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UE1:Actor properties (U1)
From Unreal Wiki, The Unreal Engine Documentation Site
- Actor properties in other games:
- RTNP, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004
- Other member categories for this class:
- enums, events, internal variables, native functions
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Properties
[edit] Property group 'Advanced'
[edit] bAlwaysRelevant
Type: bool
Always relevant for network.
[edit] bCanTeleport
Type: bool
This actor can be teleported.
[edit] bCollideWhenPlacing
Type: bool
This actor collides with the world when placing.
[edit] bDirectional
Type: bool
Actor shows direction arrow during editing. Also dictates whether items like lights are Diffused or Directional (Spot)
[edit] bEdShouldSnap
Type: bool
Snap to grid in editor.
[edit] bForceStasis
Type: bool
Force stasis when not recently rendered, even if physics not none or rotating.
[edit] bGameRelevant
Type: bool
Always relevant for game
[edit] bHidden
Type: bool
Is hidden during gameplay.
[edit] bHiddenEd
Type: bool
Is hidden during editing.
[edit] bHighDetail
Type: bool
Only show up on high-detail.
[edit] bIsItemGoal
Type: bool
This actor counts in the "item" count.
[edit] bIsKillGoal
Type: bool
This actor counts in the "death" toll.
[edit] bIsSecretGoal
Type: bool
This actor counts in the "secret" total.
[edit] bMovable
Type: bool
Actor is capable of travelling among servers.
Default value: True
[edit] bNetOptional
Type: bool
Modifiers: const
Actor should only be replicated if bandwidth available.
[edit] bNetTemporary
Type: bool
Modifiers: const
Tear-off simulation in network play.
[edit] bNoDelete
Type: bool
Modifiers: const
Cannot be deleted during play.
[edit] bOnlyOwnerSee
Type: bool
Only owner can see this actor.
[edit] bOwnerNoSee
Type: bool
Everything but the owner can see this actor.
[edit] bStasis
Type: bool
In StandAlone games, turn off if not in a recently rendered zone turned off if bCanStasis and physics = PHYS_None or PHYS_Rotating.
[edit] bStatic
Type: bool
Modifiers: const
Does not move or change over time.
[edit] bTravel
Type: bool
Actor is capable of travelling among servers.
[edit] LifeSpan
Type: float
[edit] Property group 'Collision'
[edit] bBlockActors
Type: bool
Blocks other nonplayer actors.
[edit] bBlockPlayers
Type: bool
Blocks other player actors.
[edit] bCollideActors
Type: bool
Modifiers: const
Collides with other actors.
[edit] bCollideWorld
Type: bool
Collides with the world.
[edit] bProjTarget
Type: bool
[edit] CollisionHeight
Type: float
Modifiers: const
Default value: 22.0
[edit] CollisionRadius
Type: float
Modifiers: const
Radius of collision cyllinder.
Default value: 22.0
[edit] Property group 'Display'
[edit] AmbientGlow
Type: byte
Ambient brightness, or 255=pulsing.
[edit] AnimFrame
Type: float
Current animation frame, 0.0 to 1.0.
[edit] AnimRate
Type: float
Animation rate in frames per second, 0=none, negative=velocity scaled.
[edit] AnimSequence
Type: name
Animation sequence we're playing.
[edit] bMeshCurvy
Type: bool
Curvy mesh.
[edit] bMeshEnviroMap
Type: bool
Environment-map the mesh.
[edit] bNoSmooth
Type: bool
Don't smooth actor's texture.
[edit] bParticles
Type: bool
Mesh is a particle system.
[edit] bRandomFrame
Type: bool
Particles use a random texture from among the default texture and the multiskins textures
[edit] bShadowCast
Type: bool
[edit] bUnlit
Type: bool
Lights don't affect actor.
[edit] DrawScale
Type: float
Scaling factor, 1.0=normal size.
Default value: 1.0
[edit] DrawType
Type: EDrawType
Default value: DT_Sprite
[edit] Fatness
Type: byte
Default value: 128
[edit] Mesh
Type: Mesh
Mesh if DrawType=DT_Mesh.
[edit] MultiSkins
Type: Texture
Array size: 8
[edit] RenderIteratorClass
Type: class<RenderIterator>
class to instantiate as the actor's RenderInterface
[edit] ScaleGlow
Type: float
Multiplies lighting.
