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Legacy:Object

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UT2003 :: Object (Package: Core)
UT2004 :: Object (Package: Core)

Object, the root class. All other classes are more or less directly derived from Object.

Object is the parent class of all objects in Unreal. All of the functions in the Object class are accessible everywhere, because everything derives from Object. Object is an abstract base class, in that it doesn't do anything useful. All functionality is provided by subclasses, such as Texture (a texture map), TextBuffer (a chunk of text), and Class (which describes the class of other objects).

The UnrealScript compiler insists that you specify "extends Object" if you're extending Object, i.e. it does not implicitly extend the Object class if you forget to add it.

See Object (UT) for the UT version and Object (UT3) for the UT3 version of this class.

Properties[edit]

name Name (native, const, editconst, noexport) 
The name of this object. The string representation of this value is the same like the last part of the object's string representation.
class Class (native, const, editconst) 
The class of this object. (The class of e.g. class'Engine.Mutator' is class'Core.Class', the class of an actual Mutator actor is class'Engine.Mutator'.)
pointer ObjectInternal[7] (native, private, const) 
(like all pointer variables declared as int in engine build 2136 and earlier)
Object Outer (native, const) 
int ObjectFlags (native, const) 

Constants[edit]

Pi = 3.1415926535897932
MaxInt = 0x7fffffff = 2147483647 
Maximum possible integer value. Minimum integer: ~MaxInt = 0x80000000 = -2147483648

Used for ObjectFlags:

RF_Transactional = 0x00000001 
Object supports editor undo/redo.
RF_Public = 0x00000004 
Object can be referenced by external package files.
RF_Transient = 0x00004000 
Object can't be saved or loaded.
RF_NotForClient = 0x00100000 
Don't load the object for game client.
RF_NotForServer = 0x00200000 
Don't load the object for game server.
RF_NotForEdit = 0x00400000 
Don't load the object for editor.

Structs[edit]

See Built-In Struct.

Enumerations[edit]

ESheerAxis[edit]

SHEER_None 
SHEER_XY 
SHEER_XZ 
SHEER_YX 
SHEER_YZ 
SHEER_ZX 
SHEER_ZY 

ECamOrientation[edit]

Camera orientations for Matinee

CAMORIENT_None 
CAMORIENT_LookAtActor 
CAMORIENT_FacePath 
CAMORIENT_Interpolate 
CAMORIENT_Dolly 

EAxis[edit]

Not in UT2003.

AXIS_X 
AXIS_Y 
AXIS_Z 

EDrawPivot[edit]

DP_UpperLeft 
DP_UpperMiddle 
DP_UpperRight 
DP_MiddleRight 
DP_LowerRight 
DP_LowerMiddle 
DP_LowerLeft 
DP_MiddleLeft 
DP_MiddleMiddle 

EDetailMode[edit]

Was in Actor in UT2003.

DM_Low 
DM_High 
DM_SuperHigh 

Methods[edit]

The Object class contains the declarations for the Global Function and operators you can use in UnrealScript.

There are some other important function declarations in the Object class:

BeginState ( ) 
Called when executing the GotoState method right after the object's state has changed.
EndState ( ) 
Called by GotoState right before the state changes. This will also be called when an Actor's Destroy method is used.
Created ( ) 
Called for non-Actor objects when they are created using New.

Known UnrealScript Subclasses[edit]

Documented Subclasses[edit]

Deprecated Or Not Implemented[edit]

  • Bitmap – former base class for textures (now Material)
  • Time
  • Locale

Not Yet Documented[edit]

(should be moved to one of the above categories as soon as UT2003 information become available)

If subclasses are linked in this section then they either still contain UT information or haven't been moved to Documented Subclasses yet. (Please do so in this case.)

Related topics[edit]

Other Related topics[edit]


Daid303: I've found some extra function in the new demo of UT2004:

native final function bool PlatformIsMacOS();  
 
native final function bool PlatformIsUnix();  
 
native final function bool PlatformIsWindows();  
 
native final function bool PlatformIs64Bit();

You can simply find stuff like that by opening U files in notepad. See if people can find other new native stuff :)

Foxpaw: ! Functions to check what platform it is? Why that's plum crazy! Plums! Seriously though, it seems rather un-cross-platformy to have functions like that, but I'd be interested to see how they've been used in UT2004.

MythOpus: Hasn't the time sub-system been in the C Headers since the orginial UT? How come it still hasn't been implemented?

OlympusMons: Added the other related topics, not sure if all these links are fully related to object or should really go here or not.