Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE1:Actor internal variables (UT)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT Object >> Actor (internal variables)

Contents

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

[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.