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API > API/Runtime > API/Runtime/EngineSettings
| Name | UGameMapsSettings |
| Type | class |
| Header File | /Engine/Source/Runtime/EngineSettings/Classes/GameMapsSettings.h |
| Include Path | #include "GameMapsSettings.h" |
Syntax
UCLASS (Config=Engine, defaultconfig, MinimalAPI)
class UGameMapsSettings : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameMapsSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameMapsSettings
(
const FObjectInitializer& ObjectInitializer |
GameMapsSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOffsetPlayerGamepadIds | bool | If enabled, this will make so that gamepads start being assigned to the second controller ID in local multiplayer games. | GameMapsSettings.h |
|
| bShowAllPlayerWidgetsWhenSplitscreenDisabled | bool | Determines whether all player widget layers should be displayed in the main viewport when splitscreen is disabled. | GameMapsSettings.h |
|
| bUseSplitscreen | bool | Whether the screen should be split or not when multiple local players are present | GameMapsSettings.h |
|
| EditorStartupMap | FSoftObjectPath | If set, this map will be loaded when the Editor starts up. | GameMapsSettings.h |
|
| EditorTemplateMapOverrides | TArray< FTemplateMapInfoOverride > | Map templates that should show up in the new level dialog. | GameMapsSettings.h |
|
| FourPlayerSplitscreenLayout | EFourPlayerSplitScreenType | The viewport layout to use if the screen should be split and there are three local players | GameMapsSettings.h |
|
| GameInstanceClass | FSoftClassPath | The class to use when instantiating the transient GameInstance class | GameMapsSettings.h |
|
| LocalMapOptions | FString | The default options that will be appended to a map being loaded. | GameMapsSettings.h |
|
| ThreePlayerSplitscreenLayout | TEnumAsByte< EThreePlayerSplitScreenType::Type > | The viewport layout to use if the screen should be split and there are three local players | GameMapsSettings.h |
|
| TransitionMap | FSoftObjectPath | The map loaded when transition from one map to another. | GameMapsSettings.h |
|
| TwoPlayerSplitscreenLayout | TEnumAsByte< ETwoPlayerSplitScreenType::Type > | The viewport layout to use if the screen should be split and there are two local players | GameMapsSettings.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GameDefaultMap | FSoftObjectPath | The map that will be loaded by default when no other map is loaded. | GameMapsSettings.h |
|
| GameModeClassAliases | TArray< FGameModeName > | List of GameModes to load when game= is specified in the URL (e.g. "DM" could be an alias for "MyProject.MyGameModeMP_DM") | GameMapsSettings.h |
|
| GameModeMapPrefixes | TArray< FGameModeName > | Overrides the GameMode to use when loading a map that starts with a specific prefix | GameMapsSettings.h |
|
| GlobalDefaultGameMode | FSoftClassPath | GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL). | GameMapsSettings.h |
|
| GlobalDefaultServerGameMode | FSoftClassPath | GameMode to use if not specified in any other way. | GameMapsSettings.h |
|
| ServerDefaultMap | FSoftObjectPath | The map that will be loaded by default when no other map is loaded (DEDICATED SERVER). | GameMapsSettings.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetSkipAssigningGamepadToPlayer1() |
GameMapsSettings.h |
|
|
void SetSkipAssigningGamepadToPlayer1
(
bool bSkipFirstPlayer |
Modify "Skip Assigning Gamepad to Player 1" GameMapsSettings option | GameMapsSettings.h |
|
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostInitProperties() |
GameMapsSettings.h | ||
virtual void PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
GameMapsSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString GetGameDefaultMap
(
EDefaultMapRequestType RequestType |
Get the default map specified in the settings. | GameMapsSettings.h | |
static UGameMapsSettings * GetGameMapsSettings() |
Returns the game local maps settings | GameMapsSettings.h |
|
| Searches the GameModeMapPrefixes list for a named game mode, if not found will return passed in string | GameMapsSettings.h | ||
| Searches the GameModeClassAliases list for a named game mode, if not found will return passed in string | GameMapsSettings.h | ||
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 | GameMapsSettings.h | |
static void SetGameDefaultMap
(
const FString& NewMap |
Set the default map to use (see GameDefaultMap below) | GameMapsSettings.h | |
static void SetGlobalDefaultGameMode
(
const FString& NewGameMode |
Set the default game type (see GlobalDefaultGameMode below) | GameMapsSettings.h |