GlobalDefaultServerGameMode

GameMode to use if not specified in any other way.

Declaration
public SoftClassPath GlobalDefaultServerGameMode { get; set; }
Property Value
Type Description
SoftClassPath
Remarks

(e.g. per-map DefaultGameMode or on the URL) (DEDICATED SERVERS) If not set, the GlobalDefaultGameMode value will be used.

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ServerDefaultMap

The map that will be loaded by default when no other map is loaded (DEDICATED SERVER).

Declaration
public SoftObjectPath ServerDefaultMap { get; set; }
Property Value
Type Description
SoftObjectPath
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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ThreePlayerSplitscreenLayout

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

Declaration
public byte ThreePlayerSplitscreenLayout { get; set; }
Property Value
Type Description
System.Byte
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TransitionMap

The map loaded when transition from one map to another.

Declaration
public SoftObjectPath TransitionMap { get; set; }
Property Value
Type Description
SoftObjectPath
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TwoPlayerSplitscreenLayout

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

Declaration
public byte TwoPlayerSplitscreenLayout { get; set; }
Property Value
Type Description
System.Byte

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static GameMapsSettings New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
GameMapsSettings

Operators

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Implicit(IntPtr to GameMapsSettings)

Convert from IntPtr to UObject

Declaration
public static implicit operator GameMapsSettings(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
GameMapsSettings
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