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Core.Object | +-- Engine.Actor
AimedAttachment, AntiPortalActor, ASCinematic_Camera, ASTurret_Base, AwarenessEnemyList, Brush, Controller, CrateActor, DamageType, Decal, Decoration, DecoVolumeObject, DestroyableTrigger, DruidAwarenessEnemyList, DruidOldWeaponHolder, Effects, Emitter, FluidSurfaceOscillator, FreezeBombCharger, FX_BallTurret_Shield, FX_LinkTurretShield, FX_SpaceFighter_Shield, FX_Turret_IonCannon_BeamFire, FX_Turret_IonCannon_FireEffect, GhostUltimaCharger, Gib, HealingBlastCharger, Hud, HudOverlay, Info, Inventory, InventoryAttachment, IonCannon, IonEffect, KActor, Keypoint, KRepulsor, Light, MatDemoActor, MedicAwarenessEnemyList, MegaCharger, MeshEffect, Mover, NavigationPoint, NetworkTrigger, Note, ObjectivePointingArrow, OldWeaponHolder, ONSAutoBomber, ONSHUDOverlay, ONSIncomingShellSound, ONSMortarTargetBeam, ONSPowerCoreEnergy, ONSPowerCoreShield, ONSPowerLinkOfficialSetup, ONSPowerNodeEnergySphere, ONSShockTankShield, ONSTeleportPad, ONSWeapon, Pawn, Pickup, PoisonBlastCharger, PrecacheHack, Projectile, ProjectileSpawner, ProjectileSpeedChanger, Projector, ShieldEffect, ShockCombo, SpinnyWeap, StaticMeshActor, SVehicleFactory, TankVictim, Triggers, UltimaCharger, VampireMarker, VehiclePart, Vignette, VMeshActor, xEmitter, xMaterialController, xMaterialTrigger, xMutatorList, xPickUpBase, xProcMesh, xWeatherEffect
Constants Summary | ||
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MAXSTEPHEIGHT | = | 35.0 |
MINFLOORZ | = | 0.7 |
Inherited Contants from Core.Object |
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MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[7], Outer |
Enumerations Summary | ||
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EDoubleClickDir DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done | ||
EDrawType DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, DT_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface | ||
EFilterState FS_Maybe, FS_Yes, FS_No | ||
EFlagState FLAG_Home, FLAG_HeldFriendly, FLAG_HeldEnemy, FLAG_Down, | ||
EForceType FT_None, FT_DragAlong, FT_Constant, | ||
eKillZType KILLZ_None, KILLZ_Lava, KILLZ_Suicide | ||
ELightEffect LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Negative, LE_Sunlight, LE_QuadraticNonIncidence | ||
ELightType LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut | ||
EMusicTransition MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade, | ||
ENetRole ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority, | ||
EPhysics PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Karma, PHYS_KarmaRagDoll, PHYS_Hovering, PHYS_CinMotion, | ||
ERenderStyle STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ, | ||
ESoundOcclusion OCCLUSION_Default, OCCLUSION_None, OCCLUSION_BSP, OCCLUSION_StaticMeshes, | ||
ESoundSlot SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface, | ||
ESurfaceTypes EST_Default, EST_Rock, EST_Dirt, EST_Metal, EST_Wood, EST_Plant, EST_Flesh, EST_Ice, EST_Snow, EST_Water, EST_Glass, EST_Custom00, EST_Custom01, EST_Custom02, EST_Custom03, EST_Custom04, EST_Custom05, EST_Custom06, EST_Custom07, EST_Custom08, EST_Custom09, EST_Custom10, EST_Custom11, EST_Custom12, EST_Custom13, EST_Custom14, EST_Custom15, EST_Custom16, EST_Custom17, EST_Custom18, EST_Custom19, EST_Custom20, EST_Custom21, EST_Custom22, EST_Custom23, EST_Custom24, EST_Custom25, EST_Custom26, EST_Custom27, EST_Custom28, EST_Custom29, EST_Custom30, EST_Custom31, | ||
ETravelType TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative, | ||
EUV2Mode UVM_MacroTexture, UVM_LightMap, UVM_Skin, |
Inherited Enumerations from Core.Object |
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EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis |
Structures Summary | ||
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ActorRenderDataPtr Ptr | ||
AnimRep AnimSequence, bAnimLoop, AnimRate, AnimFrame, TweenRate | ||
BatchReference BatchIndex, ElementIndex | ||
FireProperties AmmoClass, ProjectileClass, WarnTargetPct, MaxRange, bTossed, bTrySplash, bLeadTarget, bInstantHit, bInitialized | ||
KRBVec X, Y, Z | ||
KRigidBodyState Position, Quaternion, LinVel, AngVel | ||
KSimParams GammaPerSec, Epsilon, PenetrationOffset, PenetrationScale, ContactSoftness, MaxPenetration, MaxTimestep | ||
LightRenderDataPtr Ptr | ||
PointRegion Zone, iLeaf, ZoneNumber | ||
ProjectorRenderInfoPtr Ptr | ||
StaticMeshProjectorRenderInfoPtr Ptr |
Inherited Structures from Core.Object |
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BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector |
Functions Summary | ||
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color | * (float A, color B) | |
color | * (color A, float B) | |
color | + (color A, color B) | |
color | - (color A, color B) | |
AddToPackageMap (optional string PackageName) | ||
bool | AdjustVolume (int Handle, float NewVolume) | |
AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag) | ||
AllowMusicPlayback (bool Allow) | ||
AnimBlendParams (int Stage, optional float BlendAlpha, optional float InTime, optional float OutTime, optional name BoneName, optional bool bGlobalPose) | ||
AnimBlendToAlpha (int Stage, float TargetAlpha, float TimeInterval) | ||
AnimEnd (int Channel) | ||
bool | AnimIsInGroup (int Channel, name GroupName) | |
AnimStopLooping (optional int Channel) | ||
Attach (Actor Other) | ||
bool | AttachToBone (actor Attachment, name BoneName) | |
AutonomousPhysics (float DeltaSeconds) | ||
BaseChange () | ||
BasedActors (class<actor> BaseClass, out actor Actor) | ||
BecomeViewTarget () | ||
BeginEvent () | ||
BeginPlay () | ||
bool | BlocksShotAt (Actor Other) | |
BoneRefresh () | ||
BroadcastLocalizedMessage (class<LocalMessage> MessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject) | ||
Bump (Actor Other) | ||
bool | CanSplash () | |
