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# LevelInfo

UT2003 :: Actor >> Info >> ZoneInfo >> LevelInfo (Package: Engine)

LevelInfo holds:

- information about the map (default gamemode, author, music, etc).
- information about the zones in the map that don't have a ZoneInfo (UT).

UnrealEd will automatically place a LevelInfo when you create a new map. It's located at the origin (0,0,0), but its Advanced → bHiddenEd flag is set so you can't see it.

The properties of the LevelInfo can be accessed

- UnrealEd Main Menu → View → Level Properties
- by pressing the F6 key.
- In script by with the Level pointer in any actor.

More details here: Level Properties

See LevelInfo (UT) for the UT version of this class.

## Properties

### Audio Group

float MusicVolumeOverride
float PlayerDoppler
  Player doppler shift, 0=none, 1=full.
string Song
  Filename (without extension) of the song played in this level. This song should be an OGG file in {Base Directory}\Music.

### Camouflage Group

These are used by the Camouflage combo in the Epic Bonuspack.

StaticMesh IndoorCamouflageMesh
  Static mesh used when player doesn't stand on terrain.
float IndoorMeshDrawscale
  Drawscale for the IndoorMeshDrawscale.
StaticMesh OutdoorCamouflageMesh
  Static mesh used when player stands on terrain.
float OutdoorMeshDrawscale
  Drawscale for the OutdoorCamouflageMesh.

### Karma Group

bool bKStaticFriction
  Better rag-doll/ground friction model, but more CPU.
float KarmaGravScale (initial value replicated)
  Allows you to make ragdolls use lower friction than normal.
float KarmaTimeScale (initial value replicated)
  Karma physics timestep scaling.
int MaxRagdolls
  Maximum number of simultaneous rag-dolls.
float RagdollTimeScale (initial value replicated)
  Ragdoll physics timestep scaling. This is applied on top of KarmaTimeScale.

### LevelInfo Group

bool bKNoInit
  Start NO Karma for this level. Only use this for an Entry level.
bool bLonePlayer
  No multiplayer coordination, i.e. for entranceways.
float Brightness
vector CameraLocationDynamic
vector CameraLocationFront
vector CameraLocationSide
vector CameraLocationTop
rotator CameraRotationDynamic
  Used for saving the UnrealEd viewport camera positions.
string DefaultGameType
  Class name of the default gametype for this level, e.g. xGame.xCTFGame for CTF maps. See DeathMatch subclasses for valid classes and enter them as Package.ClassName.
string LevelEnterText (localized)
  Message to tell players when they enter.
string LocalizedPkg
  Package to look in for localizations.
EPhysicsDetailLevel PhysicsDetailLevel (config)
string PreCacheGame
  Class name of the GameInfo class used for precaching if no DefaultGameType was specified.
float TimeDilation (replicated when changed)

### LevelSummary Group

This group is mostly about what appears on the map selection screen in the game.

string Author
  Who built it. This is displayed on the the map selection screen.
string DecoTextName
  Name of the map for loading a description from the XMaps INT file. This method was required before the first patches, but not anymore - instead, use the Description property.
string Description
  A description for the level. This is displayed on the the map selection screen.
bool HideFromMenus
  Don't show in any map list.
int IdealPlayerCountMax, int IdealPlayerCountMin
  Ideal number of players for this level. If the option to match playercount to recommended is enabled (instant action), the game will pick the average of these numbers to add bots.
Material Screenshot
  Preview screenshot(s) of this level. This is displayed on the the map selection screen. See screenshot.
string Title (localized)
  Name of this level. This is displayed on the scoreboard.

### SinglePlayer Group

int SinglePlayerTeamSize

### Config Properties

bool bCapFramerate (globalconfig)
  Frame rate is capped in net play if True, else the number of ServerMove updates is limited.
bool bLowSoundDetail
bool bNeverPrecache
bool bShouldPreload (globalconfig)
  If true, preload all skins. (only set true if > 512 MB of system memory)
float DecalStayScale
  0 to 2 – affects decal stay time
EPhysicsDetailLevel PhysicsDetailLevel (visible in the LevelInfo group)