Default value: 1.0
[edit] Skin
Type: Texture
Special skin or enviro map texture.
[edit] Sprite
Type: Texture
Sprite texture if DrawType=DT_Sprite.
[edit] Style
Type: ERenderStyle
Default value: STY_Normal
[edit] Texture
Type: Texture
Misc texture.
Default value: Texture'Engine.S_Actor'
[edit] VisibilityHeight
Type: float
[edit] VisibilityRadius
Type: float
Actor is drawn if viewer is within its visibility
[edit] Property group 'Events'
[edit] Event
Type: name
The event this actor causes.
[edit] Tag
Type: name
Actor's tag name.
[edit] Property group 'Filter'
[edit] bDifficulty0
Type: bool
Appear in difficulty 0.
Default value: True
[edit] bDifficulty1
Type: bool
Appear in difficulty 1.
Default value: True
[edit] bDifficulty2
Type: bool
Appear in difficulty 2.
Default value: True
[edit] bDifficulty3
Type: bool
Appear in difficulty 3.
Default value: True
[edit] bNet
Type: bool
Appear in regular network play.
Default value: True
[edit] bNetSpecial
Type: bool
Appear in special network play mode.
Default value: True
[edit] bSinglePlayer
Type: bool
Appear in single player.
Default value: True
[edit] OddsOfAppearing
Type: float
Default value: 1.0
[edit] Property group 'LightColor'
[edit] LightBrightness
Type: byte
[edit] LightHue
Type: byte
[edit] LightSaturation
Type: byte
[edit] Property group 'Lighting'
[edit] bActorShadows
Type: bool
Light casts actor shadows.
[edit] bCorona
Type: bool
Light uses Skin as a corona.
[edit] bLensFlare
Type: bool
[edit] bSpecialLit
Type: bool
Only affects special-lit surfaces.
[edit] LightCone
Type: byte
Radius of light cone formed by directional lighting
[edit] LightEffect
Type: ELightEffect
[edit] LightPeriod
Type: byte
[edit] LightPhase
Type: byte
[edit] LightRadius
Type: byte
Distance from actor that light is thrown.
[edit] LightType
Type: ELightType
[edit] VolumeBrightness
Type: byte
[edit] VolumeFog
Type: byte
[edit] VolumeRadius
Type: byte
[edit] Property group 'Movement'
[edit] AttachTag
Type: name
Tag of the object 'attached' to this mover. Only really relevant to movers.
[edit] bBounce
Type: bool
Bounces when hits ground fast.
[edit] bFixedRotationDir
Type: bool
Fixed direction of rotation.
[edit] bRotateToDesired
Type: bool
Rotate to DesiredRotation.
[edit] Buoyancy
Type: float
Water buoyancy.
[edit] DesiredRotation
Type: Object.Rotator
Physics will rotate pawn to this if bRotateToDesired.
[edit] Location
Type: Object.Vector
Modifiers: const
Actor's location; use Move to set.
[edit] Mass
Type: float
Mass of this actor.
Default value: 100.0
[edit] Physics
Type: EPhysics
Modifiers: const
[edit] Rotation
Type: Object.Rotator
Modifiers: const
Rotation.
[edit] RotationRate
Type: Object.Rotator
Change in rotation per second.
[edit] Velocity
Type: Object.Vector
Velocity.
[edit] Property group 'Networking'
[edit] NetPriority
Type: float
Higher priorities means update it more frequently.
Default value: 1.0
[edit] NetUpdateFrequency
Type: float
Default value: 100.0
[edit] RemoteRole
Type: ENetRole
Default value: ROLE_DumbProxy
[edit] Property group 'Object'
[edit] Group
Type: name
[edit] InitialState
Type: name
[edit] Property group 'Sound'
[edit] AmbientSound
Type: Sound
[edit] SoundPitch
Type: byte
Sound pitch shift, 64.0=none.
Default value: 64
[edit] SoundRadius
Type: byte
Radius of ambient sound.
Default value: 32
[edit] SoundVolume
Type: byte
Volume of amient sound.
Default value: 128
[edit] TransientSoundRadius
Type: float
[edit] TransientSoundVolume
Type: float
Default value: 1.0
