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UE1:Actor properties (UT)

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UT Object >> Actor (properties)

Contents

Actor properties in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT2003, UT2004
Other member categories for this class:
enums, events, internal variables, native functions

[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.

[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


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] bFilterByVolume

Type: bool


[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

Fatness (mesh distortion).

Default value: 128

[edit] LODBias

Type: float


Default value: 1.0

[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] SpriteProjForward

Type: float


Default value: 32.0

[edit] Style

Type: ERenderStyle


Default value: STY_Normal

[edit] Texture

Type: Texture

Misc texture.

Default value: Texture'Engine.S_Actor'

[edit] VisibilityHeight

Type: float

cylinder. Zero=infinite visibility.

[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


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


[edit] LightEffect

Type: ELightEffect


[edit] LightPeriod

Type: byte


[edit] LightPhase

Type: byte


[edit] LightRadius

Type: byte


[edit] LightType

Type: ELightType


[edit] VolumeBrightness

Type: byte


[edit] VolumeFog

Type: byte


[edit] VolumeRadius

Type: byte


[edit] Property group 'Movement'

[edit] AttachTag

Type: name


[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

Ambient sound effect.

[edit] SoundPitch

Type: byte


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

[edit] Internal variables

See Actor internal variables.

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