ChangeBaseParamsFeedbackEffect (String EffectName, optional float DirectionX, optional float DirectionY, optional float Gain) | ||
ChangeSpringFeedbackEffect (String EffectName, float CenterX, float CenterY) | ||
bool | CheckForErrors () | |
bool | CheckMaxEffectDistance (PlayerController P, vector SpawnLocation) | |
ChildActors (class<actor> BaseClass, out actor Actor) | ||
ClearStayingDebugLines () | ||
ClientTrigger () | ||
Clock (out float time) | ||
CollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc) | ||
string | ConsoleCommand (string Command, optional bool bWriteToLog) | |
CopyObjectToClipboard (Object Obj) | ||
Crash () | ||
string | CurrentLIPSincAnim () | |
DebugClock () | ||
DebugUnclock () | ||
DemoPlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate) | ||
bool | Destroy () | |
Destroyed () | ||
Detach (Actor Other) | ||
bool | DetachFromBone (actor Attachment) | |
DisplayDebug (Canvas Canvas, out float YL, out float YPos) | ||
DrawDebugCircle (vector Base, vector X, vector Y, float Radius, int NumSides, byte R, byte G, byte B) | ||
DrawDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B) | ||
DrawDebugSphere (vector Base, float Radius, int NumDivisions, byte R, byte G, byte B) | ||
DrawStayingDebugLine (vector LineStart, vector LineEnd, byte R, byte G, byte B) | ||
DynamicActors (class<actor> BaseClass, out actor Actor, optional name MatchTag) | ||
bool | EffectIsRelevant (vector SpawnLocation, bool bForceDedicated) | |
EnableChannelNotify (int Channel, int Switch) | ||
EncroachedBy (actor Other) | ||
bool | EncroachingOn (actor Other) | |
EndedRotation () | ||
EndEvent () | ||
Error (coerce string S) | ||
Falling () | ||
bool | FastTrace (vector TraceEnd, optional vector TraceStart) | |
FellOutOfWorld (eKillZType KillType) | ||
FinishAnim (optional int Channel) | ||
FinishedInterpolation () | ||
FinishInterpolation () | ||
bool | ForceFeedbackSupported (optional bool Enable) | |
FreezeAnimAt (float Time, optional int Channel) | ||
GainedChild (Actor Other) | ||
GetAllInt (string MetaClass, array<string> Entries) | ||
GetAllIntDesc (string MetaClass, out array<string> Entry, out array<string> Description) | ||
GetAnimParams (int Channel, out name OutSeqName, out float OutAnimFrame, out float OutAnimRate) | ||
coords | GetBoneCoords (name BoneName) | |
rotator | GetBoneRotation (name BoneName, optional int Space) | |
bool | GetCacheEntry (int Num, out string GUID, out string Filename) | |
Name | GetClosestBone (Vector loc, Vector ray, out float boneDist, optional Name BiasBone, optional float BiasDistance) | |
vector | GetCollisionExtent () | |
String | GetDebugName () | |
String | GetHumanReadableName () | |
string | GetLocalString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2) | |
string | GetMapName (string NameEnding, string MapName, int Dir) | |
string | GetMeshName () | |
string | GetNextInt (string ClassName, int Num) | |
GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description) | ||
GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc) | ||
int | GetNotifyChannel () | |
plane | GetRenderBoundingSphere () | |
vector | GetRootLocation () | |
vector | GetRootLocationDelta () | |
rotator | GetRootRotation () | |
rotator | GetRootRotationDelta () | |
float | GetSoundDuration (sound Sound) | |
string | GetURLMap (optional bool bIncludeOptions) | |
string | GetUrlOption (string Option) | |
bool | HasAnim (name Sequence) | |
bool | HasLIPSincAnim (name LIPSincAnimName) | |
bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType) | |
HitWall (vector HitNormal, actor HitWall) | ||
HurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation) | ||
bool | IsAnimating (optional int Channel) | |
bool | IsInPain () | |
bool | IsInVolume (Volume aVolume) | |
bool | IsJoinedTo (actor Other) | |
bool | IsPlayingLIPSincAnim () | |
bool | IsStationary () | |
bool | IsTweening (int Channel) | |
KAddAngularImpulse (vector AngImpulse) | ||
KAddBoneLifter (name BoneName, InterpCurve LiftVel, float LateralFriction, InterpCurve Softness) | ||
KAddImpulse (vector Impulse, vector Position, optional name BoneName) | ||
KApplyForce (out vector Force, out vector Torque) | ||
KDisableCollision (actor Other) | ||
KDrawRigidBodyState (KRigidBodyState RBState, bool AltColour) | ||
KEnableCollision (actor Other) | ||
KFreezeRagdoll () | ||
float | KGetActorGravScale () | |
KGetCOMOffset (out vector offset) | ||
KGetCOMPosition (out vector pos) | ||
KGetDampingProps (out float lindamp, out float angdamp) | ||
float | KGetFriction () | |
float | KGetImpactThreshold () | |
KGetInertiaTensor (out vector it1, out vector it2) | ||
float | KGetMass () | |
quat | KGetRBQuaternion () | |
float | KGetRestitution () | |
KGetRigidBodyState (out KRigidBodyState RBstate) | ||
KGetSimParams (out KSimParams SimParams) | ||
float | KGetSkelMass () | |
KilledBy (pawn EventInstigator) | ||
KImpact (actor other, vector pos, vector impactVel, vector impactNorm) | ||
bool | KIsAwake () | |
bool | KIsRagdollAvailable () | |
KMakeRagdollAvailable () | ||
KRBVec | KRBVecFromVector (vector v) | |
vector | KRBVecToVector (KRBVec RBvec) | |
KRemoveAllBoneLifters () | ||
KRemoveLifterFromBone (name BoneName) | ||
KScaleJointLimits (float scale, float stiffness) | ||
KSetActorGravScale (float ActorGravScale) | ||
KSetBlockKarma (bool newBlock) | ||
KSetCOMOffset (vector offset) | ||
KSetDampingProps (float lindamp, float angdamp) | ||
KSetFriction (float friction) | ||
KSetImpactThreshold (float thresh) | ||
KSetInertiaTensor (vector it1, vector it2) | ||
KSetMass (float mass) | ||
KSetRestitution (float rest) | ||
KSetSimParams (KSimParams SimParams) | ||
KSetSkelVel (vector Velocity, optional vector AngVelocity, optional bool AddToCurrent) | ||
KSetStayUpright (bool stayUpright, bool allowRotate) | ||
KSetStayUprightParams (float stiffness, float damping) | ||
KSkelConvulse () | ||
bool | KUpdateState (out KRigidBodyState newState) | |
KVelDropBelow () | ||
