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# Core

Class Summary
Commandlet | UnrealScript Commandlet (command-line applet) class. Commandlets are executed from the ucc.exe command line utility, using the following syntax: UCC.exe package_name.commandlet_class_name [parm=value]... for example:
UCC.exe Core.HelloWorldCommandlet
UCC.exe Editor.MakeCommandlet
In addition, if you list your commandlet in the public section of your
package's .int file (see Engine.int for example), then your commandlet
can be executed without requiring a fully qualified name, for example:
UCC.exe MakeCommandlet
As a convenience, if a user tries to run a commandlet and the exact
name he types isn't found, then ucc.exe appends the text "commandlet"
onto the name and tries again. Therefore, the following shortcuts
perform identically to the above:
UCC.exe Core.HelloWorld
UCC.exe Editor.Make
UCC.exe Make
It is also perfectly valid to call the Main method of a
commandlet class directly, for example from within the body
of another commandlet.
Commandlets are executed in a "raw" UnrealScript environment, in which
the game isn't loaded, the client code isn't loaded, no levels are
DeleteableObject |
HelloWorldCommandlet | UnrealScript "hello world" sample Commandlet. Usage:
Locale | Locale: Locale management class. Not yet implemented.
Object |
RefCount |
SimpleCommandlet |
Subsystem |
Time | Time-management class. Not yet implemented. This is a built-in Unreal class and it shouldn't be modified. Coordinated Universal Time or UCT is the world standard time representation which is independent of time zone and daylight
savings time. The UCT standard supercedes the obsolete Grenwich
Mean Time (GMT).
UCT is technically the time on the zeroth meridian plus 12 hours.
For example, to convert UCT to EST (Eastern Standard Time), subtract
5 hours from UCT and then (??if dst).
By definition, UCT experiences a discontinuity when a leap second
is reached. However, this discontinuity is never exposed while Unreal is
running, as UCT is determined at startup time, and UCT is updated
continuously during gameplay according to the CPU clock.
Unreal time is exposed as a long (a 64-bit signed quantity) and
is defined as nanoseconds elapsed since
midnight (00:00:00), January 1, 1970.
For more information about UCT and time, see
/www.bldrdoc.gov/timefreq/faq/faq.htm
/www.boulder.nist.gov/timefreq/glossary.htm
/www.jat.org/jtt/datetime.html

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Creation time: st 23.5.2018 00:10:24.959 - Created with UnCodeX