### Hidden

bool bAggressiveLOD
  Frame rate is well below DesiredFrameRate, so make LOD more aggressive. (What does "well below" mean in this case?)
bool bBegunPlay
  Whether gameplay has begun.
bool bClassicView
  FOV at least 90, eyeheight up, small weapons
bool bDropDetail
  Frame rate is below DesiredFrameRate, so drop high detail actors.
bool bHasPathNodes
bool bLevelChange
bool bNextItems
bool bPathsRebuilt
  True if path network is valid. See also Build.
bool bPlayersOnly
  Only update players. See console commands (PLAYERSONLY).
bool bStartup
  Starting gameplay.
string ComputerName
  Machine's name according to the OS.
Controller ControllerList (const)
int Day (transient)
int DayOfWeek (transient)
float DefaultGravity (replicated when changed)
Texture DefaultTexture
EDetailMode DetailMode (const)
  Client detail mode.
string EngineVersion
  Engine version.
GameInfo Game
GameReplicationInfo GRI (transient)
int Hour (transient)
int HubStackLevel
Texture LargeVertex
int LastTaunt[2]
  'Global' last taunts used.
ELevelAction LevelAction (transient)
PlayerController LocalPlayerController
int Millisecond (transient)
string MinNetVersion
  Minimum engine version that is net compatible.
int Minute (transient)
int Month (transient)
float MoveRepSize
NavigationPoint NavigationPointList (const)
ENetMode NetMode
float NextSwitchCountdown
string NextURL
ObjectPool ObjectPool (transient)
float PauseDelay
  time at which to start pause
PlayerReplicationInfo Pauser (replicated when changed)
  If paused, PRI of person pausing the game.
array<Material> PrecacheMaterials (transient)
array<StaticMesh> PrecacheStaticMeshes (transient)
PlayerController ReplicationViewer (const)
Actor ReplicationViewTarget (const)
int Second (transient)
LevelSummary Summary
float TimeSeconds
  Time in seconds since level began play.
string VisibleGroups
  List of the group names which were checked when the level was last saved.
Texture WhiteSquareTexture
Texture WireframeTexture
int Year (transient)

## Enums

### ELevelAction

LEVACT_None
LEVACT_Loading
LEVACT_Saving
LEVACT_Connecting
LEVACT_Precachin

### ENetMode

Also see NetMode.

NM_Standalone
  Standalone game.
NM_DedicatedServer
  Dedicated server, no local client.
NM_ListenServer
  Listen server.
NM_Clien
  Client only, no local server.

### EPhysicsDetailLevel

PDL_Low
PDL_Medium
PDL_Hig

## Methods

### Inherited From Actor

PostBeginPlay ( ) [simulated]
  Limits the DecalStayScale to values between 0.0 and 2.0.
PreBeginPlay ( ) [simulated]
  Initializes the level's ObjectPool.
Reset ( )
  Performs garbage collection of objects. (not done during gameplay)

### Native Functions

DetailChange (EDetailMode NewDetailMode) [simulated]
  Switches the world detail mode.
string GetAddressURL ( ) [simulated]
  Return the URL of this level, which may possibly exist on a remote machine.
string GetLocalURL ( ) [simulated]
  Return the URL of this level on the local machine.
bool IsDemoBuild ( ) [simulated]
  Returns whether this version of UT2003 is a demo build.
bool IsEntry ( ) [simulated]
  Returns whether this is the entry level.

### Other Functions

AddPrecacheMaterial (Material mat) [simulated]
  Adds a material to the PrecacheMaterials array.
AddPrecacheStaticMesh (StaticMesh stat) [simulated]
  Adds a static mesh to the PrecacheStaticMeshes array.
class<GameInfo> GetGameClass ( ) [simulated]
  Returns this game's GameInfo class.
PlayerController GetLocalPlayerController ( ) [simulated]
  Returns the local PlayerController. See also Netcode Idioms.
ThisIsNeverExecuted ( )
  Well, this is never executed. This function only contains a reference to the DefaultPhysicsVolume? class to make sure it is loaded.

## Events

FillPrecacheMaterialsArray ( ) [simulated]
  Tries to find the current game's GameInfo class, using GRI.GameClass, DefaultGameType and PreCacheGame in that order and calls its static PreCacheGameTextures function. Also calls all actors' UpdatePrecacheMaterials function.
FillPrecacheStaticMeshesArray ( ) [simulated]
  Tries to find the current game's GameInfo class, using GRI.GameClass, DefaultGameType and PreCacheGame in that order and calls its static PreCacheGameStaticMeshes function. Also calls all actors' UpdatePrecacheStaticMeshes function.
ServerTravel (string URL, bool bItems)
  Jump the server to a new level.

Category Class (UT2003)

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