KWake () | ||
Landed (vector HitNormal) | ||
LinkMesh (mesh NewMesh, optional bool bKeepAnim) | ||
LinkSkelAnim (MeshAnimation Anim, optional mesh NewMesh) | ||
LIPSincAnimEnd () | ||
LockRootMotion (int Lock) | ||
bool | LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel) | |
LostChild (Actor Other) | ||
MakeNoise (float Loudness) | ||
MatchStarting () | ||
bool | Move (vector Delta) | |
bool | MoveCacheEntry (string GUID, optional string NewFilename) | |
bool | MoveSmooth (vector Delta) | |
bool | NearSpot (vector Spot) | |
NotifyLocalPlayerDead (PlayerController PC) | ||
NotifyLocalPlayerTeamReceived () | ||
OnlyAffectPawns (bool B) | ||
bool | PauseStream (int Handle) | |
PawnBaseDied () | ||
PhysicsVolumeChange (PhysicsVolume NewVolume) | ||
bool | PlayAnim (name Sequence, optional float Rate, optional float TweenTime, optional int Channel) | |
bool | PlayerCanSeeMe () | |
PlayFeedbackEffect (String EffectName) | ||
PlayLIPSincAnim (name LIPSincAnimName, optional float Volume, optional float Radius, optional float Pitch) | ||
int | PlayMusic (string Song, optional float FadeInTime) | |
PlayOwnedSound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate) | ||
PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, optional bool Attenuate) | ||
int | PlayStream (string Song, optional bool UseMusicVolume, optional float Volume, optional float FadeInTime, optional float SeekTime) | |
PlayTeleportEffect (bool bOut, bool bSound) | ||
PostBeginPlay () | ||
PostLoadSavedGame () | ||
PostNetBeginPlay () | ||
PostNetReceive () | ||
PostTeleport (Teleporter OutTeleporter) | ||
PostTouch (Actor Other) | ||
POVChanged (PlayerController PC, bool bBehindViewChanged) | ||
PreBeginPlay () | ||
PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds) | ||
PreSaveGame () | ||
bool | PreTeleport (Teleporter InTeleporter) | |
RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc) | ||
RanInto (Actor Other) | ||
RecoverFromBadStateCode () | ||
RenderOverlays (Canvas Canvas) | ||
RenderTexture (ScriptedTexture Tex) | ||
Reset () | ||
ResetStaticFilterState () | ||
int | SeekStream (int Handle, float Seconds) | |
bool | SelfTriggered () | |
SetAnimFrame (float Time, optional int Channel, optional int UnitFlag) | ||
SetBase (actor NewBase, optional vector NewFloor) | ||
SetBoneDirection (name BoneName, rotator BoneTurn, optional vector BoneTrans, optional float Alpha, optional int Space) | ||
SetBoneLocation (name BoneName, optional vector BoneTrans, optional float Alpha) | ||
SetBoneRotation (name BoneName, optional rotator BoneTurn, optional int Space, optional float Alpha) | ||
SetBoneScale (int Slot, optional float BoneScale, optional name BoneName) | ||
SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers) | ||
bool | SetCollisionSize (float NewRadius, float NewHeight) | |
SetDefaultDisplayProperties () | ||
SetDelayedDamageInstigatorController (Controller C) | ||
SetDisplayProperties (ERenderStyle NewStyle, Material NewTexture, bool bLighting) | ||
SetDrawScale (float NewScale) | ||
SetDrawScale3D (vector NewScale3D) | ||
SetDrawType (EDrawType NewDrawType) | ||
SetGRI (GameReplicationInfo GRI) | ||
SetInitialState () | ||
bool | SetLocation (vector NewLocation) | |
SetOverlayMaterial (Material mat, float time, bool bOverride) | ||
SetOwner (actor NewOwner) | ||
SetPhysics (EPhysics newPhysics) | ||
bool | SetRelativeLocation (vector NewLocation) | |
bool | SetRelativeRotation (rotator NewRotation) | |
bool | SetRotation (rotator NewRotation) | |
SetStaticMesh (StaticMesh NewStaticMesh) | ||
SetTimer (float NewTimerRate, bool bLoop) | ||
bool | ShouldBeHidden () | |
Sleep (float Seconds) | ||
actor | Spawn (class | |
Actor | SpecialHandling (Pawn Other) | |
StartInterpolation () | ||
StopAllMusic (optional float FadeOutTime) | ||
StopAnimating (optional bool ClearAllButBase) | ||
StopFeedbackEffect (optional String EffectName) | ||
StopLIPSincAnim () | ||
StopMusic (int SongHandle, optional float FadeOutTime) | ||
StopStream (int Handle, optional float FadeOutTime) | ||
vector | SuggestFallVelocity (vector Destination, vector Start, float MaxZ, float MaxXYSpeed) | |
TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType) | ||
bool | TeamLink (int TeamNum) | |
TextToSpeech (string Text, float Volume) | ||
Tick (float DeltaTime) | ||
Timer () | ||
TimerPop (VolumeTimer T) | ||
TornOff () | ||
Touch (Actor Other) | ||
bool | TouchingActor (Actor A) | |
TouchingActors (class<actor> BaseClass, out actor Actor) | ||
Actor | Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material) | |
TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent) | ||
bool | TraceThisActor (out vector HitLocation, out vector HitNormal, vector TraceEnd, vector TraceStart, optional vector Extent) | |
TravelPostAccept () | ||
TravelPreAccept () | ||
Trigger (Actor Other, Pawn EventInstigator) | ||
TriggerEvent (Name EventName, Actor Other, Pawn EventInstigator) | ||
bool | TweenAnim (name Sequence, float Time, optional int Channel) | |
UnClock (out float time) | ||
UnTouch (Actor Other) | ||
UnTrigger (Actor Other, Pawn EventInstigator) | ||
UntriggerEvent (Name EventName, Actor Other, Pawn EventInstigator) | ||
UpdateAnnouncements () | ||
UpdatePrecacheMaterials () | ||
UpdatePrecacheStaticMeshes () | ||
UpdateURL (string NewOption, string NewValue, bool bSaveDefault) | ||
UsedBy (Pawn user) | ||
VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc) | ||
VisibleCollidingActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc, optional bool bIgnoreHidden) | ||
ZoneChange (ZoneInfo NewZone) |
Constants Detail |
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Maximum step height walkable by Pawns
Minimum Z value for floor normal. Anything that's less, isn't a walkable floor. (0.7 corresponds to about 45 degree angle for floor)
Variables Detail |
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Array of actors attached to this actor.
