unreal.GameMapsSettings
¶
- class unreal.GameMapsSettings(outer=None, name='None')¶
Bases:
unreal.Object
Game Maps Settings
C++ Source:
Module: EngineSettings
File: GameMapsSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
editor_startup_map
(SoftObjectPath): [Read-Write] If set, this map will be loaded when the Editor starts up.four_player_splitscreen_layout
(FourPlayerSplitScreenType): [Read-Write] The viewport layout to use if the screen should be split and there are three local playersgame_default_map
(SoftObjectPath): [Read-Write] The map that will be loaded by default when no other map is loaded.game_instance_class
(SoftClassPath): [Read-Write] The class to use when instantiating the transient GameInstance classgame_mode_class_aliases
(Array(GameModeName)): [Read-Write] List of GameModes to load when game= is specified in the URL (e.g. “DM” could be an alias for “MyProject.MyGameModeMP_DM”)game_mode_map_prefixes
(Array(GameModeName)): [Read-Write] Overrides the GameMode to use when loading a map that starts with a specific prefixglobal_default_game_mode
(SoftClassPath): [Read-Write] GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL).global_default_server_game_mode
(SoftClassPath): [Read-Write] GameMode to use if not specified in any other way. (e.g. per-map DefaultGameMode or on the URL) (DEDICATED SERVERS) If not set, the GlobalDefaultGameMode value will be used.local_map_options
(str): [Read-Write] The default options that will be appended to a map being loaded.offset_player_gamepad_ids
(bool): [Read-Write] If enabled, this will make so that gamepads start being assigned to the second controller ID in local multiplayer games. In PIE sessions with multiple windows, this has the same effect as enabling “Route 1st Gamepad to 2nd Client”server_default_map
(SoftObjectPath): [Read-Write] The map that will be loaded by default when no other map is loaded (DEDICATED SERVER).three_player_splitscreen_layout
(ThreePlayerSplitScreenType): [Read-Write] The viewport layout to use if the screen should be split and there are three local playerstransition_map
(SoftObjectPath): [Read-Write] The map loaded when transition from one map to another.two_player_splitscreen_layout
(TwoPlayerSplitScreenType): [Read-Write] The viewport layout to use if the screen should be split and there are two local playersuse_splitscreen
(bool): [Read-Write] Whether the screen should be split or not when multiple local players are present
- classmethod get_game_maps_settings() → GameMapsSettings¶
Returns the game local maps settings
- Returns
- Return type
- get_skip_assigning_gamepad_to_player1() → bool¶
Get Skip Assigning Gamepad to Player 1
- Returns
- Return type
- set_skip_assigning_gamepad_to_player1(skip_first_player=True) → None¶
Modify “Skip Assigning Gamepad to Player 1” GameMapsSettings option note: This value is saved to local config when changed.
- Parameters
skip_first_player (bool) – If set connected game pads will only be assigned to the second and subsequent players