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PlayerReplicationInfo (UT)

UT :: Actor (UT) >> Info (UT) >> ReplicationInfo >> PlayerReplicationInfo (Package: Engine)

This class is responsible for replicating information about a player to all clients in a network game.

You'll find PRI as short version of PlayerReplicationInfo in the names of many variables and functions that deal with PlayerReplicationInfos.

See PlayerReplicationInfo for the UT2003 version of this class.

Properties

All properties are replicated unless the description tells something different.

string PlayerName
Player name, or blank if none.
string OldName
Temporary value.
int PlayerID
Unique id number.
string TeamName
Team name, or blank if none.
byte Team
The player's team. (0 = red, 1 = blue, 2 = green, 3 = gold, 255 = none)
int TeamID
Player position in team.
float Score
The player's current score.
float Deaths
How often the player died.
class<VoicePack?> VoiceType
The voice pack used by the player.
Decoration (UT) HasFlag
Any kind of decorative actor, e.g. the flags in CTF or the ball in Frag*Ball, currently held by the player.
int Ping
The players ping as detected by the server.
byte PacketLoss
bool bIsFemale
The player is female.
bool bIsABot
The player is a Bot (UT).
bool bFeigningDeath
The player currently feighs death.
bool bIsSpectator
The player just spectates.
bool bWaitingPlayer
bool bAdmin
The player is logged in as an admin.
Texture TalkTexture
ZoneInfo (UT) PlayerZone
The zone the player currently is in.
LocationID PlayerLocation
A more detailed description of the player's location within a big zone.
int StartTime
int TimeAcc
(not replicated)

Mychaeel: On an admittedly futile note, I wish Epic had provided a means to chain PlayerReplicationInfo with custom ReplicationInfo subclasses via a linked list... that would save so much trouble when dealing with custom replicated information. (Even subclassing PlayerReplicationInfo or BotReplicationInfo and replacing the normal one by means of modifying Pawn (UT).PlayerReplicationInfoClass or anything else is a rather cumbersome hack on most cases.)

Wormbo: They could have created linked lists in many places like e.g. Weapon (UT) affectors, but they also missed something important like the HUD (UT) mutator chain and now we have to mess around with those relics-compatible HUD mutators...

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