Name of bone to which actor is attached (if attached to center of base.
Always relevant for network.
Update even when players-only.
If true, offset always zero when attached to skeletalmesh.
Animation dictated by owner.
Actor we're standing on.
Used for recovering from illegal state transitions (hack)
OBSOLETE - no longer used
Can take damage.
Don't replicate any animations - animation done client-side.
Remains ROLE_Authority on client (only valid for bStatic or bNoDelete actors).
True if we're client-side demo recording and this call originated from the remote.
True we are currently recording a client-side demo.
replicated property used to trigger client side ClientTrigger() event.
Collides with the world.
Used by networking code to flag compressed position replication.
About to be deleted.
Demo recording driver owns this actor.
True we are currently demo recording.
Destroy this actor if it enters a pain volume.
If actor is attached to Karma object, only move once a frame regardless of timestep subdivision. Only valid when bCollideActors is false.
Cause ripples when in contact with FluidSurface.
Should snap to grid in UnrealEd.
Update skeleton (and attached actor positions) even if not rendered.
Keep HurtRadius from being reentrant,
Don't destroy if enters zone zero.
Ignore collisions between vehicles and this actor (only relevant if bIgnoreEncroachers
is false).
Performing interpolating.
Used by engine physics - not valid for scripts.
Recalculate this light's lighting now.
Set when any attribute is assigned a value in unrealscript,
Initial network update.
Should replicate initial rotation.
The actor wishes to be notified of replication events. The actor gets the simulated function PostNetReceive() called whenever replication occurs, e.g. in Ammunition whenever AmmoAmount gets changed.
Player owns this actor.
Actor is currently relevant. Only valid server side, only when replicating variables.
Tear-off simulation in network play.
Don't replicate mesh.
Wants NotifyLocalPlayerTeamReceived()
Destroy if on dedicated server and RemoteRole== ROLE_None
(emitters, etc.)
Actor is obsolete - warn level designers to remove it.
Optimisation - only test ovelap against pawns. Used for influences etc.
If true, only replicate actor ifbNetDirty
is true - useful if no C++ changed attributes (such as physics)
bOnlyDirtyReplication
only used withbAlwaysRelevant
actors
Don't draw this actor if not attached (useful for net clients where attached actors and their bases' replication may not be synched).
Only owner can see this actor.
This actor is only relevant to its owner.
When landing, orient base on slope of floor.
Everything but the owner can see this actor.
Internal/path building.
Set when actor is about to be deleted (since endstate and other functions called during deletion process before bDeleteMe
is set).
True if remote client is recording demo.
Should replicate SimAnim.
Replicate instigator to client (used by bNetTemporary projectiles).
If true, replicate movement/location related properties.
Brush if DrawType=DT_Brush
.
Set to prevent re-initializing of actors spawned during level startup
Selected in UnrealEd.
f true, don't replicate actor class variables for this actor.
When true, karma state updates will be smoothly interpolated.
Does not move or change over time. Don't let L.D.s change this - screws up net play.
If true, this actor is no longer replicated to new clients, and is "torn off" (becomes a ROLE_Authority
) on clients to which it was being replicated.
Actor has been updated.
Timer loops (else is one-shot).
If true, trace()
by this actor returns collisions with water volumes.
If PHYS_Trailer
and want independent rotation control.
IfPHYS_Trailer
and true, offset from owner byPrePivot
.
If PHYS_Trailer
and true, have same rotation as owner.
Actor is capable of travelling among servers.
f true, update velocity/location after initialization for simulated proxies.
Mainly for debugging - the way this actor was inserted into Octree.
Collision and Physics treats this actor as world geometry.
Actor's old location one move ago. Only for debugging.
Next actor in just-deleted chain.
If bDisturbFluidSurface== true
, FluidSurface's ShootStrength is multiplied by this before doing the ripples.
Transform of actor in base's ref frame. Doesn't change after SetBase.
If high detail mode, use this overlay when no other overlay is active.
Pawn responsible for damage caused by this actor.
Inventory chain.
Last time this actor was rendered.
Internal latent function use.
BSP leaves this actor is in.
Level this actor is on.
Mesh instance.
Higher priorities means update it more frequently.
How many net updates per seconds.
Time of last update
Actor bounding box cached when added to Octree. Internal use only.
Array of nodes of the octree Actor is currently in. Internal use only.
Owner actor.
Actor touched during move which wants to add an effect after the movement completes.
physics volume this actor is currently in.
Projected textures on this actor.
Region this actor is in.
