## package 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
    /// loaded, and no actors exist.
    //=============================================================================
HelloWorldCommandlet |
    //=============================================================================
    /// UnrealScript "hello world" sample Commandlet.
    ///
    /// Usage:
    ///     ucc.exe HelloWorld
    //=============================================================================
Locale |
    //=============================================================================
    /// Locale: Locale management class.
    /// Not yet implemented.
    /// This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
Object |
    //=============================================================================
    // Object: The base class all objects.
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
SimpleCommandlet
Subsystem |
    //=============================================================================
    // Subsystem: The base class all subsystems. Subsystems usually
    // correspond to large C++ classes. The benefit of defining a C++ class as
    // a subsystem is that you can make some of its variables script-accessible,
    // and you can make some of its properties automatically saveable as part
    // of the configuration.
    //
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
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
    ///  http://www.bldrdoc.gov/timefreq/faq/faq.htm
    ///  http://www.boulder.nist.gov/timefreq/glossary.htm
    ///  http://www.jat.org/jtt/datetime.html
    ///  http://www.eunet.pt/ano2000/gen_8601.htm
    //=============================================================================