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UE1:Actor internal variables (UT)
From Unreal Wiki, The Unreal Engine Documentation Site
- Actor internal variables in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004, UT3
- Other member categories for this class:
- enums, events, native functions, properties
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Internal variables
[edit] Acceleration
Type: Object.Vector
Acceleration.
[edit] AnimLast
Type: float
Last frame.
[edit] AnimMinRate
Type: float
Minimum rate for velocity-scaled animation.
[edit] bAlwaysTick
Type: bool
Modifiers: const
Update even when players-only.
[edit] bAnimByOwner
Type: bool
Animation dictated by owner.
[edit] bAnimFinished
Type: bool
Unlooped animation sequence has finished.
[edit] bAnimLoop
Type: bool
Whether animation is looping.
[edit] bAnimNotify
Type: bool
Whether a notify is applied to the current sequence.
[edit] Base
Type: Actor
Modifiers: const
Moving brush actor we're standing on.
[edit] bAssimilated
Type: bool
Modifiers: transient, const
Actor dynamics are assimilated in world geometry.
[edit] bCarriedItem
Type: bool
being carried, and not responsible for displaying self, so don't replicated location and rotation
[edit] bClientAnim
Type: bool
[edit] bClientDemoNetFunc
Type: bool
Modifiers: const
[edit] bClientDemoRecording
Type: bool
Modifiers: const
True we are currently recording a client-side demo
[edit] bDeleteMe
Type: bool
Modifiers: const
About to be deleted.
[edit] bDemoRecording
Type: bool
Modifiers: const
True we are currently demo recording
[edit] bDynamicLight
Type: bool
Temporarily treat this as a dynamic light.
[edit] bEdLocked
Type: bool
Locked in editor (no movement or rotation).
[edit] bEdSnap
Type: bool
Modifiers: transient
Should snap to grid in UnrealEd.
[edit] bForcePhysicsUpdate
Type: bool
force a physics update for simulated pawns
[edit] bHighlighted
Type: bool
Modifiers: const
Highlighted in UnrealEd.
[edit] bHurtEntry
Type: bool
keep HurtRadius from being reentrant
[edit] bInterpolating
Type: bool
Performing interpolating.
[edit] bIsMover
Type: bool
Modifiers: const
Is a mover.
[edit] bIsPawn
Type: bool
Modifiers: const
True only for pawns.
[edit] bJustTeleported
Type: bool
Modifiers: const
Default value: True
[edit] bLightChanged
Type: bool
Modifiers: transient
Recalculate this light's lighting now.
[edit] bMemorized
Type: bool
Modifiers: const
Remembered in UnrealEd.
[edit] bNetFeel
Type: bool
Modifiers: const
Player collides with/feels it in network play.
[edit] bNetHear
Type: bool
Modifiers: const
Player hears it in network play.
[edit] bNetInitial
Type: bool
Modifiers: const
Initial network update.
[edit] bNetOwner
Type: bool
Modifiers: const
Player owns this actor.
[edit] bNetRelevant
Type: bool
Modifiers: const
Actor is currently relevant. Only valid server side, only when replicating variables.
[edit] bNetSee
Type: bool
Modifiers: const
Player sees it in network play.
[edit] bReplicateInstigator
Type: bool
Replicate instigator to client (used by bNetTemporary projectiles).
[edit] Brush
Type: Model
Modifiers: const, export
Brush if DrawType=DT_Brush.
[edit] bScriptInitialized
Type: bool
[edit] bSelected
Type: bool
Modifiers: const
Selected in UnrealEd.
[edit] bSimFall
Type: bool
[edit] bSimulatedPawn
Type: bool
Modifiers: const
True if Pawn and simulated proxy.
[edit] bTempEditor
Type: bool
Modifiers: transient, const
[edit] bTicked
Type: bool
Modifiers: transient, const
Actor has been updated.
[edit] bTimerLoop
Type: bool
[edit] bTrailerPrePivot
Type: bool
If PHYS_Trailer and true, offset from owner by PrePivot.
[edit] bTrailerSameRotation
Type: bool
If PHYS_Trailer and true, have same rotation as owner.
[edit] CollisionTag
Type: int
Modifiers: const, transient
[edit] ColLocation
Type: Object.Vector
Modifiers: const
Actor's old location one move ago.
[edit] Deleted
Type: Actor
Modifiers: const
[edit] DodgeDir
Type: EDodgeDir
[edit] ExtraTag
Type: int
Modifiers: const, transient
[edit] HitActor
Type: Actor
[edit] Instigator
Type: Pawn
Pawn responsible for damage.
[edit] Inventory
Type: Inventory
Inventory chain.
[edit] LatentActor
Type: Actor
Modifiers: const
Internal latent function use.
[edit] LatentByte
Type: byte
Modifiers: const
Internal latent function use.
[edit] LatentFloat
Type: float
Modifiers: const
Internal latent function use.
[edit] LatentInt
Type: int
Modifiers: const
Internal latent function use.
[edit] Level
Type: LevelInfo
Modifiers: const
Level this actor is on.
[edit] LightingTag
Type: int
Modifiers: const, transient
[edit] MiscNumber
Type: byte
Modifiers: const
Internal use.
[edit] NetTag
Type: int
Modifiers: const, transient
[edit] OldAnimRate
Type: float
Animation rate of previous animation (= AnimRate until animation completes).
[edit] OldLocation
Type: Object.Vector
Modifiers: const
Actor's old location one tick ago.
[edit] OtherTag
Type: int
Modifiers: const, transient
[edit] Owner
Type: Actor
Modifiers: const
Owner actor.
[edit] PendingTouch
Type: Actor
[edit] PhysAlpha
Type: float
Interpolating position, 0.0-1.0.
[edit] PhysRate
Type: float
Interpolation rate per second.
[edit] PrePivot
Type: Object.Vector
Offset from box center for drawing.
[edit] Region
Type: PointRegion
Modifiers: const
Region this actor is in.
[edit] RenderInterface
Type: RenderIterator
Modifiers: transient
[edit] Role
Type: ENetRole
Default value: ROLE_Authority
[edit] SimAnim
Type: Object.Plane
[edit] SkelAnim
Type: Animation
[edit] SpecialTag
Type: int
Modifiers: const, transient
[edit] StandingCount
Type: byte
Modifiers: const
Count of actors standing on this actor.
[edit] Target
Type: Actor
Actor we're aiming at (other uses as well).
[edit] TimerCounter
Type: float
Modifiers: const
Counts up until it reaches TimerRate.
[edit] TimerRate
Type: float
Timer event, 0=no timer.
[edit] Touching
Type: Actor
Array size: 4
Modifiers: const
List of touching actors.
[edit] TweenRate
Type: float
Tween-into rate.
[edit] XLevel
Type: Level
Modifiers: transient, const
Level object.