Location relative to base/bone (valid if base exists).
Rotation relative to base/bone (valid if base exists)
Replicated skin (sets Skins[0] if not none)
Only replicated if bReplicateAnimations
is true
Contains per-instance static mesh data, like static lighting data.
Counts up until it reaches TimerRate.
Timer event, 0=no timer.
List of touching actors.
Level object.
This actor can be teleported. This property must be True for Teleporters to notice the actor.
The actor will collide with world geometry when placed.
Whether the editor should display an arrow to show the actor's current rotation. This has no effect in the game.
Snap to grid in the editor.
Mutators will not receive CheckReplacement and AlwaysKeep calls for the actor if this property is True.
Specifies, whether the actor is invisible in the game. This property has no effect in the editor.
The actor is hidden in the editor. This has no effect in the game.
The actor is hidden in the Group Browser. This has no effect in the editor viewports or in the game.
The actor only shows up in high or super high detail mode.
Prevent the actor from being moved in the editor.
Actor can be moved.
Specifies, that the actor can't be spawned or destroyed during the game.
The actor tries to find another actor for its Base at level startup if its Physics property is set to either PHYS_None or PHYS_Rotating.
In standalone (i.e. single player, e.g. Instant Action) games this actor should be turned off if it's not in a recently rendered zone. It will only be turned off when its Physics mode is PHYS_None or PHYS_Rotating.
The actor only shows up in super high detail mode.
Specifies how long the actor will exist. This value is constantly decreased and the actor will be destroyed when it reaches 0. In this case the actor's Expired method is executed. An initial LifeSpan of 0 or explicitely setting the LifeSpan to 0 from UnrealScript disables the actor's "destruction timer". Setting it to a value greater 0 from UnrealScript enables it and the Actor will be destroyed after that time unless LifeSpan is set to 0 again before it expired.
Auto-align to terrain in the editor.
Blocks other nonplayer actors.
Block actors being simulated with Karma.
Block non-zero extent actors/traces.
Block zero extent actors/traces.
Collides with other actors.
This actor should collide (ifbWorldGeometry && bBlockActors
is true) during path building (ignored ifbStatic
is true, as actor will always collide during path building).
Projectiles should potentially target this actor.
Force axis aligned cylinder collision (useful for static mesh pickups, etc.).
Half-height cyllinder.
Radius of collision cyllinder.
Ambient brightness, or 255=pulsing.
Convex volume used for DT_AntiPortal.
Projectors can project onto this actor.
Actor will be rendered always facing the camera like a sprite.
Defer rendering ifDrawType
isDT_Particle
orStyle
isSTY_Additive
.
Manual override for translucent material sorting.
Casts static shadows.
Uses raytraced lighting.
Lights don't affect actor.
Use Unlit/AmbientGlow from Base.
Current seconds left to show overlay effect.
Client inital time count.
0=no distance cull, < 0 only drawn at distance > 0 cull at distance.
Scaling factor, 1.0=normal size.
Scaling vector, (1.0,1.0,1.0)
=normal size.
Makes the visibility code treat the actor as if it was in the zone with the given tag.
Limit to hardware lights active on this primitive.
Mesh if DrawType=DT_Mesh
.
Shader/material effect to use with skin.
Offset from box center for drawing.
Multiple skin support - not replicated.
StaticMesh if DrawType=DT_StaticMesh
Style for rendering sprites, meshes.
Sprite texture. If DrawType=DT_Sprite
The event this actor causes.
Multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather.
Actor's tag name.
Parameters for Karma Collision/Dynamics.
Light casts actor shadows.
Attenuate light by diminishing lifespan.
Light uses Skin as a corona.
(if bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.
This light is dynamic.
Calculate lighting visibility for this actor with line checks.
Only affects special-lit surfaces.
Bounces when hits ground fast.
Fixed direction of rotation.
Uses 'hard' attachment code.bBlockActor
andbBlockPlayer
must also be false.
This actor cannot then move relative to base (setlocation etc.).
Dont set while currently based on something!
Ignore collisions between movers and this actor.
IfPHYS_Falling
, ignore theTerminalVelocity
of thePhysicsVolume
.
Rotate to DesiredRotation.
Water buoyancy.
Physics will smoothly rotate actor to this rotation if bRotateToDesired
.
Actor's location; use Move to set.
Mass of this actor.
Change in rotation per second.
Ambient sound effect.
Whether to apply ambient attenuation.
Sound occlusion approach.
Sound pitch shift, 64.0=none.
Radius of ambient sound.
Volume of ambient sound.
Default sound radius for regular sounds (can be overridden in playsound).
Default sound volume for regular sounds (can be overridden in playsound).
Enumerations Detail |
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DCLICK_None, DCLICK_Left, DCLICK_Right, DCLICK_Forward, DCLICK_Back, DCLICK_Active, DCLICK_Done};
Double click move direction.
Used to remember the dodging state of a player. This will be reset to DCLICK_None when the player lands.
- DCLICK_None
- No dodging move started.
- DCLICK_Active
- In dodging move.
- DCLICK_Done
- Dodging move done.
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, DT_StaticMesh, DT_DrawType, DT_Particle, DT_AntiPortal, DT_FluidSurface};
The DrawType enumneration sets how the actor displays. Some of these options work with another property to set what is displayed.
- DT_None
- The actor isn't displayed at all.
bHidden
instead in most cases because it will allow the actor to still show up in UnrealEd.- DT_Sprite
- Display a sprite with the material set in the Texture property.
- DT_Mesh
- Display the mesh set in the Mesh property.
- DT_Brush
- Only for Brush classes.
- DT_RopeSprite
- DT_VerticalSprite
- DT_Terraform
- DT_SpriteAnimOnce
- Like DT_Sprite, but plays an animated texture's animation at a speed that plays the animation exactly once during the LifeSpan of the actor.
- DT_StaticMesh
- Display the static mesh set in the StaticMesh property.
- DT_DrawType
- DT_Particle
- Used by particle effect actors (Emitter, xEmitter, xWeatherEffect) and xProcMeshes.
