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API > API/Runtime > API/Runtime/EngineSettings
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameMapsSettings
References
| Module | EngineSettings |
| Header | /Engine/Source/Runtime/EngineSettings/Classes/GameMapsSettings.h |
| Include | #include "GameMapsSettings.h" |
Syntax
class UGameMapsSettings : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bOffsetPlayerGamepadIds | If enabled, this will make so that gamepads start being assigned to the second controller ID in local multiplayer games. | |
| bool | bUseSplitscreen | Whether the screen should be split or not when multiple local players are present | |
| FSoftObjectPath | EditorStartupMap | If set, this map will be loaded when the Editor starts up. | |
| TArray< FTemplateMapInfoOverride > | EditorTemplateMapOverrides | Map templates that should show up in the new level dialog. | |
| EFourPlayerSplitScreenType | FourPlayerSplitscreenLayout | The viewport layout to use if the screen should be split and there are three local players | |
| FSoftClassPath | GameInstanceClass | The class to use when instantiating the transient GameInstance class | |
| FString | LocalMapOptions | The default options that will be appended to a map being loaded. | |
| TEnumAsByte< EThreePlayerSplitScreenType::Type > | ThreePlayerSplitscreenLayout | The viewport layout to use if the screen should be split and there are three local players | |
| FSoftObjectPath | TransitionMap | The map loaded when transition from one map to another. | |
| TEnumAsByte< ETwoPlayerSplitScreenType::Type > | TwoPlayerSplitscreenLayout | The viewport layout to use if the screen should be split and there are two local players |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameMapsSettings
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FString | Get the default map specified in the settings. | ||
| UGameMapsSettings * | Returns the game local maps settings | ||
| FString | GetGameModeForMapName
(
const FString& MapName |
Searches the GameModeMapPrefixes list for a named game mode, if not found will return passed in string | |
| FString | GetGameModeForName
(
const FString& GameModeName |
Searches the GameModeClassAliases list for a named game mode, if not found will return passed in string | |
| FString | Get the global default game type specified in the configuration Makes a choice based on running as listen server/client vs dedicated server | ||
| bool | |||
| void | SetGameDefaultMap
(
const FString& NewMap |
Set the default map to use (see GameDefaultMap below) | |
| void | SetGlobalDefaultGameMode
(
const FString& NewGameMode |
Set the default game type (see GlobalDefaultGameMode below) | |
| void | SetSkipAssigningGamepadToPlayer1
(
bool bSkipFirstPlayer |
Modify "Skip Assigning Gamepad to Player 1" GameMapsSettings option |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
Called from ReloadConfig after the object has reloaded its configuration data. |