- DT_AntiPortal
- Used for Antiportals.
- DT_FluidSurface
- Used by FluidSurfaceInfos. See Fluid Surfaces.
States of CTF flags.
- FLAG_Home
- The flag is in its base.
- FLAG_HeldFriendly
- The flag is being held by a member of the flag's team.
- FLAG_HeldEnemy
- The flag is being held by a member of the enemy team.
- FLAG_Down
- The flag has been dropped.
- FT_None
- This actor of doesn't apply any force to emitter particles.
- FT_DragAlong
- This actor drags emitter particles with it.
- FT_Constant
- This actor applies a constant force to emitter particles.
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Negative, LE_Sunlight, LE_QuadraticNonIncidence};
Spatial light effect to use.
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop, LT_FadeOut};
Light modulation.
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,};
Music transitions.
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,};
Net variables.
- ROLE_None
- This means that none of the actor's attributes will not be replicated at all. Examples for this kind of actors are the GameInfo, Mutators and GameRules as well as some explosion effects and decals in UT. Note that Actor's with this role can still be instantiated on network game clients if spawned from the right function. For example if an Actor with
ROLE_None
is instantiated from asimulated event PostBeginPlay()
function it will be created on both the server and the client as this function is invoked on both. However the server-side Actor and the client-side Actor are two completely independant entities. This means that destroying the actor on the server will not destroy the actor on the client (and vice-versa).- ROLE_DumbProxy
- The actor is replicated, but can't execute any functions on the remote side. It will update when variables are replicated to it but will not attempt to interpolate.
- ROLE_SimulatedProxy
- The actor is replicated and may execute simulated functions and simulated state code on the remote side. Often this kind of actor simulates its behavior based on initially replicated properties without (much) further "help" from the server.
- ROLE_AutonomousProxy
- Autonomous proxies come with some more magic built-in. They are basically simulated proxies, but may execute simulated and non-simulated functions on the client owning/controlling this actor (only on that client!). In UT only PlayerPawns are autonomous proxies, in UT2003 only PlayerControllers are. Every other client sees them as a regular simulated proxy. Player-controlled actors, such as the guided redeemer missile (GuidedWarshell in UT or RedeemerWarhead in UT2003) are autonomous proxies on the controlling player's client, too.
- ROLE_Authority
- All functions can be executed. This role is only allowed on the machine the actor was spawned on. All actors on the server or in standalone games have
Role== ROLE_Authority
. Never manually set theRemoteRole
on the authorative version of an actor or theRole
on a replicated version of the actor to this value.
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer, PHYS_Ladder, PHYS_RootMotion, PHYS_Karma, PHYS_KarmaRagDoll, PHYS_Hovering, PHYS_CinMotion,};
Actor's PhysicsType is set in the Physics property. Use theSetPhysics() method to change.
- PHYS_CinMotion
- (new in UT2003)
- PHYS_Falling
- Automatically applies the gravity of the current zone. Pawn-set acceleration in the Z direction is ignored.
- PHYS_Flying
- The Pawn or Actor can move independantly from gravity. Velocity on the Z axis is ignored.
- PHYS_Hovering
- This is is a fun Physics type. When you an actors physics to
PHYS_Hovering
, it, er, hovers a few UU off the ground. If you do this to an xPawn, for example, it will act kind of like a hovercraft. Friction is reduced (so you slide around, and slide down ramps), and if you go at speed up an incline you can do some massive jumps.- PHYS_Interpolating
- Used in conjunction with
bInterpolating
in Actor. Seems to also use thePhysRate
andPhysAlpha
parameters. Seems to be a leftover from the pre-Matinee days.- PHYS_Karma
- Signals an Actor is to be effected by the Karma engine.
- PHYS_KarmaRagDoll
- This is used for dead pawns.
- PHYS_Ladder
- Applies to an Actor when they are climbing a ladder.
- PHYS_MovingBrush
- Used for Movers
- PHYS_None
- No native physics code is applied.
- PHYS_Projectile
- Uses velocities on all 3 axes but DOES NOT use the current Zone's ZoneGravity and ZoneFluidFriction members to adjust velocity. This means that actors with a velocity are not affected by gravity or friction. Actors with this physics setting do not have any freedom of movement.
- PHYS_Rolling
- (removed in UT2003)
- PHYS_RootMotion
- (new in UT2003)
- PHYS_Rotating
- Only rotation changes. Location doesn't change. If
bRotateToDesired
is false, then the Actor rotates according toRotationRate
. IfbRotateToDesired
is true, then the Actor rotates to the rotation specified byDesiredRotation
at the speed specified byRotationRate
.- PHYS_Spider
- Similar to
PHYS_Walking
except it applies to an Actor against any surface, not just a "ground" surface. An Actor inPHYS_Spider
will move against a horizontal or vertical surface just like inPHYS_Walking
. When the end of the surface is reached the Pawn will be set toPHYS_Falling
.PHYS_Spider
only works on one plane, it will not allow a Pawn to move across perpendicular walls.- PHYS_Swimming
- Similar to
PHYS_Flying
, but also take the zone's FluidFriction into account.- PHYS_Trailer
- Used to set an Actor to follow its Owner. An Actor set this way has no physics of its own, (*including collision) and simply follow their Owner around. NOTE: There are two settings in the Actor class which can specify the actions of a
PHYS_Trailer
. First isbTrailerPrePivot
, which, when set to True, causes the Actor inPHYS_Trailer
to be positioned away from its Owner by the vector value set inPrePivot
. If not set or left at 0, the Actor inPHYS_Trailer
will have the same location as its Owner. Secondly, there isbTrailerSameRotation
, which causes the Actor inPHYS_Trailer
to have the same Rotation as its Owner no matter where it is.- PHYS_Walking
- Native physics code for Pawn class only. Applies all the things that make a pawn move around on the ground. Must have a Base set, without a Base to walk on, this turns to
PHYS_Falling
.
STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, STY_Alpha, STY_Additive, STY_Subtractive, STY_Particle, STY_AlphaZ,};
Style for rendering sprites, meshes.
Sound occlusion
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,};
EST_Default, EST_Rock, EST_Dirt, EST_Metal, EST_Wood, EST_Plant, EST_Flesh, EST_Ice, EST_Snow, EST_Water, EST_Glass, EST_Custom00, EST_Custom01, EST_Custom02, EST_Custom03, EST_Custom04, EST_Custom05, EST_Custom06, EST_Custom07, EST_Custom08, EST_Custom09, EST_Custom10, EST_Custom11, EST_Custom12, EST_Custom13, EST_Custom14, EST_Custom15, EST_Custom16, EST_Custom17, EST_Custom18, EST_Custom19, EST_Custom20, EST_Custom21, EST_Custom22, EST_Custom23, EST_Custom24, EST_Custom25, EST_Custom26, EST_Custom27, EST_Custom28, EST_Custom29, EST_Custom30, EST_Custom31,};
Travelling from server to server.
- TRAVEL_Absolute
- Absolute URL.
- TRAVEL_Partial
- Partial (carry name, reset server).
- TRAVEL_Relative
- Relative URL.
Structures Detail |
---|
var byte AnimFrame;};
var byte AnimRate;
var name AnimSequence;
var bool bAnimLoop;
var byte TweenRate;
Animation replication (can be used to replicate channel 0 anims for dumb proxies)
AnimRate:note that with compression, max replicated animrate is 4.0TweenRate:note that with compression, max replicated tweentime is 4 seconds
var class<Ammunition> AmmoClass;};
var bool bInitialized;
var bool bInstantHit;
var bool bLeadTarget;
var bool bTossed;
var bool bTrySplash;
var float MaxRange;
var class<Projectile> ProjectileClass;
var float WarnTargetPct;
var KRBVec AngVel;};
var KRBVec LinVel;
var KRBVec Position;
var Quat Quaternion;
var float ContactSoftness;};
var float Epsilon;
var float GammaPerSec;
var float MaxPenetration;
var float MaxTimestep;
var float PenetrationOffset;
var float PenetrationScale;
Scary internal params used by Karma. BE VERY CAREFUL!!
NB. These take affect until you quit the game! Make sure you reset them to defaults when leaving mod etc.
ContactSoftness:Softness of just contact constraints.Epsilon:Global constraint compliance. Making it larger makes contacts/joints softer.GammaPerSec:Relaxation constant. Making it larger pushes things apart harder when they penetrate.MaxPenetration:Maximum penetration allowed.MaxTimestep:Maximum timestep ever used to advance rigid body simulation.PenetrationOffset:Resting penetration. Making this larger can reduce jiggling.PenetrationScale:Artificially increase penetration - makes contacts 'stiffer'
Identifies a unique convex volume in the world.
iLeaf:Bsp leaf.Zone:ZoneZoneNumber:Zone Number.
Hack to to fool C++ header generation...
Functions Detail |
---|
Add PackageName to the packagemap (as if it was in GameEngine's ServerPackages list)
If omitted, adds this actor's package
This function is only valid during initialization (betweenGameInfo::InitGame()
andGameInfo::SetInitialState()
)
If called outside of that window, or anytime on a client, the function returns without doing anything
Avoid using AllActors()
too often as it iterates through the whole actor list and is therefore slow.
Notification that the current animation has ended. Allows an object to wait for animation completion before proceeding with other activities.
Returns all actors based on the current actor (slow, like AllActors)
Called by PlayerController when this actor becomes its ViewTarget.
Broadcast a localized message to all players.
Most message deal with 0 to 2 related PRIs.
The LocalMessage class defines how the PRI's and optional actor are used.
ChildActors() returns all actors owned by this actor. Slow like AllActors()
Called on client whenever bClientTrigger changes values
This is called at the beginning of a section of code to be timed. The variable time does not need to be initialized.
CollidingActors() returns colliding (bCollideActors==true
) actors within a certain radius.
Much faster than AllActors() for reasonably small radii since it uses the collision hash
Execute a console command in the context of the current level and game engine.
Copy the specified object's properties to the clipboard. The format generated is for pasting into the editor if it's an actor or into the defaultproperties block of a class if it isn't.
Destroy this actor. Returns true if destroyed, false if indestructable.
Destruction is latent. It occurs at the end of the tick.
List important actor variable on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used.
SLOW! Use for debugging only!
SLOW! Use for debugging only!
SLOW! Use for debugging only!
SLOW! Use for debugging only!
DynamicActors() only iterates through the non-static actors on the list (still relatively slow, bu much better than AllActors). This should be used in most cases and replaces AllActors in most of Epic's game code.
Called when rotation completes
Handle an error and kill this one actor.
Similar to trace, this one returns true if it hits the world geometry, false if it is not long enough. It will pass right through anything that is not set as world geometry.
Sets physics to none and destroys the actor.
The implementation in actor only sets bInterpolating
to false.
Returns the human readable string representation of an object.
Get localized message string associated with this actor.
Get a sound duration.
Hurt locally authoritative actors within the radius.
for AI... bots have perfect aim shooting non-pawn stationary targets.
Note you MUST turn collision off (KSetBlockKarma
) before using bone lifters.
A position of (0,0,0) applies impulse at COM (ie no angular component).
Event called just before sim to allow user to
NOTE: you should ONLY put numbers into Force and Torque during this event!!!!
SLOW! Use for debugging only!
Get actual position of actors COM in world space
Event called when Karmic actor hits with impact velocity over KImpactThreshold
.
Used for only allowing a fixed maximum number of ragdolls in action.
Event called when a ragdoll convulses (see KarmaParamsSkel)
This is called from inside C++ physKarma at the appropriate time to update state of Karma rigid body.
If you return true, newState will be set into the rigid body. Return false and it will do nothing.
Event called when karma actor's velocity drops below KVelDropBelowThreshold
Called when another actor with this actor as its owner is destroyed.
Inform other creatures that you've made a noise they might hear (they are sent a HearNoise message). Senders of MakeNoise should have an instigator if they are not pawns.
Called when gameplay actually starts.
NearSpot() returns true is spot is within collision cylinder.
Called only ifbNotifyLocalPlayerTeamReceived
and is a net client when local playercontroller receivesPlayerReplicationInfo.Team
This actor is based on a pawn and that pawn has just died.
PlayerCanSeeMe returns true if any player (server) or the local player (standalone or client) has a line of sight to actor's location.
Only used for level music - will be stopped when level changes
Song parameter should not include extension (assumes .ogg)
Play a sound effect, but don't propagate to a remote owner (he is playing the sound clientside)
Play a sound effect.
Used for playing custom music - not cached, and will not be stopped at level transition
Song parameter must contain extension, but can be relative or absolute directory
ex:PlayStream("D:\\alongtheway.mp3",false,1,0,0);
Called immediately after gameplay begins.
Is called right after a saved game is loaded.
Called after PostBeginPlay. On a net client, PostNetBeginPlay() is spawned after replicated variables have been initialized to their replicated values
If bNetNotify
is True, this event is called when the actor receives an update to any variable through replication.
Called for PendingTouch actor after physics completes
Called by PlayerController from on its current ViewTarget when its ViewTarget and/or bBehindView change.
Called immediately before gameplay begins.
is called right before game is saved.
RadiusActors() returns all actors within a give radius. Slow like AllActors(). Use CollidingActors() or VisibleCollidingActors() instead if desired actor types are visible (not bHidden) and in the collision hash (bCollideActors
is true)
Called for encroaching actors which successfully moved the other actor out of the way.
Called by player's hud to request drawing of actor specific overlays onto canvas
Reset actor to initial state - used when restarting level without reloading.
Set the display properties of an actor. By setting them through this function, it allows the actor to modify other components (such as a Pawn's weapon) or to adjust the result based on other factors (such as a Pawn's other inventory wanting to affect the result)
Called after PostBeginPlay.
This function sets the location of the actor it is called on. It will not work on actors withPHYS_Karma
orPHYS_KarmaRagdoll
. If the actor cannot occupy the new location because it is colliding with an actor that can block it, it will be placed at the nearest valid location. Note that because Terrain has no "volume" and is just a bent up sheet, the actor may not be moved in this manner when it penetrates terrain.
Sets the rotation relative to the actor's base.
This function sets the rotation of the actor it is called on. It will not work on actors withPHYS_Karma
orPHYS_KarmaRagdoll
.
CausesTimer()
events everyNewTimerRate
seconds. IfbLoop
is true, causesTimer()
events everyNewTimerRate
seconds. Otherwise, causesTimer()
to be called once inNewTimerRate
seconds.SetTimer(0.0, False);
stops the timer.
Check if class has HideDropDown specifier
Waits for the specified amount of time before returning.
Latent function, can only be used in state code.
Spawn an actor. Returns an actor of the specified class, not of class Actor (this is hardcoded in the compiler).
Returns None if the actor could not be spawned (either the actor wouldn't fit in the specified location, or the actor list is full).
Defaults to spawning at the spawner's location.
When this function is called, the actor will start moving along an interpolation path beginning at Dest
Pass no parameter or "" to stop all.
Since Volumes are static, VolumeTimer can be used to get timer notifications (1sec steps).
Networking - called on client when actor is torn off (bTearOff==true
)
Returns all actors touching the current actor (fast).
This traces a path to find what it collides with first. The line will be traced starting atTraceStart
and ending atTraceEnd
. IfbTraceActors
is true, actors will be considered for the tracing, otherwise only pieces of the world (terrain, staticmeshactors, BSP) will be considered for collision. When the trace hits something,HitLocation
andHitNormal
will be set to contain the location and normal of the impact. If specified, the material of the surface hit can also be returned. If anExtent
is specified, you can have the trace have "width." It will have a box of the size specified as a vector (corner to corner) as the "thickness" of the trace.
Note that traces are not very fast, so should be avoided or kept to a minimum where possible.
Note that if you want actors to be considered for traces they must be able to block the trace, either bybCollideActors
, or easier withbBlockZeroExtentTraces
orbBlockNonZeroExtentTraces
if your trace uses extents.
Return all actors along a traced line. Reasonably fast (like any trace)
Line check just against this actor. Returns true if did not hit this actor.
Called when carried into a new level, after AcceptInventory.
Called when carried onto a new level, before AcceptInventory.
This is called at the end of a section of code to be timed passing in the same time variable supplied to Clock.
Preload all announcer phrases used by this actor.
Called if this Actor was touching a Pawn who pressed Use
Returns all visible (notbHidden
) actors within a radius for which a trace fromLoc
(which defaults to caller'sLocation
) to that actor'sLocation
does not hit the world.
Slow likeAllActors()
. UseVisibleCollidingActors()
instead if desired actor types are in the collision hash (bCollideActors
is true)
Returns all colliding (bCollideActors==true
) actors within a certain radius for which a trace fromLoc
(which defaults to caller's Location) to that actor's Location does not hit the world.
Much faster thanAllActors()
since it uses the collision hash
Defaultproperties |
---|
defaultproperties { DrawType=DT_Sprite bLightingVisibility=True bAcceptsProjectors=True bReplicateMovement=True bDeferRendering=True RemoteRole=ROLE_DumbProxy Role=ROLE_Authority NetUpdateFrequency=100.000000 NetPriority=1.000000 LODBias=1.000000 Texture=Texture'Engine.S_Actor' DrawScale=1.000000 DrawScale3D=(X=1.000000,Y=1.000000,Z=1.000000) MaxLights=4 ScaleGlow=1.000000 Style=STY_Normal bMovable=True FluidSurfaceShootStrengthMod=1.000000 SoundVolume=128 SoundPitch=64 SoundRadius=64.000000 TransientSoundVolume=0.300000 TransientSoundRadius=300.000000 CollisionRadius=22.000000 CollisionHeight=22.000000 bBlockZeroExtentTraces=True bBlockNonZeroExtentTraces=True bSmoothKarmaStateUpdates=True bJustTeleported=True Mass=100.000000 ForceNoise=0.500000 MessageClass=Class'Engine.LocalMessage' } |
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